Duke Forces is a modification of Duke Nukem 3d inspired by the Star Wars Dark Forces series. It works with all Duke Nukem 3D levels and automatically converts weapons, enemies, textures, sprites, music...pretty much everything into Star Wars content.
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Some bugs I found | Locked | |
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May 8 2016 Anchor | ||
Shooting like this blocks lazer projectiles (it happens with Stormtrooper blaser, pistol blaster and bow blaster): While moving sideways, lazer projectiles from Stormtrooper's blaser and bow blaster appear in the wrong place: If I find more, I'll post them here. Edited by: Dzierzan |
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May 8 2016 Anchor | ||
Thanks for the report. I knew about those and unfortunately I don't think I can fix them. This is what is happening: by default, projectiles fire from the player at a certain height, which is fine for normal Duke 3D. But that height is wrong for those weapons, and looks very wrong. I had to lower it by forcing the lasers down; but doing that makes them hit the floor if you fire at a downward angle with a ledge in front of you. As for the lasers appearing next to you when you strafe -- that's simply because you have moved from the time the gun started firing to the time that the laser actually spawned, and continue to move. I have seen this in other games as well. If I think of a way to fix it in this game engine, I will. |
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May 17 2016 Anchor | ||
***These bugs were found in beta version 1.1, some of them probably appears in 1.01 version too.*** 1. Once you get the lightsaber and crossbow, you cannot use bare hands anymore. I mean if you choose lightsaber and again click 1, you'll take crossbow instead of hands. |
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May 17 2016 Anchor | ||
Bugs 6 and 8 are renderer glitches that I can't fix. You may want to try playing without Polymer. You could also try quitting the game and restarting from your save. Bug 1, 2, 3 and 5 I can probably fix. Bug 4 will be harder. Bug 7 I have not seen. Whenever I press altfire when holding the Bryar, it charges and there is no scope. I do not know how to make this bug occur. Bug 9 happens because of a work around for an engine bug (long story). I wish I could fix it. Edited by: DeeperThought |
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May 17 2016 Anchor | ||
To trigger that bug with Bryar Pistol, use DL-44 pistol and use its alt fire mode (scope). Now you'll have scope and charge for that Bryar blaster. |
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May 18 2016 Anchor | ||
I worked on those bugs tonight, and I fixed numbers 2,3,4, and 7. Bug 1 is sort of fixed -- you can't switch to fists, but it doesn't switch to bowcaster either. I have not uploaded the fixes yet. |
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May 20 2016 Anchor | ||
Some minor bugs: 1. In the menu of weapon, when you choose lightsaber, Bryar blaser or DL-44, they seem to highlighted in darker green than the rest of weapons when you choose them. 2. Isn't "Lightsaber" written together? When you choose lightsaber it's written "Light saber". 3. When you choose multi-barreled blaser, in the weapon menu it's still highlighted as Assault Cannon. 4. I suppose it might be unfixable, but Thermal grenades leave flame when they explode underwater 5. Queen boss doesn't work. It's kind of frozen and can't be killed. |
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May 20 2016 Anchor | ||
1. I guess the original sprites have a different coloration, causing the pal shift to look different -- the code is the same for all of them. 2. I have seen it both ways. 3. Oops, didn't notice that. But they are both accessed by the same weapon key (7), so I can see how that happened. 4. That is easily fixable. 5. This is also fixable, but I forgot about it since the episode with the queen is not accessible from the menu anyway. What map were you playing that had the queen? Thanks for the report! By the way, I am already uploading version 1.1, so these bugs will have to wait, I'm afraid. |
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May 20 2016 Anchor | ||
Ohh well, I see you rushed it a little ^^. Anyways, I played the final level of 4th episode. Keep in mind that I'm keen of details, for example I can see that some animations of enemies (frames to be more precise) are wierdly placed, I mean the Probe is a good example because when it shoots, the "head" moves too far from its original position. I know I didn't write it good, so you might not understand me, it's not my tongue language. Just when I was working on Terrordrome the game (it's a fan made game where classic horror characters such as Jason or Freddy fight each other), I fixed nearly all animations with similar problems. Well, I fixed nearly every cosmetic bug I could plus some code bugs too. But most of people do not really pay attention to such small details. Heh, I don't know even know how Duke Nukem is being modded by you people. To sum it, I'll keep reporting bugs if you don't mind. |
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May 21 2016 Anchor | ||
I don't mind, but, in some cases there are limits to what I can do. The probe, for example: It has a certain firing animation frame, and it has to go straight to that frame when it fires, no matter what part of the idle animation is being displayed. So, it's not going to look smooth. Edited by: DeeperThought |
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May 21 2016 Anchor | ||
Well, the point is I don't really know how placing new animations looks like in Duke's modding. Can't you move X,Y position of each frame? Or is it about PNG files? |
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May 21 2016 Anchor | ||
Yes, it's possible to adjust the x and y offsets of the individual frames. But it's a painful process because you have to try new offsets, go in game to check the result, then adjust again, etc. I have done it on several of the enemies. |
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May 21 2016 Anchor | ||
Hah, now imagine that I've done it for 14 characters which every character has about 1000 frames. OK, maybe not every animation, but at least half of these animations were fixed by me in Terrordrome game. So yeah, this is work for people like me when you gotta be patient and keen on details. I wish I could help you more. |
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Jun 5 2016 Anchor | ||
Regarding Duke Forces, EDuke32 2.0.0devel 20100704 |
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Jun 10 2016 Anchor | ||
It looks like you are using an older version of EDuke32.exe that doesn't work with this mod. When you use the one that is included, the beginning of your log file will look like this: EDuke32 2.0.0devel r5728 (64-bit) C++ build If you are using an old version because your OS is Windows XP on a 32-bit system, then you need a 32-bit Eduke32.exe. You can find one here: Dukeworld.duke4.net |
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