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Old 08-08-2006, 10:56 PM   #521
The Commander

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Re: EDuke32 CON mod
Oh no its not your Bar Music Its was something thats obvielsy screwy with the map I tried it again and this time I saw a moniter that when activatied displayed the problem. I didnt see this monitor the first time becuase it was blocked by an enemy altho your song does tend to become anyoying lol maybe some KORN nudge nudge. lol. Does this Mod work Multiplayer? If so how does the player gain skill? Does the opent drop coins as well?
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Old 08-08-2006, 11:33 PM   #522
DeeperThought

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Re: EDuke32 CON mod
Quote:
Originally Posted by The Commander View Post
Its was something thats obvielsy screwy with the map I tried it again and this time I saw a moniter that when activatied displayed the problem.
So, uh, what did the monitor display?

Quote:
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Does this Mod work Multiplayer?
I doubt it. Some day I'll get around to setting up a LAN and trying it out.

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If so how does the player gain skill? Does the opent drop coins as well?
I suppose I could make the player drop skill coins, but I think the idea of having characters level up in a competitive multiplayer game is fundamentally flawed. If you've ever experienced the utter lameness that is the UT RPG (as in role playing game, not rocket propellled grenade) then you'll know what I mean. Coop multiplayer might be good, though. But I am going to focus on finishing the singleplayer game before I worry about that.
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New map effects and various optional extras for Duke 3D.

DUKE NUKEM: ATTRITION
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Old 08-09-2006, 04:20 AM   #523
gorath

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Re: EDuke32 CON mod
I still play your mod a lot, but haven't had time to report any bugs, since it is too entertaining. There's only one annoying bug, that usually happens to me in E3L1. If you enter underwater and go to the upgrade menu and then close it, you can't get out of the water anymore.

This is sometimes a bit annoying when you accidently hit the upgrade menu key underwater.

I think it would also be nice to have the upgrades on, when entering to new episode after the previous episode has been played through.
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Old 08-09-2006, 08:26 AM   #524
DeeperThought

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Re: EDuke32 CON mod
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Originally Posted by gorath View Post
I still play your mod a lot, but haven't had time to report any bugs, since it is too entertaining. There's only one annoying bug, that usually happens to me in E3L1. If you enter underwater and go to the upgrade menu and then close it, you can't get out of the water anymore.
Holy shit, you're right. The water becomes a solid ceiling and you can't even poke your head out of it. I'm pretty sure this is a bug in EDuke, since there is nothing that I do involving the menu which should have any effect on whether the player can exit water. The menu code involves displaying a bunch of stuff in EVENT_DISPLAYREST and locking the player down with the transporter_hold member of the player structure while the movement and action keys are used to navigate the menu and purchase upgrades. My guess is that manipulating the transporter_hold member is the source of the problem. I'll try locking the player using a different method and see if that helps.
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New map effects and various optional extras for Duke 3D.

DUKE NUKEM: ATTRITION
XP based weapon upgrades, progressive difficulty, and more.
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Old 08-09-2006, 08:38 AM   #525
The Commander

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Re: EDuke32 CON mod
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So, uh, what did the monitor display?
Um I cant remeber off hand, But it was something like Pause the game 2X or Escape Key to stop the Duke theme. Which fixes the problem but that doesnt acctully make sense to the problem because what you acctully hear in the back ground are all the sounds in Duke nukem playing one after the other in a totaly disorted way and its gets worse one after the other. Maybe some one else has encounted this and can tell us why it does this. But im conviced its a bug in the map but I have no idea how it was done or how to reproduce it in a new map? :S
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Old 08-09-2006, 08:47 AM   #526
DeeperThought

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Re: EDuke32 CON mod
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I'll try locking the player using a different method and see if that helps.
Fixed. Now I use movement_lock instead of the buggy transporter_hold.
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New map effects and various optional extras for Duke 3D.

DUKE NUKEM: ATTRITION
XP based weapon upgrades, progressive difficulty, and more.
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Old 08-09-2006, 08:49 AM   #527
The Commander

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Re: EDuke32 CON mod
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Fixed. Now I use movement_lock instead of the buggy transporter_hold.
I thought you did use movement_lock? My bad
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Old 08-11-2006, 06:56 AM   #528
The Commander

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Re: EDuke32 CON mod
Seeing that your making all the enemys alot harder ect, I was woundering if you were ever going to do something with the Shark? Maybe make them smart ect like in the movie "Deep Blue Sea" I think its called.
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Old 08-11-2006, 07:03 AM   #529
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Re: EDuke32 CON mod
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Seeing that your making all the enemys alot harder ect, I was woundering if you were ever going to do something with the Shark? Maybe make them smart ect like in the movie "Deep Blue Sea" I think its called.
I hate Sharks!
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Old 08-11-2006, 08:18 AM   #530
DeeperThought

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Re: EDuke32 CON mod
Quote:
Originally Posted by The Commander View Post
Seeing that your making all the enemys alot harder ect, I was woundering if you were ever going to do something with the Shark? Maybe make them smart ect like in the movie "Deep Blue Sea" I think its called.
What would a smart shark do in this game? Swim to safety?
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DUKE PLUS
New map effects and various optional extras for Duke 3D.

DUKE NUKEM: ATTRITION
XP based weapon upgrades, progressive difficulty, and more.
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Old 08-12-2006, 04:33 AM   #531
kaotic_oz

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Re: EDuke32 CON mod
Give the Shark a laser!
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Old 08-12-2006, 06:27 AM   #532
KillerBudgie

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Re: EDuke32 CON mod
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Give the Shark a laser!
That reminds me of the third Austin Powers film. Where sharks had laser beams attached to their heads. Don't you even think of going there!!
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Old 08-12-2006, 07:36 AM   #533
The Commander

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Re: EDuke32 CON mod
Ahem, Im going to take some liberty and continiue this Eduke Mod in a new Thread with a Title decent to the name,

http://forums.3drealms.com/vb/showthread.php?t=21523
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Last edited by The Commander; 08-12-2006 at 07:41 AM.
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