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Reputation: 6 Neutral
Junior Members
Active Posts:
37 (0.35 per day)
Most Active In:
Duke Nukem 3D maps & level editing (14 posts)
13-March 17
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User is offline Yesterday, 10:21 PM

My Information

Member Title:
48 years old
January 2, 1969
Male Male
Siebeldingen, Germany https://www.google.de/maps/place/Weinstra%C3%9Fe+75,+76833+Siebeldingen/@49.2103349,8.048401,650m/data=!3m1!1e3!4m5!3m4!1s0x47965af714c16149:0xe884bca2c1652b1!8m2!3d49.21043!4d8.05041
Ancient Egypt, Programming, Pen&Paper RPGs, Boardgames, LARP, Reading, Cinema, my Family and Friends

Contact Information

Website URL:
Website URL  http://www.fantasy-miniatures.com

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Posts I've Made

  1. In Topic: Time Travel

    24 June 2017 - 11:31 AM

    View PostDotK3D, on 23 June 2017 - 10:23 PM, said:

    I am also a slooooooow worker.

    Me, too.
    And at the moment, mapping is very low on my to do list.
    As I said, if anything, this is a relaxed project.
    It's just, I liked your ideas - expecially the Viking ship in ice shelves.
    And the dinosaur age, of course.


    About baddies, having them using weapon of the era is cool, but just a reskin like in carribean life is perhaps sufficient ?

    I dunno.
    With period weapons, if it is to be interesting at all, we would have to have some different meele weapons, and a variety of one-shoot front loading black powder weapons.
    Or perhaps I'm just overthinking it.
  2. In Topic: Time Travel

    21 June 2017 - 11:43 PM

    View PostDotK3D, on 21 June 2017 - 10:44 AM, said:


    How strange, but months ago, I had the same thought, something like Duke In Time. I was watching Black Sails and a fight from ship firing on the town then moving to Nassau crossed my mind.
    Bon courage ^^.

    Thanks for the heads up and it's great to hear that someone had the same thought.

    View PostDotK3D, on 21 June 2017 - 10:44 AM, said:

    I was also thinking of a deserted Cowboy town (with a special tumbleweed sprite of course), ice and snow level in Vikings era and of course a medieval castle in France or something else in Europe.

    Sounds great. Do you want to try and do some of those? As my own progress is very slow and my maps will probably suck ("First maps suck" spoke Mickey), this would be a "relaxed" project without any pressure.

    View PostDotK3D, on 21 June 2017 - 10:44 AM, said:

    Your "Nazi Dinosaurs from Outer Space" title tells me that a level with dinosaurs could be nice (Duke gulped down bye a Trex and exit from... hum, sorry, not for little child ^^').

    Two different things - Nazi Dinosaurs from outer Space will be a game in its own right.
    But a dinosaur era map could be cool. Also as a test lab for technically bringing dinosaurs to D3d live.

    View PostDotK3D, on 21 June 2017 - 10:44 AM, said:

    Your Episode idea is a good one in my opinion but it will take a lot of time to made baddies sprites with hat and 6 shots or pigcop with musket ^^, if you plan some mods. And letting Duke use time period weapons could be nice (Duke with a Thompson fighting Al(ien) Capone...)

    Making pirate and native american sprites would be cool, but also very much work. Scripting theyr behavior and making era weapons that funciton in a believeable manner (i.e. are nor just reskins) is even harder.
    I came up with the alien plan of manipulating history partly to avoid this. The aliens would have taken over the pirate ship, just as they do with the places in original D3D, and there are no human inhabitants left except for the chicks, so duke could fight aliens as usual (or perhaps, there could be the random survivor who sits hidden behind some crate, giving some information or item, but doesn't move or fight. Technically a piece of scenery, not an actor).
    As for weapons, having Duke use a musket, pepperbox pistol, naval cannon or voodoo wand would be great, but again very diffcult. If we stick to standard weapons, a possible in-game solution would be that the EDF or whoever drops "time capsules" with equipment for Duke whenever sending him somewhere, but has no influence on the exact point they land, so Duke has to search the Map for them. Of course, if someone (certainly not me, at least at this point) would script the era weapons, a combination of both would also be great.
  3. In Topic: Two problems with Mapster32 in Ubuntu

    19 May 2017 - 01:33 AM

    View PostMark., on 18 May 2017 - 02:49 AM, said:

    What manual? Its ScrLk key, not CapsLock key.

    My fault. Just misread that - the ScrlLk is so rarely used nowadazs, I just read "CapsLk".
    Good thing I asked - I prefer a minor error on my side to a software bug that would probably be more difficult do resolve.
  4. In Topic: Wishlist

    18 May 2017 - 01:29 AM

    View PostMicky C, on 16 May 2017 - 04:12 AM, said:

    4. I gather this is pretty difficult to pull off with the current format since there's nowhere to store that information. I don't think many mappers would bother with it anyway since that info is in the read me included with maps.

    Well, I think it wouldn't have to be stored with the map file, or anywhere.
    It would rather be a function you could activate in Mapster, a feature of the running Mapster session, so it would prevent you from doing things that would "break" the compatibility level you have set (in Mapster!), or give a warning when you try to do so. This could include the sprite or sector count, usage of 3D models or Polymer lights, etc.
    Mapster could require you to set this at the start of each session, or perhaps "remember" the setting of the last session. Most of the time, you will work on the same map (or an episode with some maps of the same style) for some period of time, anyway. Or, the compability could set to minimum (original DN3D) by default, and everytime you insert something that requires a higher level, issue a warning, and change to that level if you click "OK". something like this.
  5. In Topic: Wishlist

    16 May 2017 - 06:35 AM

    View PostMark., on 16 May 2017 - 06:21 AM, said:

    OK. What confused me was this quote...
    When you set a new vertex, it "snaps" to the nearest grid point. You can turn this off.
    It would, however, be very practical to have it snapping to the nearest existing vertex of another sector.

    I read that as meaning snap a new vertex to the nearest existing vertex. Hence, overlapping vertices. I can understand wanting the new vertex to attach to a wall that is off grid but since you specified snapping to an existing vertex I took it literally.

    Yeah, it is not so simple to descibe in an unambiguous form. But by now, I think everyone knows what I meant.


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