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Reputation: 2944 My posts turn threads into gold
Group:
Super Moderator
Active Posts:
7,596 (1.8 per day)
Most Active In:
Everything EDuke32 (3523 posts)
Joined:
28-January 07
Profile Views:
33,098
Last Active:
User is online Today, 04:23 PM
Currently:
Not online

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: Gearbox just pulled a Colonial Marines on We Happy Few

    Today, 01:07 PM

    Gearbox published it, but it was developed by Compulsion Games. No, they should not have published it in this state. But, I still believe that Gearbox itself is capable of delivering polished games that it develops itself. I would be interested to hear what went on behind the scenes to lead to this. Was there a meltdown at Compulsion, or did they just not get enough time?
  2. In Topic: EDuke32 Scripting

    Today, 12:33 PM

    Yeah, changing the statnum to 1 in the actor code is pointless since the actor code doesn't run unless the statnum is already 1.
  3. In Topic: EDuke32 Scripting

    Today, 11:16 AM

    View Postthisbecasper, on 14 August 2018 - 11:10 AM, said:

    How do I get the holoduke (or any other item) to execute its code even though duke hasn't seen the item? I want it to spawn monsters, but it only does so after Ive walked up to it (not preferable).


    This should work:

    appendevent EVENT_GAME
    
         ifactor HOLODUKE ifn sprite[].statnum 1 changespritestat THISACTOR 1
    
    endevent
    
  4. In Topic: Any good gore mods?

    Yesterday, 03:37 PM

    View PostNinety-Six, on 12 August 2018 - 03:15 AM, said:

    I'm ideally looking for a gore mod that doesn't come with many, if any, gameplay changes.


    People interested in modding generally want to change gameplay as well as cosmetics.
    The problem is that EDuke32 doesn't have a good setup for combining different mods together. It doesn't, for example, have local variables, which would be a big help in that regard. So, a lot of mods (like most of mine) are overhauls that change lots of gameplay in addition to gore. Such is the case with Kickass Duke.
  5. In Topic: Alien Armageddon [MOD ANNOUNCEMENT]

    12 August 2018 - 02:07 PM

    View PostSanek, on 12 August 2018 - 12:11 PM, said:

    Is there anyone who ISN'T by now? :lol:


    The roughly 7.6 billion people who don't know it exists. :D

    There's still a significant amount of work to finish it, but we are making rapid progress now. The release date set at Mod DB is August 24th.

Comments

Page 1 of 1
  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.
Page 1 of 1

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