Releases

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Graf Zahl
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Re: Releases

Post by Graf Zahl »

I think after going through the open bugs and taking care of most of them, I can declare Shadow Warrior 'supported' as of the next release.
There are still a few issues - e.g. the broken interpolation when in a vehicle or occasional HOMs with portals in the add-ons (mainly map bugs) but none of these are real show stoppers. The crash bugs should be mostly fixed by now.

Of course the same caveat as for Duke and Blood applies here: These games simply aren't on the same level as Doom regarding robustness and this always needs to be taken into account - glitches frequently happen in all of them.
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Re: Releases

Post by Manuel-K »

For those that are not familiar with the games – some of those glitches can randomly kill you.
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Re: Releases

Post by sinisterseed »

Manuel-K wrote:For those that are not familiar with the games – some of those glitches can randomly kill you.
Sharp corners are my favorite.
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Re: Releases

Post by Kinsie »

Manuel-K wrote:For those that are not familiar with the games – some of those glitches can randomly kill you.
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Re: Releases

Post by PlayerLin »

Yeah...swing doors in Duke3D got most of frags.
(That's one of reasons why EDuke32 team want to fix the long-standing clipping bugs...whether that's good idea or not...)


Some usermaps doing something wrong with sector tagging would make the sector became killer(or squish) sector, nice.
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Re: Releases

Post by sinisterseed »

I think this video illustrates just how easy it is to die in Duke and Build in general :lol:

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Re: Releases

Post by PlayerLin »

Oh, I did remember watched that video years ago, too funny! lol

Most of squishes just by something pushing and clipping out of (void) sector(s) then got instant squished, even standing on closing doors is BAD idea.

The one in 1:32 of "Duke Dead Quick" video is just Duke out-runs his own RPG projectile and blow himself up, pure funny. lol
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Re: Releases

Post by Kinsie »

Gez
 
 
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Re: Releases

Post by Gez »

Nothing like climbing a 2-unit step while being under a slope and suddenly going splat. It's what gives Build its unique charm.
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Re: Releases

Post by Graf Zahl »

Don't blame the Build engine for logic bugs in the Duke game code. Ken is innocent here, it's all inept game logic causing these problems
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Re: Releases

Post by sinisterseed »

I don't think anyone is doing that, but there definitely are engine-related issues at play too - again, the infamously broken collision detection. Never seen such a broken thing in a solid game.
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Re: Releases

Post by Phredreeke »

The most deadly foe of Build games isn't Tchernobog or Zilla or the Cycloid Emperor - it's a door!
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Re: Releases

Post by sinisterseed »

Or a sharp wall, or map props too close to each other, preventing squeezing between them successfully :twisted: .

Doors were pretty infamous in the '90s to be honest, HL1's doors were just as bad as Build's, if not even more so.
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Re: Releases

Post by Manuel-K »

lowskill. wrote:Or a sharp wall, or map props too close to each other, preventing squeezing between them successfully :twisted: .

Doors were pretty infamous in the '90s to be honest, HL1's doors were just as bad as Build's, if not even more so.
I think HL's doors are slightly more forgiving.

And jumping into a tight space in HL couldn't kill you.
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Re: Releases

Post by sinisterseed »

Manuel-K wrote:
lowskill. wrote:Or a sharp wall, or map props too close to each other, preventing squeezing between them successfully :twisted: .

Doors were pretty infamous in the '90s to be honest, HL1's doors were just as bad as Build's, if not even more so.
I think HL's doors are slightly more forgiving.

And jumping into a tight space in HL couldn't kill you.
Yeah, it had better collision in general.

They are more forgiving in the sense that they don't kill you when they hit you in the face like they do in Build, but if they catch you while they're closing they could gib you.
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