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Reputation: 2797 My posts turn threads into gold
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Everything EDuke32 (3483 posts)
28-January 07
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User is offline Today, 04:36 PM

My Information

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

Contact Information

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

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Topics I've Started

  1. EVENT_DAMAGEWALL not working?

    10 April 2018 - 08:33 PM

    This code does nothing for me:

    al RETURN

    According to the developer notes, THISACTOR should be the ID of the projectile and RETURN should be the ID of the wall being damaged. But I can shoot at walls with all kinds of weapons and nothing gets logged. It doesn't matter whether it is a wall that has a hardcoded effect or not.
  2. Alien Armageddon [MOD ANNOUNCEMENT]

    05 April 2018 - 03:46 AM

    Duke Nukem: Alien Armaggedon

    Version 1.0 Tentative Release Date: July 1, 2018

    DNAA is an overhaul mod with a ton of new characters with sprites by sebabdukeboss20. It leaves core gameplay intact but adds various enhancements, some cosmetic and some gameplay.

    Trooper Dan, on 11 February 2018 - 10:22 PM, said:

    Hey William,

    It has been ages since we worked together! You asked about anyone mapping for the sebabduke characters. Well, I don't know. I have started putting together a project to showcase everything, but I was planning to use existing maps and just insert the new characters into them. If you wanted to contribute your mapping skills to this, that would change things for the better. We would be going for 3DR style maps, nothing super detailed and no fancy new map effects. Basically the project would showcase all of the new characters, some new cutscenes, one new weapon and a few other things. Think of it as an update of 1996 Duke. Let me know what you think.



    Since then, we gained Merlijn and Maarten, so the team consists of myself, sebabdukeboss20, William Gee and the Ostrum brothers. The mappers have been working on a single map so far, but there has been talk of including modified versions of (some of) their other maps to comprise an episode. In addition, DNAA will have an optional new characters mode which works like this: if you load any user map that does not already contain the new DNAA characters, then some of the new characters will be inserted following certain rules. This way, the mod can be enjoyed without the need to have maps made specifically for it. With that mode turned off, you still get the cosmetic and gameplay enhancements, but you don't have the new enemies thrown into the mix.

    Rather than give a further list of features, I'll point to my YouTube channel, where all of the videos in the last couple of months have been about this project, showing various characters in various states of completion.

    The video below shows some more extended gameplay from E1L1 and E1L2, using slightly modified versions of those maps. Keep in mind that this is WIP and lots of stuff can change. For example, Bombshell will not randomly show up when you are playing a map -- she will be included when it makes sense. Also keep in mind that this latest video doesn't show the new enemies very much, although starting at about 7 minutes in you can get a good look at the new strippers. One more disclaimer: modified versions of the 3DR maps are not being included, this is just for demonstration.

  3. Need a sound

    02 April 2018 - 11:26 AM

    Does anyone have a sound for an smg magazine clattering to the ground? I just need that one thing!
  4. Past and Future Mods

    21 March 2018 - 06:42 PM

    Hey everyone,

    Soon I will be announcing the summer release of a major project which will feature the amazing work of sebabdukeboss20, and a lot more. If you have seen any of the recent videos posted around here from my youtube channel, you know that there will be a lot of great new enemies and NPCs in that release. But first, I want to clear the air about my other projects, because I do get asked about them from time to time on youtube, duke4.net and in emails.

    Frequently asked questions include, "When is that going to be added to your Attrition mod?" or "Is this going to be added to Dukeplus?" The general answer is that I have no plans to update those mods ever again. Of my published mods, the only one that I will probably update again is Duke Forces, and I don't know when that will happen.

    DukePlus has gone without significant updates for a quite a long time now. I learned a lot from it, had a great time working on it, and it continues to be used to this day. I stopped updating it because it became a chore to do so. There are too many features that I would not implement the same way now, if at all. Also, there are too many features that are renderer and/or HRP dependent, making the whole package too difficult to manage and communicate about. The situation with Attrition isn't quite as bad, but I still feel that a lot of the code is outdated, and I'm just tired of working on it.

    The new upcoming project has a more solid foundation. After it is released, I may use it as the starting point for making a sequel to Attrition, adding RPG and shoot n' loot elements. This was going to be a more detailed post, but it turns out I don't have that much time right now -- I may edit it later.
  5. Compiler bug?

    10 March 2018 - 01:52 PM

    Apparently if you define a sound as having a number > 4095, you get a compiler error that you have exceeded 4096 sounds. I discovered this because I accidentally defined a sound with an extra digit:

    define SQUISHED4 9899
    definesound SQUISHED4 moresounds/squished4.ogg 0 128 16 0 0

    So even though my project has < 1000 sounds, it wouldn't let me compile because of the particular number I picked. I imagine this could be very misleading if you were actually pretty close to the 4096 limit, but you had skipped some numbers when defining sounds. In that case you might think you had actually gone over the limit.


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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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