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Reputation: 2086 My posts turn threads into gold
Group:
Super Moderator
Active Posts:
6,931 (1.8 per day)
Most Active In:
Everything EDuke32 (3181 posts)
Joined:
28-January 07
Profile Views:
25,718
Last Active:
User is offline Yesterday, 12:41 PM
Currently:
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My Information

Member Title:
Duke Plus Developer
Age:
Age Unknown
Birthday:
Birthday Unknown
Gender:
Male Male

Contact Information

E-mail:
Click here to e-mail me
MSN:
MSN  deeper-thought@hotmail.com
Website URL:
Website URL  http://fissile.duke4.net/index.html

Latest Visitors

Posts I've Made

  1. In Topic: [RELEASE] Spacetronic

    13 August 2017 - 03:49 PM

    Holy fuck, I finally got around to playing this map and it is amazing! It looks great, but for me the main selling point is the quantity and quality of diverse gameplay you were able to cram into it. I played on CGS, and the level of difficulty seemed perfect. I did have some trouble finding all the parts, but I never got truly frustrated with it. The crystal activation/cannon quest was the most fun imo. The map is a little on the long side for my tastes, but a terrific map nonetheless.
  2. In Topic: Introducing: The Essential Duke [RELEASE]

    03 August 2017 - 11:25 PM

    View PostPolunka, on 03 August 2017 - 08:06 PM, said:

    Well, now I've tried it and it doesn't run the con file at all. It says, "Error compiling CON files". I'm attaching the logfile to this post so that you could diagnose the problem. I'm running the latest revision of the source port (as you can see from the logfile). Also, I tried to run the con file both from a subfolder and the main folder, no difference.


    Try downloading from the link in the OP again. I had forgotten that I had been doing an experiment and included my strings.con file, which you don't have.

    Alternatively, you can simply find and remove the line "include strings.con"
  3. In Topic: EDuke32 Scripting

    03 August 2017 - 01:37 PM

    View PostDavid B., on 02 August 2017 - 12:59 AM, said:

    Yes I'm using it, I already tried to put a SE49 inside the lamp but it doesn't light it properly, the model lamp remains bleak.


    You need to use spritenoshade on the lamp model tile number, then code the lamp to switch between normal shade value and full bright shade (-127) depending on whether it is "lit".
  4. In Topic: Introducing: The Essential Duke [RELEASE]

    03 August 2017 - 01:48 AM

    Those 2 bugs should be fixed in the new version (see OP). Nothing else was changed.
  5. In Topic: Introducing: The Essential Duke [RELEASE]

    03 August 2017 - 01:34 AM

    View PostPolunka, on 02 August 2017 - 08:58 PM, said:

    First one is about armor points. As you know, nuke coins are capable of increasing armor beyond 100 points (this could be another bug, btw). The problem is, if you already have over 100 armor and happen to pick up an armor vest (either a full one or one dropped by a pigcop), it sets your armor points back to 100.


    Ok, I'll fix that. What should happen in that situation is the vest should stay on the ground. It should not be possible to pick it up unless your armor level is below what it would give you.

    View PostPolunka, on 02 August 2017 - 08:58 PM, said:

    The remainder are once again related to steroids. Firstly, is it normal that steroids' effect makes you invulnerable to shrink blasts?


    Yes, and that is part of the vanilla game as well.

    View PostPolunka, on 02 August 2017 - 08:58 PM, said:

    Secondly, I've found out that if you use steroids while shrunk, it prevents you from growing back to normal size.


    Using steroids while shrunk should cause you to regain normal size, just as in the vanilla game. I'll fix that.

    View PostPolunka, on 02 August 2017 - 08:58 PM, said:


    P.S.: Oh, I almost forgot. Could you please explain what's special about the red pigcops (other than the higher HP)? I've noticed they have a chance of shooting out some reddish-yellowish rays but those don't seem to add anything up to damage they deal. Or do they increase some other characteristics?

    P.P.S.: Oh, yeah, and those rays can penetrate masked walls and force fields (without dealing any damage). This may also be considered a bug.


    Those pigcops are just tougher and do a bit more damage. The "rays" are pellet trails and have no gameplay impact. Trails on hitscan in EDuke32 will often clip through sprites and walls, even if the bullets themselves do not clip. I kind of like this, and I have relied on it recently when making a railgun that used the trail sprites to determine where the projectile penetrates.

Comments

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  1. Photo 27 May 2012 - 06:52
    Can you please release just the AI part of DukePlus so we can run it with the latest eDuke? Thanks!
  2. Photo 19 Aug 2011 - 20:12
    tanks for the support dan! here is "daniel"! (from the msn) =)
  3. Photo 11 Jul 2011 - 11:45
    I can give beta-testing a shot. I have no distractions, just the limitation on how long my back can hold out.
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