• Duke Nukem: Forever V2 - Extra Hate Edition!
    1,467 replies, posted
I don't know why this game was rated so low. I just bought it and enjoyed it a lot. Anyway, anyone else get terrible lag in MP games? My ping goes up to 4000 and lags everyone else in the house who is using the internet.
Tried the demo of this yesterday. I felt sad at how bad it was :(
^ The demo is nowhere near close to the entire game. [editline]27th June 2011[/editline] This game is a prime example of why I never ever follow reviews.
I'm having loads of fun with this game. People are taking it waaaaaaaaaaaaay too seriously. You're fighting an alien invasion while driving a monster truck, beer is a power up, smoking cigars while blowing heads off. This game is so fucking awesomly manly it is incredible.
[QUOTE=Hakita;30746718]That [B]FUCKING POOL TABLE FUCK WHO PROGRAMMED THIS SHIT THESE PHYSICS AREN'T EVEN CLOSE TO REALISTIC[/B][/QUOTE] No matter how uncharacteristic Duke's high-pitched "SHIT!!" is, it damn well describes my rage. Also, anyone play the [sp]pinball game in the Duke Cave near the beginning? "I've got balls of fffail![/sp]
Dowloading the demo off steam, see how kick ass I can get though.
[QUOTE=Saren;30759472]Dowloading the demo off steam, see how kick ass I can get though.[/QUOTE] The demo sucks, prepare for extreme disappointment.
Can't wait.
[QUOTE=Saren;30759472]Dowloading the demo off steam, see how kick ass I can get though.[/QUOTE] better get the full game.
How many cigars are there in the game, I've only found one and that was in duke burger.
[QUOTE=nige111;30760028]How many cigars are there in the game, I've only found one and that was in duke burger.[/QUOTE] I Found 2. One in Duke Burger second in the Forklift levels (don't remember which one though) but the cigar was on a shelf.
[QUOTE=nige111;30760028]How many cigars are there in the game, I've only found one and that was in duke burger.[/QUOTE] If you're looking for the them for Ego boosts you only need to find one.
No I was just wondering.
[QUOTE=midlet_guy;30759854]better get the full game.[/QUOTE] Good idea, but try before you buy. People telling how it sucks bad, kind of ruins the purpose to wanting to buy it. But it ain't stopping me.
[url=http://www.dukenukemreloaded.com/forum/viewtopic.php?f=103&t=1613&sid=41a155f821bf81a2b1028e81218043cd]DN3D Reloaded was demoed yesterday at Gearbox.[/url] [quote]I had 4 presentations to do, from 11 am to 5 pm. A presentation and demo for the executives, Randy Pitchford, the Triptych team, and Scott Miller. I can´t go deep with the details of the presentation or the feedback. But what i CAN say is, that they were all very impressed. They simply didn't expect what they saw, which warms my heart as a Game Designer. One of the great comments was about the development time. They were simply amazed by what we had been able to pull off in 6 months. The Triptych guys were really great. Expecially, Allen Blum was a really great guy! He asked a lot of questions through the Demo, and one of the levels I Demoed, was actually based off his original map. I told him about the new level design differences, and he was very curious. He also asked a lot of questions about the level design, and was generally very impressed. When i showed them the characters, (I demonstrated the Pigcop and Duke) there were a big "Wow" in the room. Especially from Allen Blum. I also showed them the Duke model, they felt that this was one of the best Duke characters they had ever seen. Allen told me that this looked exactly like the original Duke 3D Artwork, all the way down to the smirk, jaw etc. After the Triptych presentation i talked a bit with Allen about the older versions of DNF. At 4 pm, Scott arrived. This is one of my big idols, so it was a very great meeting. Scott it an awesome person. VERY open minded. We had a great talk about the Shareware revolution, some of the early days of 3D Realms, what Max Payne actually looked and played like when 3DR first got it (Before it was called Max Payne, and before it was a 3rd person shooter, etc.), Afterwards, I started the demo. He was equally very impressed. And he actually told me that this was exactly what he hoped for with this project, and we spent a lot of time, talking about the project. The Conclusion? I cant get into details about the results of each presentation. But let me say this. We are currently finishing up a big plan for the final polish push of the Multiplayer Beta. And we are all very excited on the team. We are also starting a discussing on our media plans with Gearbox Software atm, and once we have more to announce (And Show) You guys will definitely know about it! [/quote] tl;dr Everyone was very impressed.
[QUOTE=zeldar;30774427][url=http://www.dukenukemreloaded.com/forum/viewtopic.php?f=103&t=1613&sid=41a155f821bf81a2b1028e81218043cd]DN3D Reloaded was demoed yesterday at Gearbox.[/url] tl;dr Everyone was very impressed.[/QUOTE] To be honest, I'm more hyped up for this than I was for DNF. Also, I can't believe that I have drove past their HQ so many times. I can identify most of the shit in that picture he took of the surrounding area. Should have went up there when I had the chance.
Does anyone know what console command I'd want to alter in order to get magazine and spent shell casings to stay longer? I know there's a limit. All of the console commands - [code][FONT=Courier New]a_AutoDuckMinVolume 0.300000 a_DeafLowPassCutoff 0.020000 a_DeafnessTestPercent 0.000000 a_Doppler 1 a_FlangePreventionTimer 0.010000 a_InterpolateSoundOcclusion 1 a_MaxVolumeScale 0.800000 a_MinLowPassCutoff 0.010000 a_OccludeLowPassMax 0.200000 a_OccludeLowPassMin 0.030000 a_OccludeMaxRadiusScale 0.500000 a_ReverbTransitionRate 1.000000 a_ShowOccluder 0 a_SoundOcclusionFadeRate - Units per second to fade to desired occlusion factor. a_StartSoundSilent 1 a_WaterLowPassCutoff 0.060000 ai_actionpoints 0 ai_canseefrompos_debug 0 ai_canseefrompos_passall 0 ai_dbmovearound 0 ai_debug 0 ai_debug_actionpoint_canuse 0 ai_debug_allow_walk_z 1 ai_debug_atactionpoint 0 ai_debug_calcmovedelta 0 ai_debug_clearshot 0 ai_debug_collision 0 ai_debug_disable_movement_animpos 0 ai_debug_disable_movement_bone 0 ai_debug_disable_movement_bone_rot 0 ai_debug_dpath_disable 0 ai_debug_dpath_enable 0 ai_debug_dpath_player_disabled 0 ai_debug_los 0 ai_debug_movement_bone 0 ai_debug_movement_bone_animpos 0 ai_debug_movement_bone_draw 0 ai_debug_movement_bone_rot 0 ai_debug_opfail_spam 0 ai_debug_popout_canuse 0 ai_debug_popout_disable_restoreloc 1 ai_debug_popout_dist 0 ai_debug_popout_movement 0 ai_debug_popout_usage 0 ai_debug_popout_waittime 0 ai_debug_popup_canuse 0 ai_debug_popup_los 0 ai_debug_popup_navpush 0 ai_debug_popup_offset 0 ai_debug_proc_aim 0 ai_debug_proc_aim_disable 0 ai_debug_scripted_path 0 ai_debug_turn_instant 0 ai_debug_turnspeed 1 ai_debug_turnspeed_dot 0.990000 ai_exec 0 ai_force_popindex -1 ai_force_popsort -1 ai_forcecutscene 0 ai_goal_hack 0 ai_goal_standcover_maxdist 400.000000 ai_gotox_skipsnap 0 ai_hack 0 ai_hate 0 ai_health 0 ai_jumpdb 0 ai_jumpdb_failonly 0 ai_jumpdb_markertime 5.000000 ai_jumpfudge -950.000000 ai_jumpgravspeed 600.000000 ai_MinFaceThresh 0.500000 ai_movearound_x 6 ai_movespeed -1.000000 ai_native_states 0 ai_nopopupcompromise 0 ai_nopopuprequiretarget 0 ai_notick 0 ai_pathcache_hits ai_pathcache_misses ai_physics 1.000000 ai_popindex -1 ai_proc_aim_bodydisable 0 ai_proc_aim_disable 0 ai_proc_aim_headdisable 0 ai_proc_aim_weapondisable 0 ai_range 0 ai_refhack 0 ai_roll -1.000000 ai_seethruwalls 0 ai_shot 0 ai_show_bubbles 0 ai_showgoals 0 ai_showrot 0 ai_TestPath 0 ai_TestVelocity 0 ai_trackdebug 0 ai_tracklen 32.000000 ai_UseDefferRotation 1 ai_warn_popout_movethreshold 0.050000 AimAssistAngVelLimit 500.000000 AimAssistExpFallRate 0.500000 AimAssistExpFallScale 0.800000 AimAssistFocalPointScale 8124.000000 allow_oldver_edit 0 animevent_MinWarnTime 1.000000 APJ_GrvityK 1.000000 bDebugShootable 0 bDebugUsable 0 bDisablePhysicsEffects 0 bGCNativeClasses 1 bHideHiddenRealtime 1 BList - Enable/Disable BList bLogTick 0 bShowReferences 0 bSlowLight 0 bTickAll 0 c_NoMesh 0 ClientAdjustmentTimeThresholdMax 1.200000 ClientAdjustmentTimeThresholdMin 0.500000 ClientThrottleMoveCorrections 0 ClientUseRelaxedCorrections 0 CollisionHullColor CollisionHullSelectedColor D3DReset 0 DebugMarkerExtraLength 12.000000 DebugMoveCorrections 0 DebugNetworkTweening 0 DnExec_StubVar - Exec stub variable, not used. editor_allproperties editor_allproperties 0 fire_NoAmmoCasings 0 FixNetworkTweening 0 g_ForceNormalize 0 g_HighResNormals 0 g_LightMode 0 g_LogLevelEvents 1 g_PhysTest 0 g_PhysVolTicks 7 g_SMWeldMode 0 g_TransIndex -1 g_TransIndex2 -1 g_WaterHack 0 ggg_MotionMagX 1250.000000 ggg_MotionMagY 1205.000000 ggg_MotionMagZ 792.000000 GlobalHeightFogBottom -10000.000000 GlobalHeightFogDepth 20000.000000 GlobalHeightFogX 90000.000000 GlobalHeightFogY 90000.000000 HUD2_END 1.000000 HUD2_IR 23.000000 HUD2_OR 28.000000 HUD2_START 0.500000 HUD2_STEP 0.100000 HUD3_END 0.500000 HUD3_IR 23.000000 HUD3_OR 28.000000 HUD3_START 0.000000 HUD3_STEP 0.100000 HUD_CHI 9 HUD_END 2.000000 hud_IconDelay 0.250000 HUD_IR 23.000000 HUD_OR 29.000000 HUD_PAD 1.000000 HUD_START 1.000000 HUD_STEP 0.100000 HUD_W 5.000000 iii_AnimStrength 1.000000 IK 1 IK_AllowTilting 1 IK_debug_planeted 0 IK_Draw 0 IK_DrawLeg -1 IK_LerpSpeed1 20.000000 IK_LerpSpeed2 10.000000 ik_MonitorEvents 0 IK_QuickSolve 1 IK_WalkDebug 0 IK_Walking 1 LightCullNodes 1 LogStack - If TRUE, UnrealScript Log() functions will prepend state and stack info to each print statement. ls_DecreaseLerpRate 4.000000 ls_IncreaseLerpRate 4.000000 ls_OldPoseFadeRate 3.000000 m_AimBoneDebug 0 MegaShotScale 1 MegaShotXShift 0.000000 MegaShotYShift 0.000000 mem_HeapCheck 0 meq_AirCloudKickBaseTorque 30.000000 meq_AirCloudKickCutoff 0.650000 meq_AirCloudKickExtraTorque 10.000000 meq_AirCloudKickScalar 1.200000 meq_AirCloudKickScaleChance 0.100000 meq_AirCloudKickUpForce 4.000000 meq_AirCloudVelThresh 100.000000 meq_AngularDamping - Damping factor for angular velocities; must be a value between 0 and < 1. meq_AutoBrakeTorque 6000.000000 meq_Bounds 0 meq_BSPStorageType 3 meq_Character_UseEarlySyncronize 0 meq_Character_UseJointErrorCompensation 0 meq_CharacterBones 0 meq_CharacterSensor 1 meq_Collision 0 meq_CollisionEpsilon 1.300000 meq_CollisionSimpleOnly 0 meq_Contacts 0 meq_ConvexSphereTesselation 1 meq_CrashBounceMinimumVolume 0.100000 meq_Crushing 0 meq_DebugEnableDisableThresholdValues 0 meq_DebugEntityGroups 0 meq_DebugImpactDamage 0 meq_DebugInteractionPool -1 meq_DebugInteractions 0 meq_DebugMaterialUsage 0 meq_DirectOppositionScale 15.000000 meq_DisableContactEvents 0 meq_DumpSolvedConstraints 0 meq_EffectTransitionTime 0.250000 meq_EnableContactEvents 1 meq_ErrorReductionScale 1.000000 meq_FancyCollisionScaling 1 meq_ForceConvexCollision 0 meq_FPS - Ensure that the physics systems always runs with this minimum framerate. meq_Frame 0 meq_Glass 0 meq_GlobalDeactivationThreshold 3.000000 meq_ImpactBaseScale 2.300000 meq_ImpulseLimit 1 meq_ImpulseMassBarrier 50.000000 meq_ImpulseMaxVelocity 1600.000000 meq_ImpulseMinVelocity 5.000000 meq_InteractionLayers 0 meq_Joints 0 meq_LinearDamping - Damping factor for linear velocities; must be a value between 0 and < 1. meq_Magnetism 0 meq_MaximumSolverIterations 20 meq_MaxRollRatio 1.100000 meq_MaxUpVel 256.000000 meq_MinRollRatio 0.900000 meq_minWheelVelDot 0.950000 meq_Model 0 meq_PathAlphaStep 0.005000 meq_PathConstraint 0 meq_PawnController 0 meq_PawnIdleTime 0.350000 meq_PersistTimer 0.100000 meq_PlayerInteractions 0 meq_PrintImpactDebugInfo 0 meq_RollSlideMinimumVolume 0.100000 meq_Sensor 0 meq_ShowGroundConstraint 0 meq_ShowImpactVelocity 0 meq_ShowMinGround 0 meq_ShowRollVelocity 0 meq_ShowSkidAmount 0 meq_ShowSlideVelocity 0 meq_SqueakScale 0.100000 meq_StepDownMinVel2DSquared 0.000100 meq_SubTick 1 meq_TimeScale - Scale the physics time deltas by this amount. meq_ToleranceScale 1.000000 meq_UnrealUpdateMinSq 0.002500 meq_Velocity 0 meq_Water 0 meq_WaterDensityScale 0.300000 meq_WaterPseudoPlane 0 meq_WaterStrengthScale 4.200000 meq_xActors 1 meq_xBSP 0 meqCrushMaxDirDot -0.707000 meqCrushMinPointDot 0.707000 MeshColor MeshSelectedColor MoverColor MoverSelectedColor 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0.200000 NetworkTweenLocationThresholdZ 0.200000 p_AlphaLerpRate 4.000000 p_DebugMovementState 0 particles_NoCollision 0 Patch_ControlMesh_Selected Patch_ControlMesh_SelectedInst Patch_SolidDirtyMesh_Normal Patch_SolidSurface_OwnerSelected Patch_SolidSurface_Selected Patch_SolidSurface_SelectedInst Patch_Vert_Normal Patch_Vert_Selected Patch_Vert_SelectedInst Patch_WireSurface_Normal Patch_WireSurface_OwnerSelectedInstOrtho Patch_WireSurface_OwnerSelectedOrtho Patch_WireSurface_Selected3DView Patch_WireSurface_SelectedInst3DView Patch_WireSurface_SelectedPhysCollision QualityControl QualityControlFailMax 2 QualityControlRecoveryTime 5.000000 r_ActorMirrorFix 0 r_AllowAlwaysVisible 1 r_AllowBumpLayers 1 r_AllowEditorTexStreaming 0 r_AllowFilmgrain 1 r_AllowForceSmoothShadows 1 r_AllowHiResTex 1 r_AllowLightShaftShadows 1 r_AllowNULLBuffer 1 r_AllowShadowMaterials 1 r_AllowSinglePassWaterFog 1 r_AmbientOcclusion 1 r_AmbientOcclusionSpeed 0.050000 r_AOBlurScale 3.000000 r_AODepthScale 0.001000 r_AODepthScale2 1.000000 r_AONumSamples 16 r_AOZBias 1.000000 r_AspectScale 1.000000 r_AvgKernalSize 0 r_BatchBSPProjectorDefs 0 r_BatchProjectors 1 r_BatchShadows 2 r_binkUpdate 1 r_BloomBlurScale 2.000000 r_BloomBrightnessScale 1.000000 r_BloomIndex 2 r_BloomMode 0 r_BlurAmount 1.000000 r_BlurBrightnessScale 1.000000 r_BlurIndex 1 r_BlurScale 2.000000 r_BoostYVal 42.000000 r_BSPProjectorSlopeScaleBias -6.000000 r_BumpMipBias 0.000000 r_CacheMaterialResults 1 r_CalcLum 1 r_CallPreRender 1 r_CullShadows 1 r_DebugAnimEvents 0 r_DebugCellDepth -1 r_DebugCellIndex -1 r_DebugCollisions 0 r_DebugComplexMaterials 0 r_DebugDIMouse 0 r_DebugLight -1 r_DebugLinechecks 0 r_DebugLumMap -1 r_DebugRT 0 r_DebugShadowMap -1 r_DeferPresent 0 r_DirShadowCullDist 15000.000000 r_DirShadowMapCullDist 10000.000000 r_DirShadowMapDist 0.000000 r_DirShadowMapRatio1 0.250000 r_DirShadowMapRatio2 0.125000 r_DirShadowMapSlopeBias 1.000000 r_DirShadowRotStep 200 r_DirShadowSamples 0 r_DirShadowUseNewRotCheck 0 r_DirSpecularOffset 20000.000000 r_DOFBlurAmount 0.600000 r_DOFBlurIndex 1 r_DOFBlurScale 1.000000 r_DOFDepthAvgSize 2 r_DOFDepthBlurScale 2.000000 r_DOFFocalDist 21.000000 r_DOFFocalRangeMax 1000.000000 r_DOFFocalRangeMin 1000.000000 r_DOFPow 2.000000 r_DOFShowAlpha 0 r_DOFShowBlurredDepth 0 r_DOFWeapDist 8.000000 r_DOFWeapDistDelta 3.000000 r_DrawActorMirrors 1 r_DrawAmbient 1 r_DrawAmbientBumps 1 r_DrawBatches 1 r_DrawBeams 1 r_DrawBloomBuffer 0 r_DrawBlooms 1 r_DrawBlur 1 r_DrawBoneAABBs 0 r_DrawBSP 1 r_DrawBSPMirrors 1 r_DrawBSPProjectors 1 r_DrawCharacterShadows 1 r_DrawComplexMaterials 1 r_DrawConsole 1 r_DrawDistanceFog 1 r_DrawDOF 1 r_DrawEmissive 1 r_DrawFog 1 r_DrawFogDecal 1 r_DrawFogVolume 1 r_DrawFogwFar 0.000000 r_DrawFoliage 2 r_DrawFSAA 1 r_DrawGBuffer 1 r_DrawGBufferBase 1 r_DrawHDR 1 r_DrawHeightFog 1 r_DrawHUD 1 r_DrawLights 1 r_DrawLightShafts 1 r_DrawLineCheckBoneAABBs 0 r_DrawLineCheckTris 0 r_DrawMeshes 1 r_DrawMeshProjectors 1 r_DrawMeshSkels 0 r_DrawMotionBlur 1 r_DrawOverlays 1 r_DrawParallax 1 r_DrawParticles 1 r_DrawPinkOVision 0 r_DrawPixelMotionBlur 1 r_DrawPlayerShadows 1 r_DrawPostEffects 1 r_DrawProjectors 1 r_DrawShadows 1 r_DrawSkinMeshAABBAccurate 0 r_DrawSkinMeshAABBInaccurate 0 r_DrawSkybox 1 r_DrawSMProjectors 1 r_DrawStars 0 r_DrawStaticMeshes 1 r_DrawStaticMeshProjectorDebug 0 r_DrawTransparent 1 r_DrawUberPost 1 r_DrawUnderWater 1 r_DrawVolFog 1 r_DrawWeaponSpread 0 r_DrawXInput 0 r_EnableAnisotropy 1 r_FastDirectionalShadows 1 r_FastPreZ 1 r_FastShader 1 r_FillFogHole 1 r_FinalHDR 1 r_FlushTexStreams 0 r_ForceBoxLight 0 r_ForceComplexMaterials 0 r_ForceDirShadowUpdate -1 r_ForceLightUpdate 0 r_ForceNullShadowMaps 0 r_ForceProjLayer 0 r_ForceSynchParticleAnimFrame 0 r_ForceTwoSidedShadows 0 r_FreezeVis 0 r_FSAA1 0.850000 r_FSAA2 0.600000 r_FSAA3 0.250000 r_FSAA4 0.250000 r_FSAA5 0.400000 r_FSAA6 0.800000 r_GaussianBiFilter 0 r_GaussianScale 1.400000 r_GlassProjectorSlopeScaleBias -6.000000 r_GlobalHeightFogDepth 0.000000 r_GlobalHeightFogDist 0.000000 r_GlobalHeightFogTop 0.000000 r_HackFogZScale 0.500000 r_HDRConvolveSize 0.650000 r_HDRLowOfs 0.200000 r_HDRLowScale 0.500000 r_HDRUseSpec 1 r_HighLightPathBlockers 0 r_HUDEffectNoZTest 1 r_IgnoreCRC 0 r_IgnoreStaticMeshSections 0 r_LightOptimization 1 r_LightShaftClipPlanes 1 r_LightShaftDecalSize 1.100000 r_LightShaftDukeVisionBrightnessScale 4.000000 r_LightShift 0.500000 r_LightTest 0 r_Markers 0 r_MaxAnisotropy 8 r_MaxSlices 64 r_MaxTexStreamMegs 200 r_MaxTexStreams 64 r_MeshShadowLOD 0 r_MeshShadowLODDist 2048.000000 r_MipBias 0.000000 r_MirrorUpdateFreq 1 r_MotionBlurAmount 1.000000 r_MotionIntensity 0.600000 r_MoveActorDebugBounds 0 r_MoveActorDebugBoundsLifetime -1 r_NativeShadowmaps 1 r_NearClipBias 5.000000 r_NewAmbient 0 r_NewAmbientB 0.900000 r_NewAmbientBump 0.650000 r_NewAmbientG 1.000000 r_NewAmbientPower 4.000000 r_NewAmbientR 1.000000 r_NewAmbientScale 0.400000 r_NewDirShadowMaps 0 r_NonOccludedCellsDebugRender 1 r_NoShadowMapMasking 0 r_Occlude 1 r_OccludedActorsDebugRender 1 r_OccludedCellsDebugRender 1 r_OccludeThresholdHide 10 r_OccludeThresholdShow 50 r_OctTreeDebugRender 0 r_OldSlowShadows 0 r_PartialPrecision 0 r_ParticleEdgeFadeDist 0.000000 r_ParticleEdgeFadeEnabled 1 r_PatchBaseThresh 64.000000 r_PatchForceResetVB 0 r_PatchForceTess 0 r_PatchTessMode 1 r_PencilMode 0 r_PixelMotionBlurBaseFPS 40.000000 r_PixelMotionBlurScale 1.000000 r_PixelMotionMaxVel 20.000000 r_PortalBias 1.500000 r_PostLightMode 0 r_PPBiasStep 5 r_PrecacheNearbyZones 0 r_PrecacheRT 1 r_PrecacheZone 0 r_PreDrawShadowMaps 0 r_PreZPass 1 r_ProcessActorMode 0 r_ProcessActors 1 r_ProcessActorsFast 1 r_ProcessActorVisGroups 1 r_ProjectorBias 1 r_ReportMeqonMemory 0 r_ResetCollisions 0 r_SameBatchMaterial 0 r_SaveLoadingScreenShaders 0 r_ScaleUpLoadScreen 1 r_SceneDesaturation 0.000000 r_SceneHighlights r_SceneMidTones r_SceneShadows r_ScreenShotMode_Speed 6.000000 r_ShadowDetailShift 6 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r_WaterMipBias -2.000000 r_wFar 0.000000 r_wNear 0.000000 r_zbounds 1 s_HeightLockMagnitudeBase 6500000.000000 save_Mode 1 SearchPackagesOnNone 0 ServerAdjustmentErrorThreshold 3.000000 ServerAdjustmentErrorThresholdStopped 0.500000 ServerAdjustmentErrorThresholdZ 5.000000 ServerDeadReckoningMax 0.200000 ServerForceAdjustmentTime 0.200000 ServerMinAdjustmentTime 0.015000 ServerThrottleConnection 1 ServerThrottleCorrections 1 ServerUseDeadReckoning 0 ServerUseSimulatedReckoning 0 ShouldQualityControlSetMax 1 SimulateSkippedMoves 1 SlowMoveWarnTime 0.200000 SlowStatThresholdMS 1.000000 StaticMeshColor StaticMeshSelectedColor StatPause 1 StatTickTime - Time between updates to the "STAT TICK" display. Stepup_Allow 1 Stepup_Debug 0 Stepup_Force 0 TangentMode 0 ThrottleCompressedServerMoves 0 Tick_BadTickThresholdMS 0.100000 Tick_HighColor Tick_LowColor Tick_MedColor Tick_NetLogBadTicks 0 Tick_ShowBadTicks 0 Tick_ShowTickTags 0 Tick_TickHighTime 1.000000 Tick_TickMedTime 0.500000 TickColors - FALSE to disable color coding of tick times. TickFreeze 0 TickShowPeaks - If TRUE, show the highest peak that occurred over the StatTickTime interval. TickSleep - Specify the sleep time in milliseconds for each game tick. Useful for simulating a slow framerate. TickSort - If TRUE tick times will be by name (but the most time-consuming classes are guaranteed to be displayed). TickTimeHigh - Times longer than this to tick show as red. TickTimeMed - Times longer than this to tick show as yellow. TTFontDebug 0 UseConnectionQualityControl 1 UseMovementCombining 0 UseNetworkTweening 1 veh_DebugPaths 0 veh_DebugSlopeSlip 0 video_capture - turns on video capturing[/FONT] [/code]
[QUOTE=Erebus.;30774878]To be honest, I'm more hyped up for this than I was for DNF. Also, I can't believe that I have drove past their HQ so many times. I can identify most of the shit in that picture he took of the surrounding area. Should have went up there when I had the chance.[/QUOTE] They don't just invite everyone there. Mostly, because of their super-secret projects. You have to fill out a some-kind of list/test and maybe you'll get a chance to playtest something.
Why hey there mouse acceleration r_StopMouseLag 2
Well that was a [i]dam[/i] easy final boss fight [editline]30th June 2011[/editline] Pool table and air hockey were harder than any of the bosses
I [B]loved[/B] the final boss fight. It made me feel at one with Duke. A really great finale.
Still waiting on that DLC. The one with new Single Player maps and weapons.
I really wished the final boss fight had the awesome theme song playing while fighting. Would've made it even better.
^ Didn't it? I remember music playing. :raise:
Lemme check [editline]1st July 2011[/editline] GODDAMN THIS GAME IS JUST SO FUCKING MANLY I'm dressing up as Duke for halloween now. I'm gonna start working out too so he'll be proud.
[thumb]http://i.imgur.com/kJj8R.jpg[/thumb]
^ There IS a god. [editline]4th July 2011[/editline] Does it have a vibrator accessory?
[QUOTE=Starship;30897715][thumb]http://i.imgur.com/kJj8R.jpg[/thumb][/QUOTE] where I need this
So I just bought the game on Steam and I started digging around the files. Guess what I found? [url=http://uppix.net/b/6/f/c2f7f0d365d08542b3fd99b71b06a.html][img]http://uppix.net/b/6/f/c2f7f0d365d08542b3fd99b71b06a.png[/img][/url]
A diving helmet
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