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Reputation: 29 I seem to be liked
Group:
Members
Active Posts:
58 (0.05 per day)
Most Active In:
The height of gaming excitement (55 posts)
Joined:
14-August 14
Profile Views:
2,319
Last Active:
User is offline Today, 08:09 AM
Currently:
Offline

My Information

Age:
34 years old
Birthday:
April 8, 1983
Gender:
Male Male
Interests:
Smashing hideous creatures with a battle axe

Contact Information

E-mail:
Private
Website URL:
Website URL  http://ettingrinder.youfailit.net

Posts I've Made

  1. In Topic: EGwhaven Thread (Witchaven II Source Modification)

    20 October 2017 - 01:38 PM

    I've posted a bugfix release, v1.1.
    Highlights:
    - WH1 mouse turning now consistent with WH2
    - WH2 mlook-flight control (fly up/down when looking up/down) corrected to WH1 version
    - Cap on mouse sensitivity values greatly increased (from 16 to 256) to accommodate players with slow mouse speed
    - Zig-zag strafe movement made more responsive
    - A fix to save/load of graphics mode setting for WH2
    - Fixes to performance degradation on slower systems (WH2 especially)
  2. In Topic: EGwhaven Thread (Witchaven II Source Modification)

    18 October 2017 - 06:23 PM

    EGwhaven v1.0 is now out! This marks a major release with some long-planned features and should be generally more stable than prior releases.

    Updates to both versions:
    - RULES.CFG. This allows some of the optional fixes and a few other tweaks to be adjusted per GAME folder.
    - GAME parameter now correctly maintains separate savegame sets for each GAME directory.
    - Mouse movement and mouselook fixes/improvements.
    - Monsters no longer get locked in insane repeat-teleporting loops.
    - New configuration program for control setup and preferences. Keys to cycle through potions can be remapped.
    - .MAP file not found is now a clean exit rather than a hard crash.
    - Better framerate fixes.

    Updates to EGWH1:
    - Witchaven II autorun feature backported.
    - Witchaven II shield toggle feature backported.
    - 3-button mouse functionality restored.
    - Loose daggers placed in the map are properly collectable now.

    Updates to EGWH2:
    - MAPNAMES.CFG: Level titles are now external and customizable.
    - Fix to an error which caused intermission screen issues if WARP was used.
    - Fixed a regression in EGWH2 versions 0.5 through 0.7 that crashed the game if too many sounds played at once. (Activating Nuke outside Cirae-Argoth's ziggurat was an effective way to trigger this).
    - Level numbers greater than 15 can play background music.
    - Fixes to end-of-level scoring to make it more accurate, especially on small levels with few items/enemies.
    - Argothonian Clansman hit detection fix. On-target strikes will no longer erroneously miss them when they're in mid-swing of the sword.

    Take a look at the usual place:
    http://ettingrinder....h-egwhaven.html

    I've also made a small update to my Witchaven map data patches. Level 13 of WH1 now has a patch which fixes the bow that formerly could not be collected.
    http://ettingrinder....t/wh-tools.html
  3. In Topic: EGwhaven Thread (Witchaven II Source Modification)

    12 October 2017 - 11:57 AM

    View PostDevon, on 11 October 2017 - 07:11 AM, said:

    Just wish there was a windows port of it.

    Maybe, if the SMK/HMP format dependencies can be solved. I should probably look into what Descent ports are doing for music since that game used HMP as well if I recall correctly.

    View PostDevon, on 11 October 2017 - 07:11 AM, said:

    Opengl
    texture filtering

    Won't do.

    View PostDevon, on 11 October 2017 - 07:11 AM, said:

    better controls
    better movement

    Working on it.
  4. In Topic: Alien Rampage now available from GOG.com

    31 August 2017 - 08:14 AM

    View PostMrFlibble, on 30 August 2017 - 08:13 AM, said:

    The way you blast enemies into pieces and solve puzzles certainly makes it similar to Duke3D albeit in 2D.

    According to LGR, the engine it uses was actually prototyped for an early, early Duke Nukem Forever when they considered making it a throwback to the sidescroller Dukes, so that makes sense.
  5. In Topic: Chasm: The Rift

    21 August 2017 - 04:24 AM

    View PostPerro Seco, on 26 January 2017 - 12:12 PM, said:

    I enjoyed Chasm a lot when I was a kid. Now I'm working on a miniepisode with three new maps, new textures and new sounds:

    Spoiler

    You may have noticed that I can't build very large areas to keep acceptable frame rates.

    Color me interested!


    View PostJim, on 29 January 2017 - 02:11 AM, said:

    the monsters and weapon of this game should be ported to Quake

    That wouldn't be as easy as you think. Superficial similarities of aesthetic aside, I've looked into the model format a bit and the way it does things is vastly different from Quake. The polygons are quads and the skins are huge compared to Quake's, as well as laid out differently.
    http://www.shikadi.n...gwiki/3O_Format

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