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Reputation: 3823 My posts turn threads into gold
Super Moderator
Active Posts:
8,400 (1.86 per day)
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Everything EDuke32 (3936 posts)
28-January 07
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User is offline Today, 03:31 AM

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. Rage 2

    13 May 2019 - 07:46 PM

    Anyone else getting this?

    I'm buying it largely on the strength of the ID tech. The guns and core gameplay look solid. Also, I'm looking forward to a fps that is simply singleplayer with no bullshit. I do have misgivings about the open world design and vehicle stuff, though.
  2. runspeed vent problem

    22 April 2019 - 01:55 AM

    In newer builds, lowering the player's running speed below default makes it very difficult to jump into some vents.

    Default RUNNINGSPEED in USER.CON is 53200. But I use 48640 for some projects (e.g. Duke Forces). I have lowered running speed to that number many times thoughout the years and I have never encountered this problem until now.

    Examples of problem vents:

    E1L2, the vent that leads to the bathroom in the strip club building
    E2L1, the vent near the blue keycard

    In general, vents that require jumping are problematic, but I haven't tested all of them. I can only speculate that this is somehow related to the recent clipping changes.
  3. Need new CTF and control maps for AA [RECRUITMENT]

    03 March 2019 - 07:47 PM

    Hey Build level designers: Duke Nukem Alien Armageddon needs you!

    The next phase of Alien Armageddon (to be released mid-summer of '19) will make use of multiplayer style maps, with several gametypes. I have been scouring the internet and have found some good DM maps that can be used, but we are lacking in maps for other gametypes.

    The maps will be played in a Galactic Gladiators storyline, where Duke and other captured members of EDF are forced to compete against aliens for the amusement of the emperor. I am currently looking for two different types of maps that we are lacking:

    1) Base vs base maps designed for two teams. These could be used for either CTF or team DM. These should be symmetrical, or at least the bases should be equivalent.

    2) Control maps. These also have two teams but no bases. There would be three control points in each map, and each team tries to dominate as many of the control points as possible for as long as possible.

    More details: maps must be traversible by a variety of AI actors, including ones who have clipping issues, who can't jump or fly and are too dumb to find their way under water. So, paths to flags or control points should not require the use of sprite bridges, jumping, or going under water. EDIT: We do have jump pads, though, so some use of those can be required. Map sizes should be medium. It should not take longer than 40 seconds for a human player to run from the flag stand at one base to the flag stand at the other (less is OK). Routes ARE allowed to zig-zag and have mazelike elements, since the AI will have no trouble with that. Mappers do not need to add any gameplay to the maps. I can be responsible for adding the path nodes, and also the items, players, etc., unless the mapper actually wants to add all that.

    So, if anyone is interested, please let me know. You can either PM me or reply directly in this thread (there's no need for secrecy at this point). If you want to see examples of WIP stuff, I can provide them.
  4. Eduke32 saved games not appearing for some users

    16 February 2019 - 02:39 AM

    Just got this report regarding someone playing our AA mod:


    First of all I would like to say is, Love the mod, best one I've seen in a long while and I am going to be having a lot of fun with it! only small issue... and could be an easy fix or maybe there been investigation going around about the issue but seem that save files won't appear in the load game list at all. I save the game and when I go to load the game, the save is not there but the file is saved in the folder. playing eduke32 as admin is a no go either, still same issue if there is a way to fix this issue then that will be amazing!

    This has never happened to me but I remember people reporting this before with Eduke32 and I don't remember what the solution is.
  5. The Ledgeshot Bug

    11 February 2019 - 11:31 PM

    There is a longstanding bug with the EDuke32 custom projectile system that has been around for a long time -- it probably goes back to the introduction of custom projectiles.

    The bug is this: If an actor (including the player) fires a non-hitscan custom projectile downward while standing on a ledge*, then depending on the ledge and the downward angle, the projectile can impact on the air in front of the actor even though it has a clear trajectory to a distant target. Hitscan projectiles do not do this. Also, non-hitcan projectiles that are hardcoded (SHRINKSPARK, RPG, FIRELASER, FREEZEBLAST) do not do this either.

    *this will require some definition

    My current preferred hack for working around this ancient bug is as follows. I detect whether the shot would have a zvel of +8000 or more. If it does, then I use a hacked shot: first, I make the actor fire a FREEZEBLAST, and give the projectile the correct zvel for moving toward the intended target. The FREEZEBLAST is immediately rendered invisible in EVENT_EGS. I let the FREEZEBLAST travel for 2 tics. Then, having traveled a safe distance past the point where it would impact on the air, the FREEZEBLAST fires the custom projectile, applying to it the zvel needed to continue on the trajectory and transferring the owner from the original actor. Having served its purpose, the FREEZEBLAST is deleted.

    EDIT: below is the definition of a projectile that exhibits this bug. Aside from the VEL_MULT property, it's a fairly generic projectile. And yes, I have seen this bug on projectiles that do not use VEL_MULT

    defineprojectile RANGERPROJ PROJ_WORKSLIKE 32770
    defineprojectile RANGERPROJ PROJ_VEL 844
    defineprojectile RANGERPROJ PROJ_VEL_MULT 3
    defineprojectile RANGERPROJ PROJ_HITRADIUS 0
    defineprojectile RANGERPROJ PROJ_EXTRA 24
    defineprojectile RANGERPROJ PROJ_EXTRA_RAND 6
    defineprojectile RANGERPROJ PROJ_XREPEAT 12
    defineprojectile RANGERPROJ PROJ_YREPEAT 12
    defineprojectile RANGERPROJ PROJ_PAL 21
    defineprojectile RANGERPROJ PROJ_FLASH_COLOR 255


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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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