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Reputation: 1003 My posts turn threads into gold
Group:
Members
Active Posts:
2,458 (0.78 per day)
Most Active In:
General Discussion (968 posts)
Joined:
07-May 09
Profile Views:
18,141
Last Active:
User is offline Nov 25 2017 08:50 AM
Currently:
Offline

My Information

Age:
27 years old
Birthday:
October 6, 1990
Gender:
Male Male
Location:
Hull, England, UK
Interests:
Vintage computers, vintage synths (mostly digital) and what else? Duke Nukem. There are more, but they're equally as predictable.

Contact Information

E-mail:
Private
AIM:
AIM  PAU174u
Website URL:
Website URL  http://youtube.com/user/hightreason610
Skype:
Skype  high.treason

Latest Visitors

Posts I've Made

  1. In Topic: The Supreme Topic of Miscellaneous Knowledge

    23 November 2017 - 09:30 AM

    They're not useless, they prevent fall damage.

    Anyway, putting this here for people not on Discord, I think I've discovered an unused prototype boss in V0.99 of Duke Nukem 3D;


    It was hiding right at the end of the GAME.CON file as DUMMYDUKE and BIGDUMMYDUKE. It is the only thing in there to have any reference to BOSS2. Incidentally, what would be called BOSS2 in the final game is the Cycloid Emperor, yeah, Overlord would become BOSS3. In this proto, BOSS3 is actually within the Cycloid's tile numbers, but at times and when he is killed, his picnum will move up into the Overlord's range.

    DUMMYDUKE and his bigger brother appear green, the big one uses the sizeto command as opposed to sizeat, so he grows or shrinks to size, he dies in a single hit whereas the regular sized one does not. They walk around slowly, trying to find Duke and they also fall much more slowly than other actors. They both fire a chaingun hitscan. One has to wonder if the giant fembot in LameDuke's E1L6 wasn't just a gimmick for magazine shots and was, perhaps, once an idea, only with a giant Duke Nukem.

    DUMMYDUKE and BIGDUMMYDUKE in the GAME.CON file;
    Posted Image

    It does not appear to be a DukeBot as those are present to an extent, they do not move and really do nothing beyond simply exist. Also, enemies attack DukeBots whereas they do not attack DUMMYDUKEs at all, the non-big DUMMYDUKE also adds one kill whereas the BIGDUMMYDUKE does not. Here is a DukeBot with an enemy attacking it;
    Posted Image
    Posted Image

    As for the noted "BOSS3" there's no way to know what tiles were meant to be there, only that the Cycloid did end up here. It mostly works but he shoots a hitscan like DUMMYDUKE does instead of his barrage from the final game.
    Posted Image

    He will, however, turn into the Overlord at times and appears as one permanently when killed. Here he's alive but moving his picnum up to the Overlord's area;
    Posted Image

    Upon death;
    Posted Image

    Remember we don't know what these tiles were supposed to look like, it is likely coincidence that they happen to share numbers with the final versions of these bosses. It seems likely to me that they bosses were having their tile numbers moved, especially with the swap in the final game.
  2. In Topic: Blood corner

    20 November 2017 - 04:57 PM

    Let's see, favorite levels...

    1. The Haunting
    Seems to be an old map that stood the test of time to reach the final game, also seems a popular choice from people I've spoken to and that's well deserved, this map is awesome.

    2. Mall of the Dead
    That fucking music is awesome.

    3. The Sick Ward
    A game like Blood needed a hospital level and this one didn't disappoint... except my PC seems to invariably break around this point in the game, I'm sure you've all seen the videos by now.

    4. The Ganglion Depths
    This level really tells you that you've reached the end of the game now, you're on the final stretch. It looked good and it had some nice combat and booby traps.

    5. The Overlooked Hotel
    I almost put Crystal Lake on my list in this spot, but then remembered that some areas are a bit ugly, especially compared to forests in the alpha version of the game, and there's that one room where you get absolutely pepper-potted as soon as the door opens in a cramped space, that same room has problems with elevators at the other end so the designer probably fell asleep for a while, all-in all it does feel unrefined. By comparison, The Overlooked Hotel felt well designed and thought out, except those weird tunnels and the bad use of a mirror murdering the frame rate, but then I don't think there's a single map in Blood which doesn't have some idiotic decisions made on it, therefore I'll simply take the good, of which there is ample amounts here, and try to overlook the bad.

    6. Bowels of the Earth
    Gloomy underground map, I like mines anyway so this worked for me. Always liked to laugh at how the devs never used the path effects for the cart and instead made the whole map curve, setting it up as a rotating sector instead, strange decision.

    7. Spare Parts
    A nice industrial level, may be a little disjoint in places or else it could have gotten higher on the list.

    8. Dark Carnival
    One of Blood's defining levels for sure, yeah it had its shortcomings but it was an overall fun and memorable experience, plus some of the attractions could be interacted with.

    9. Cradle to Grave
    Yeah, I know, the first level and shit, but what a first level. The top of the tomb slides open and Caleb utters the line "I live again." telling you everything you need to know about the adventure you're embarking on.

    10. Click!
    Really fun DM map, probably hasn't aged well, but it worked out if you operated as teams. I almost wanted to say The Tower because I have fond memories of it, but objectively it isn't all that well designed and has far less novelty value than Click! does.

    Should I write my least favorite? I might do that later.
  3. In Topic: Blood corner

    18 November 2017 - 05:33 PM

    I can do it faster, it works the same way in Mapster32;


    One has to wonder why DOSBox captures invariably look shit. Either way, both methods are valid, yours has the advantage of keeping the outer textures whereas mine sometimes loses them as you're inheriting the properties of the formerly white wall, so it's faster if you only want to keep the inner geometry. Also, after filling in the first quadrilateral shaped red area on the left, you could just draw over the inverted-C-shaped piece in one go or even Alt-S it to save time and walls, might be useful if you're close to the limit and don't have enough left to create the other walls temporarily.
  4. In Topic: The Post Thread

    26 October 2017 - 10:33 PM

    View PostX-Vector, on 25 October 2017 - 06:43 AM, said:



    Hello.


    "That's good innit!?" just makes me think of
  5. In Topic: Roland SC-55 Music Packs

    24 October 2017 - 07:28 PM

    View PostHendricks266, on 24 October 2017 - 05:34 PM, said:

    I remember you telling me that you manually added panning to the Blood MIDIs as they are entirely center-panned.


    Attached File  BloodPan.png (40.73K)
    Number of downloads: 48


    Apparently not.
    Ugh, can never get over how noobish the retail Blood MIDIs are compared to those in the Alpha, it just has to be a different composer, there's no way it's the same guy.

Comments

Page 1 of 1
  1. Photo 06 Oct 2015 - 07:07
    HB!!! :)
  2. Photo 24 Aug 2014 - 06:22
    I'll try here since PM is disabled for you. Is there any chance you could put together just the flickering light code from your Confetti mod? If I run the entire code it drags down my already low framereate.
  3. Photo 22 Jun 2014 - 10:10
    Ouch, can't send you a message for some reason.
  4. Photo 09 Jun 2014 - 16:20
    hey man I sented you a message on youtube and a video
  5. Photo 06 Jun 2014 - 15:38
    In your LPs of Build games you used WASD + mouse, right? What keys did you assign for inventory items? In some games they conflict with WASD.
  6. Photo 26 May 2014 - 04:30
    How come I can't start a private conversation with you?
  7. Photo 14 May 2014 - 20:15
    I wanted to send you a PM, but apparently you don't accept them so i'll just say it here.
    I don't wanna fight with you. I respect ya and hot heads need not prevail in these discussions. So, no hard feelings?
  8. Photo 21 Feb 2014 - 16:03
    I just added in your CONfetti code to the DECAY project I have been working on for quite some time. Thanks.
  9. Photo 30 Apr 2013 - 04:10
    Have you ever played online on YANG?
  10. Photo 29 Apr 2013 - 10:34
    glad that we are now in the contact in Skype.
    What's with "I am not complete" may i ask?
  11. Photo 27 Apr 2013 - 10:37
    Hello. Mikko here
    You have nice website and nice videos in YouTube.
    I have Skype installed in my computer, so can i add you to Skype?
  12. Photo 29 Dec 2012 - 17:17
    Can you please re-upload this music pack?
    http://forums.duke4.net/topic/1070-gravis-ultrassound-music-pack/
  13. Photo 30 Aug 2011 - 07:56
    I don't know if you'll ever visit your account on here again, but I just saw you online on Yang in a locked room. Next time, KEEP IT UNLOCKED. I want to play you. ;)
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