Duke3D 1.3D double foot

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leileilol
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Duke3D 1.3D double foot

Post by leileilol »

Back in 1.3D there was once the ability to kick with the mighty foot while the kick weapon is used. they fixed it to have one leg out at a time since 1.4. No more dropkicking etc :(

Thinking in the context as a gameplay option toggle (that maybe defaults on when a 1.3D GRP is detected)
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Nash
 
 
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Re: Duke3D 1.3D double foot

Post by Nash »

Oh heh I remember that. Fun times.
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Graf Zahl
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Re: Duke3D 1.3D double foot

Post by Graf Zahl »

Do you have code to enable this thing or an idea where the check is that prevents this?
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Fox666
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Re: Duke3D 1.3D double foot

Post by Fox666 »

Graf Zahl wrote:Do you have code to enable this thing or an idea where the check is that prevents this?
I have not tested it, but it should be this:

Remove the checks for curr_weapon and kickback_pic

Code: Select all

    if (TEST_SYNC_KEY(playerBits, SK_QUICK_KICK) && pPlayer->quick_kick == 0)
        if (PWEAPON(playerNum, pPlayer->curr_weapon, WorksLike) != KNEE_WEAPON || pPlayer->kickback_pic == 0)
        {
            if (VM_OnEvent(EVENT_QUICKKICK,g_player[playerNum].ps->i,playerNum) == 0)
            {
                pPlayer->quick_kick = 14;
                if (pPlayer->fta == 0 || pPlayer->ftq == 80)
                    P_DoQuote(QUOTE_MIGHTY_FOOT,pPlayer);
            }
        }
Remove the checks for curr_weapon and kickback_pic

Code: Select all

                    || ((moveFlags & pkicking)
                        && (vm.pPlayer->quick_kick > 0
                            || (PWEAPON(vm.playerNum, vm.pPlayer->curr_weapon, WorksLike) == KNEE_WEAPON && vm.pPlayer->kickback_pic > 0)))
On theory the quick_kick check here would also be removed, but if I'm not mistaken it existed in v1.3D too

Code: Select all

                    case KNEE_WEAPON:
                        if (pPlayer->quick_kick == 0)
                        {
                            (*weaponFrame) = 1;
                            if (PWEAPON(playerNum, pPlayer->curr_weapon, InitialSound) > 0)
                                A_PlaySound(PWEAPON(playerNum, pPlayer->curr_weapon, InitialSound), pPlayer->i);
                        }
                        break;
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Rachael
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Re: Duke3D 1.3D double foot

Post by Rachael »

Well, considering that this check was added in 1.4, it's obvious that they thought this was a bug, an oversight, or simply too powerful - so based on that I think it's likely the last check you highlighted may have actually existed.
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PlayerLin
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Re: Duke3D 1.3D double foot

Post by PlayerLin »

Bug or overpowered or something else...two foot kick just looks totally wrong...

How Duke still stand well when he's both legs are kicking?! :P

(Well, if it only enabled for 1.3d mode then I'm fine but still to me, it's just wrong...)
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sinisterseed
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Re: Duke3D 1.3D double foot

Post by sinisterseed »

It doesn't have to make sense.

It's Build after all, when has anything in this engine made sense :p ?
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Fox666
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Re: Duke3D 1.3D double foot

Post by Fox666 »

Of course the reason why it was changed is probably because it doesn't seems physically possible...
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wildweasel
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Re: Duke3D 1.3D double foot

Post by wildweasel »

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Rachael
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Re: Duke3D 1.3D double foot

Post by Rachael »

wildweasel wrote:With some effort, it was even possible to kick with THREE legs.
That video should have come with a maturity warning, just saying. :twisted:
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Graf Zahl
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Re: Duke3D 1.3D double foot

Post by Graf Zahl »

I'm mot going to mess around with that code for something like this, where the original devs considered it a bug worth fixing.
markanini
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Re: Duke3D 1.3D double foot

Post by markanini »

Rachael wrote:
wildweasel wrote:With some effort, it was even possible to kick with THREE legs.
That video should have come with a maturity warning, just saying. :twisted:
:laff: :laff: :laff:
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Redneckerz
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Re: Duke3D 1.3D double foot

Post by Redneckerz »

wildweasel wrote:With some effort, it was even possible to kick with THREE legs.
.... Now i understand why Dick Kickem exists. :oops: :)

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