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Reputation: 48 I have a solid reputation
Active Posts:
177 (0.46 per day)
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Everything EDuke32 (120 posts)
04-June 16
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User is offline Today, 01:59 AM

My Information

Age Unknown
May 23
Male Male
Russia (kinda dissatisfied with it tho)

Contact Information

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Posts I've Made

  1. In Topic: Introducing: The Essential Duke [RELEASE]

    07 June 2017 - 10:32 PM

    Some minutes ago I was playing a user map and happened to stumble upon a glitch which I actually find kinda hilarious: steroids' bullet time-esque effect in fact persists even after the level is finished. Ofc the effect needs to be still present while the game is ending the level and switching to one of the cutscenes/the statscreen. As a result, everything that follows the ending sequence slows down to the equivalent extent: cutscenes' animations and fade time along with the respond time, statscreen's respond time and animation. It even continues to take place after entering the main menu (like after you've finished an episode), including cases where you just abort the game from the pause menu.
    This can be reverted back to normal by simply starting a new game or loading a savegame. Hope you're able to fix this (if you're even willing to).

    P.S.: I like how you've given the Overlord an additional charging attack, makes him a more challenging boss B) . I'll take a look at the other bosses later to see if there's anything new for them as well.
  2. In Topic: Introducing: The Essential Duke [RELEASE]

    07 June 2017 - 07:33 PM

    View PostTrooper Dan, on 07 June 2017 - 11:38 AM, said:

    The randomizer can be disabled by changing one of the defined values near the top of the CON file.

    Hey, thanks for the tip ;)
  3. In Topic: Introducing: The Essential Duke [RELEASE]

    07 June 2017 - 05:43 AM

    I like this mod a lot so far and actually find the very idea of the mere coding doing the thing pretty interesting! Keep up the good work :dukeaffirmative:

    By the way, I have one minor suggestion: while it's great to have this music randomizing technique being implemented since most user maps out there don't come with any custom tracks (or at least predefined default ones), I would still like the game to give us complete freedom at music choice. What I'm talking about is that the randomizer seems to fix music tracks it chooses for maps in the save states without a possibility for you to rethink "your" choice unless you start the map over (granted luck is on your side and you have the preferred track picked by the randomizer).
    Like, for instance, I start a map and the game chooses a music track which I don't like for some reason or which, in my opinion, doesn't fit in with the level's atmosphere. In fact, I still can change the mysic myself but it won't be redefined in the save state (should be the same thing as for levels that already have predefined tracks for them either in the code or simply located in the same directory in case they have an identical name as the mapfile). As a result, a reload will cause the game to choose the track it picked at the start, which can be rather inconvenient in aforementioned situations.
    At least this is what I think it works like. I hope you will consider my suggestion unless it's impossible to make things work this way.

    P.S.: Also, it was clever of you to actually make the game track the points in time which the music plays at while saving (after reloading the music will restart from the duration point you saved at), though I myself find it kinda frustrating. But you don't have to bother about this at all.
  4. In Topic: [RELEASE] EDuke32 Addon Compilation

    25 April 2017 - 04:09 AM

    View PostForge, on 24 April 2017 - 07:18 AM, said:

    The other name the person goes by is Ray Tracer...

    Oh, I remember playing some maps by Ray Tracer in the past (most remarkably Maia and Taygeta which I think should be a sequel to the former). So he's actually the author of the episode. Useful knowledge, I guess, especially given that there aren't any other maps by him released under his real (?) name at CGS.

    I think I'll play that updated version later. Thanks for sharing, Forge! :dukeaffirmative: And I think NF will give you a big thanks as well if he ever wishes to add the episode to the compilation.
  5. In Topic: [RELEASE] EDuke32 Addon Compilation

    24 April 2017 - 06:37 AM

    I understand that you're still having your "creative break" and am slightly reluctant to bump the thread, but I've recently found out about and played an old (the third quarter of 1998) but decent (IMO) episode which is called The Real Bad Ass and consists of 8 levels (including 1 secret level). It's got a rating of 88 on CGS, and I'm pretty much at peace with the reviewer (Puritan himself).

    The most notable aspect of it, as I think, is an awesome story written level-by-level. Continually, as a whole, the episode is a sequel to the events of the original 3 episodes. The story is not as mind-blowing and thorough but it still deepens the immersion while playing the episode. I liked the gameplay a lot as well. There are some well thought out twists that add to the variety, which benefits the whole impression to a great extent. Plus some creative technical sequences have been put in by the author (like, for example, a series of "airstrikes" on one of the last levels). I found enemy placement and ammo/monster ratio to be fine for the most part (sometimes you will get a bit overwhelmed with amounts of ammo thrown at you but that wasn't big of a deal to me). Also, some levels involved backtracking but I didn't find it frustrating.

    The architecture is mostly blocky but still acceptable (especially for '98) and improves as you get further through the episode. Nothing really impressive yet it's worth seeing (kinda like Total Apocalypse I suggested a while ago).

    If you want to add this episode to the compilation in the future (after trying it out yourself, ofc), I'll leave the link to the CGS review here.

    BY THE WAY, the USER.CON provided with the episode didn't wanna run at first (there were 3 warnings and 1 error), but when I looked into the logfile it said one specific parameter hadn't been defined. I'm not familiar with CON coding myself but I managed to fix the error anyway (since I'd remembered that DEFS.CON stores all definitions for everything; guess the author shoulda thrown in a custom DEFS.CON additionally). I didn't care about the warnings and I have no idea what that parameter's responsible for but I think you'll figure it out (though I have a suspicion that it could probably handle some of those technical sequences).



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  1. Photo 02 Sep 2016 - 05:50
    Greetings at my page, man ;D
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