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Reputation: 3443 My posts turn threads into gold
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Active Posts:
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Everything EDuke32 (3785 posts)
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28-January 07
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User is online 8 minutes ago
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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

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Topics I've Started

  1. Eduke32 saved games not appearing for some users

    16 February 2019 - 02:39 AM

    Just got this report regarding someone playing our AA mod:

    Quote

    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.
  2. 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_SPAWNS RAILIMPACT
    defineprojectile RANGERPROJ PROJ_EXTRA 24
    defineprojectile RANGERPROJ PROJ_EXTRA_RAND 6
    defineprojectile RANGERPROJ PROJ_XREPEAT 12
    defineprojectile RANGERPROJ PROJ_YREPEAT 12
    defineprojectile RANGERPROJ PROJ_TRAIL RANGERTRAIL
    defineprojectile RANGERPROJ PROJ_PAL 21
    defineprojectile RANGERPROJ PROJ_FLASH_COLOR 255
    
  3. Any way to force hardcoded cutscene to play?

    26 January 2019 - 08:46 PM

    For reasons I won't go into, our project requires that we start individual episodes using the startlevel CON commend, from what we have defined as the first map in VOLUME 0. This works fine once the selected episode commences. However, when episode 4 (The Birth) is started, it skips the opening hardcoded cutscene with general Graves. Note that all of the episode's levels have the same VOLUME number as in the vanilla game. Is there any way to force that cutscene to play? I have tried changing the volume number in userdef before using startlevel, but that doesn't work.
  4. an odd EDuke32 rendering behavior

    18 November 2018 - 03:34 PM

    I made a new explosion actor, with new art, then tested it in polymost. I noticed something odd: if the player was on or directly over a flat ledge (for example, the secret RPG ledge in E1L1), then the explosion sprite was not being rendered, even if there was a direct line of sight to it. This was true even jetpacking well above the ledge. The moment the player moves to a non-ledge sector, the explosion sprite becomes visible again (even in mid-explosion). Then it got stranger: I made the explosion very large and tall. Only the part of the sprite that was above the height of the ledge would be rendered. And again, the moment I would move off of the ledge the whole sprite would be rendered again. I came up with a workaround for this problem. I simply spawn an EXPLOSION2 and give it the animation and size of the new explosion, then it renders fine. Before trying this, I checked for anything unusual about my custom actor that could explain the strange rendering behavior, and was not able to find anything. But as I type this, I wonder if it's a feature of "notenemy", or if EXPLOSION2 simply has some hardcoded feature which guarantees it gets rendered.
  5. Recruiting Mappers for Alien Armageddon

    11 October 2018 - 12:25 AM

    Hey everyone, in case you haven't heard, Alien Armageddon is this mod released in late August: https://www.moddb.co...lien-armageddon

    We are recruiting level designers for the next phase of the project. Our immediate need is for some new Capture the Flag maps. This game type would be played offline with the human player leading a team of EDF troops versus a team of aliens. While still in development, CTF is already playable. If anyone is interested in making a map, PM me and I can help you get started. Or, if you have any questions, you can ask in this thread and I will provide detailed answers.

    General requirements:

    -maps can use the original Duke 3D tileset, or any of the new textures or voxels in AA.
    -maps should have exactly two base areas, one for EDF and one for the aliens
    -be prepared to compromise on design elements in order to make the map bot-friendly (e.g. don't require the player to hop across moving platforms)

    We also need new mappers to make a new story campaign. This will require more experience than making CTF maps, and if you are interested, please let me know.

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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