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Reputation: 20 I seem to be liked
Group:
Junior Members
Active Posts:
33 (0.05 per day)
Most Active In:
Duke Nukem Forever General Discussion (30 posts)
Joined:
28-November 16
Profile Views:
2,167
Last Active:
User is offline Aug 09 2018 03:31 PM
Currently:
Offline

My Information

Age:
26 years old
Birthday:
July 10, 1992
Gender:
Male Male
Location:
Maine
Interests:
Duke Nukem Forever 2001

Anything before the 2011 release.

Contact Information

E-mail:
Click here to e-mail me

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Posts I've Made

  1. In Topic: Duke Nukem Forever 2011 and Lighting

    27 July 2018 - 06:16 PM

    Well, that's what I was thinking, but they must have been overly confident regarding their new tech, even though it would be logical just to leave it in. a simple bool would be enough to toggle shadow modes. I figure they thought they could just bake the lights in for background models with a 3d modeling program, and then just port the assets in the engine. it seems silly to me to rely on just dynamic shadows...that leaves me to wonder if they wanted to have a day-night system at one point, or it was just too expensive to get the static lighting re-implemented so that it could interact with the dynamic lights in a subtractive manner.
  2. In Topic: DNF Modding Discoveries

    14 July 2018 - 04:41 PM

    Posted Image

    And what about these upgrade variables?
  3. In Topic: DNF Modding Discoveries

    14 July 2018 - 04:34 PM

    Wow, so I find it amazing just how many RPG elements are left into the game's code, that can be found by UTPT,

    such as the food class for instance, "CookedBonus", under the snacks category.

    Cool little touch, having to cook the food to provide better health, that's my guess anyways.
  4. In Topic: DNF Modding Discoveries

    13 July 2018 - 10:54 PM

    View PostFuturetime23, on 11 July 2018 - 08:11 PM, said:

    Well, thank you for the feedback. the sos console is disabled in 1.03, even with FW it doesn't work. To my knowledge, it's still possible to use the editactor, object, traceactor, defactor windows but you need to bind them to keys via editing the user.ini with notepad++. You can enable it in 1.00 without the need for FW. Just edit a bind, say Tilde= and put | Type
    Personally, I'd rather see an official release by Randy that includes the most complete version of DNF 2001 (which would be Dec. 2002) and official SDK for DNF 2011 and 2002.



    Hey! I'm so sorry, but I have some further questions. I do understand how to edit the commands, but not sure of the specific commands to get the edit actor window, etc? Would love to mess with these. Is there a list somewhere?
  5. In Topic: DNF 2001 Build Was Apparently Almost Complete

    11 July 2018 - 04:30 PM

    View PostHendricks266, on 11 July 2018 - 04:24 PM, said:

    Don't you love unfalsifiable assertions?


    Are you calling me a liar? Why would I do damage control of something I have no stake in?


    That can be explained by the extent to which DNF material was privately streamed starting when 3D Realms was bought and continuing at least until the Gearbox lawsuit settlement.


    Where?


    Oh boy, never knew these facts =/

    Actually never read your comment Hendricks. Damn, you burst my bubble of hope.

    I'm in an abusive relationship with Duke Nukem Forever...lmao

    EDIT:

    So wait, that means that someone from 3D realms actually has this material and is leaking it?

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