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Reputation: 40 I have a solid reputation
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101 (0.14 per day)
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Duke Nukem General (31 posts)
15-August 17
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User is offline Jun 10 2019 07:58 AM

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  1. In Topic: The Supreme Topic of Miscellaneous Knowledge

    10 June 2019 - 07:33 AM

    One question is there any screenshots that are dated for example later 1995 (November-December) of Duke Nukem 3D Press Release screens? Are screenshots from these dates already available or not? How they look like, closer to other 1995 betas or like 0.99 and v1.0 which are made in early 1996? If anyone has answer i will be very thankful.
  2. In Topic: SIGIL

    04 June 2019 - 01:34 PM

    I played this little masterpiece by Romero. Good Classic wad, really does 90s style. I even found E5M4 crusher maze a bit funny rather than frustrating. But still wad wasn't anything special as many people on both Doom Forums and Duke Forums were excited when whole thing was still in process. It was just nice classic Romero episode, nothing more. It deserves to be 5th episode patch for Ultimate Doom however, in my opinion some thing could be done better, but it was pretty good overall.
  3. In Topic: I just want a proper new expansion

    25 May 2019 - 05:43 AM

    I agree here. Fernando Marquez episodes are way to go. Esspecially that lots of his levels, essepically from his second episode, those space themed levels are alot inspired by pre-release screenshots of Duke Nukem 3D. He made something that what could look like if 3D Realms published their scraped and thrown out levels from early beta versions of Duke to the public. Really great stuff.
  4. In Topic: What have you been playing? (posting about Duke 3D maps)

    25 May 2019 - 05:02 AM

    Replaying Duke It Out D.C. for idon't which time already. I am at Level 5 currently.
  5. In Topic: how do you change a floor's palette without changing the lighting?

    22 May 2019 - 05:30 PM

    View PostHendricks266, on 22 May 2019 - 03:34 PM, said:

    There is no way to avoid this within a map alone. In EDuke32, you can add def code such as:

    // disable the floorpal effect for this inclusive range of pals
    nofloorpalrange 10 25
    // disable the floorpal effect for a single pal
    palookup 21 { nofloorpal }
    // copy the all-remapping pals to new slots and disable the floorpal effect for these copies
    palookup 31 { copy 1 nofloorpal }
    palookup 32 { copy 2 nofloorpal }
    palookup 37 { copy 7 nofloorpal }
    palookup 38 { copy 8 nofloorpal }

    This is misleading and unreliable on its own. All palettes in Duke affect sprites in sectors when assigned to a floor. It is very poor practice to consider pals other than 1/2/7/8 a workaround for the floorpal issue without also applying def code.

    What i actually wanted to point out is that if he uses pallete like 21 for example, the weapon first person sprites would not show much of a difference, of coruse mighty boot that will change to red pants is an exception. Again monsters which steps in to this sector will got red clathig, good examples are Assault Trooper's jetpack and Pig Cop's uniform. But what i wanted to point out is that is better to use this alternative than actual palletes like 1 or 2 which will turn every color of sprite\texture to blue\red, assuming he's new at mapping. I also do suck at CON and DEF coding so i don't have knowledge here.



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