[Release][Alsmost finishe]Duke Nukem: War Against the Doomed
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
- DevilBlackDeath
- Posts: 172
- Joined: Fri Sep 06, 2013 2:40 am
Re: [Release][Alsmost finishe]Duke Nukem: War Against the Do
Well it might be on my side for the Dead Simple bug. I have a similar bug with DemonSteele, in the room with two acid pools, after raising the first bridge, you have to fall in another small gap and activate a button then the platform raise. Well it doesn't with DemonSteele. I don't know if you use a custom gore system, but it looks like custom gore caused me troubles with opening/closing doors more than once,so who knows? Anyone could confirm about the Dead Simple issue?
Edit: Didn't try with the last version, I will edit this post once it's done. Reedit : Nope, still here.
Edit: Didn't try with the last version, I will edit this post once it's done. Reedit : Nope, still here.
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Re: [Release][Alsmost finishe]Duke Nukem: War Against the Do
Nope. Having the same issue.DevilBlackDeath wrote:Well it might be on my side for the Dead Simple bug.
- DevilBlackDeath
- Posts: 172
- Joined: Fri Sep 06, 2013 2:40 am
Re: [Release][Alsmost finishe]Duke Nukem: War Against the Do
Ok cool then ! Not sure what does that though. I thought it was because the mods messed something that prevented the trigger to happen, but since in DemonSteele there's no issue in MAP07 but there is in MAP17 it's really weird.SamuraiSTALIN wrote:Nope. Having the same issue.DevilBlackDeath wrote:Well it might be on my side for the Dead Simple bug.
Edit : And the other way around too. MAP17 trigger is bugged in DemonSteele but not in DN:WAD, weird.
- jdredalert
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Re: [Release][Alsmost finishe]Duke Nukem: War Against the Do
My wild guess is that the answer propably lies on the +BOSSDEATH flag. Fatsos have it, so whatever is going to replace it must have it too.
- xenoxols
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Re: [Release][Alsmost finishe]Duke Nukem: War Against the Do
Oops. I'll get around to fixing that soon.
- DevilBlackDeath
- Posts: 172
- Joined: Fri Sep 06, 2013 2:40 am
Re: [Release][Alsmost finishe]Duke Nukem: War Against the Do
Good news ^^ But seriously I love this mod xeno, it's just awesome.
Re: [Release][Alsmost finishe]Duke Nukem: War Against the Do
Just found out that Roddy Piper, the wrestler who played Nada in They Live and came up with one of the most iconic lines ever said has died aged 61.
May he kick ass and never run out of gum in the afterlife.
May he kick ass and never run out of gum in the afterlife.
- Oberron
- Posts: 1048
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- Graphics Processor: ATI/AMD (Modern GZDoom)
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Re: [Release][Alsmost finishe]Duke Nukem: War Against the Do
"Damn it, I don't have a option...there's no escape."
Re: [Release][Alsmost finishe]Duke Nukem: War Against the Do
Is the golden M1911 removed? This is my first time seeing this mod and I am really impressed.
Re: [Release][Alsmost finishe]Duke Nukem: War Against the Do
Since I have no idea if the version linked is the latest one since I didn't know this existed, I'm going to assume it's the latest version. No offense dude, but sometimes you don't really mark down on the OP if the mod is in it's latest version.
- wildweasel
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Re: [Release][Alsmost finishe]Duke Nukem: War Against the Do
It'd help if it hadn't just been bumped from 3 years ago.
Re: [Release][Alsmost finishe]Duke Nukem: War Against the Do
Oh, great! This mod slipped under my radar somehow. It's really cool so far.
Re: [Release][Alsmost finishe]Duke Nukem: War Against the Do
Yeah, this is still one of my favorite Duke Nukem in Doom mods. It's a shame he stopped working on it.
- DevilBlackDeath
- Posts: 172
- Joined: Fri Sep 06, 2013 2:40 am
Re: [Release][Alsmost finishe]Duke Nukem: War Against the Do
Well I'd just like a fix for the MAP07 event bug even if I had to apply it myself. I had tried the +BOSSDEATH flag thing back then and tried it again now and it doesn't work =/ As a result any map using the MAP07 event instead of ACS to trigger event on monster death is broken. I'll try removing all monster defs to see if the problem even comes from that and if I can at least somewhat come up with a fix, I'll share it, if xeno authrozies it obviously ^^
- xenoxols
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Re: [Release][Alsmost finishe]Duke Nukem: War Against the Do
I'm not too active here, but you have my preemptive permission.DevilBlackDeath wrote:Well I'd just like a fix for the MAP07 event bug even if I had to apply it myself. I had tried the +BOSSDEATH flag thing back then and tried it again now and it doesn't work =/ As a result any map using the MAP07 event instead of ACS to trigger event on monster death is broken. I'll try removing all monster defs to see if the problem even comes from that and if I can at least somewhat come up with a fix, I'll share it, if xeno authrozies it obviously ^^