
This is evident when you release the movement keys, since as you roll down to a halt you can end up moving further towards the wall or corner. when you're running into a corner, it's still the same as before you hit it.

#REDNECK RAMPAGE WALKTHROUGH PC PART 2 CODE#
#REDNECK RAMPAGE WALKTHROUGH PC PART 2 OFFLINE#

the Mini Battlelord / Understanding Enemy Collision Areas 5.18 Train/Locomotive Sector Death Warp.5.14 Sectors with Sloped Floors/Ceilings.5.8 Overhang Fall Damage Push (Megaton Only).5.4 Landing Crouch Jump (also known as Jump/Duck/Jump).2 New/missing information for Duke 3D guide.If you're not sure where to put something, you can bring it up on the discussion page (top left link) instead. There is going to be false or speculative information in this guide for a long while. Specifically the Offline version has been used for most of it.Īny information that should be added later is demarked with XYZ.

Also RR-specific topics have to be covered on this page eventually.Īll the testing is currently being done using the GOG release which packages RR, R66 and RA into one. How this will be done is by creating new sub-topics under every topic from the old guide, and gradually promoting them to be the main topic and deleting the old information, although at the same time, some new information may be discovered that applies to Duke 3D, which needs to end up in that guide. It has to be checked point by point to make sure it applies to RR as well. This information has mainly been copied over from the Duke Nukem 3D guide. Why are people wasting time reading this instead of working on their own projects? I guess the same reason this took this long to become a thing in the first place.
