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Duke Nukem: War of Attrition  "Discussion thread for DT's War of Attrition mod"

User is offline   Forge 

  • Speaker of the Outhouse

#481

I had no major difficulties the first time I played through, and the original version was alot harder than it is now.

I would have to chalk this up to the tactics you're using. You can't play the wot episode the same as you would play a user map.

If you're having that much trouble you should run around grabbing what ever you can and find a place to hold up before the first wave starts. Then when you get the number of enemies down to 1 or 2, you can go out and scout around for supplies and familiarize yourself with the layout.
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#482

A weird bug report : you can't select "Clearwater" by Billy Boy (cranium.map) as usermap with Attrition.
The map is loaded, then the screen goes black and another map from the "random maps episode" is loaded.
At first I thought my map was corrupted, so I re-dowloaded it, but the bug is still there.
The other maps by Billy Boy are fine (the ones without the additional code or graphic, of course).
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User is offline   Mike Norvak 

  • Music Producer

#483

Yeah i tried, and the same thing happened :rolleyes:

E1L8: DUKEMEAL
CONLOGVAR: L=14611 grasscount  (Global) =205
CONLOGVAR: L=14643 maprating  (Global) =512
CONLOGVAR: L=14655 randomize  (Global) =1000
Cache time: 140ms
E3L3: A DARK PASSAGE



But i don´t find any sign of the problem in the log...
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#484

I suppose Billy Boy used in the beginning of the map the same control-sprite used by DT in the first map of the "Random" episodes, the one that takes care of the randomization.

This post has been edited by Headless_Horseman: 30 December 2010 - 09:09 AM

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User is offline   Danukem 

  • Duke Plus Developer

#485

I haven't looked at the map, but I'm guessing the player starts in a pal 4 sector. If that's the case, change the pal of the starting sector and it should work fine. There's a bug in the mod that only affects user maps with pal 4 starting sectors.
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#486

Since I don't know how to use Mapster, can someone do as DT says ?
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User is offline   Mike Norvak 

  • Music Producer

#487

View PostHeadless_Horseman, on Dec 30 2010, 04:16 PM, said:

Since I don't know how to use Mapster, can someone do as DT says ?


Is not a big deal, but anyways ....
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#488

Norvak is the man :rolleyes:
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User is offline   Mike Norvak 

  • Music Producer

#489

View PostJhect, on Dec 30 2010, 04:56 PM, said:

Norvak is the man ;)


Oh come on Jhect stop sneering at me :rolleyes: :lol:

This post has been edited by Norvak: 30 December 2010 - 03:06 PM

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#490

Thanx Norvak.
I love playing Duke and the various mods, but don't ask me to use Mapster (I tried in the past but I quicly gave up).
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#491

Well, it seems that something was screwed and now the map is plagued by many glitches and you can't finish it (one of the moving sector trick in the end simply don't work). I bet that the "auto-fix map error" feature of Mapster is involved.
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User is offline   Helixhorned 

  • EDuke32 Developer

#492

Here's a cranium.map that differs in two offending places, one the floorpal 4 of the starting sector (now 0) and the other a nextwall/nextsector inconsistency for wall 7853.

Attached File(s)


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#493

I have'nt played duke for a while and i'm really happy to see that this mod just get good update...

I'm just disappointed about War Of Attrition...

The description is " There are no puzzles here, just pure action" then we should'nt always looking around for ammo!They should reappears, the fact of seeking them on the map is really boring...

I don't know if DM maps get edited for being an invasion map (cause i noticed that the first map is always Yard) but an alt mode with more ammo would be very good =)...
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User is offline   Danukem 

  • Duke Plus Developer

#494

Yes, the maps in that game mode are slightly edited DM maps.

The ammo does not respawn, but monsters do drop ammo and weapons, and other things. If it's too hard, try playing on an easier difficulty setting.
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#495

But i've heard about that selecting difficulty below Come Get Some will set the mode to...Come Get some...

Plus the problem is ammo,of course it make the game much harder,but killing Battlelord with foot and pistol is'nt only hard,it's really boring too...

Anyways after played this (last time i tried it,it looked not like this =p) on other mode,i must says it's really fun =).
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User is offline   Danukem 

  • Duke Plus Developer

#496

View PostKenny mckormick, on Jan 21 2011, 12:18 AM, said:

But i've heard about that selecting difficulty below Come Get Some will set the mode to...Come Get some...


Oh yeah, that's true about the "War of Attrition" episode, because I wanted control over what the player was being challenged with at each stage.

View PostKenny mckormick, on Jan 21 2011, 12:18 AM, said:

Anyways after played this (last time i tried it,it looked not like this =p) on other mode,i must says it's really fun =).


Thank you.
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User is offline   Danukem 

  • Duke Plus Developer

#497

I was just going to do a little maintenance update, and then it turned into a big maintenance update. I'm still not confident that everything is right, but I don't have much time for play testing it now, so I'm releasing it: War of Attrition v1.30

As always, you can download it and view the documentation/changelog at the Fissile Materials site linked in my sig. Please let me know if something isn't working right and I'll fix it ASAP.

Here are some of the bigger changes:

  • Added 14 new Duke one liners
  • In the random mission episodes, the final boss map loads after the player reaches 600,000 points, instead of after completing a certain number of missions.
  • Added kickass new red font by SwissCm, to replace the ugly red font.
  • Replaced a few maps. Now includes “Of Pigs and Men” by Sebastian Fritzon, "Anarak City" by Aymeric Nocus and “School” by “Rockdrummercm”. Also a slightly revised “Duke 6-8” by “Forge”.
  • Changed nuke system: nuke energy drops more frequently, but you have to collect 20 to make one nuke (5% per drop).
  • inventory upgrades will eventually stop dropping. this should not impact any game modes except for the high score mode. Theoretically, it should make it more difficult for players to get ridiculously high scores
  • ROF, XP, energy shield, and death rage restore can now drop in all modes

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#498

Seems like some good changes. But can you give an example of the different fonts?
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User is offline   E.C.S 

#499

Heck yes! update! once again, a great work DT.

Edit: I just realized you never fixed those small typos in the documentation ;)

This post has been edited by E.C.S: 05 April 2011 - 01:53 PM

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User is offline   LeoD 

  • Duke4.net topic/3513

#500

View PostJhect, on 05 April 2011 - 01:38 PM, said:

Seems like some good changes. But can you give an example of the different fonts?

Attached thumbnail(s)

  • Attached Image: oldfont.jpg
  • Attached Image: newfont.jpg

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#501

Ahh, i like the old one a lot more ;) bad update xD

Anyway, thank you leod.

This post has been edited by Jhect: 05 April 2011 - 02:07 PM

-1

User is offline   Danukem 

  • Duke Plus Developer

#502

By the way, I used the 8-bit version of SwissCm's font, but I did not use the tilefromtexture defs he provided. Because the font is larger than the original sprites, using tilefromtexture made it too large in game and in the HUD. So I had to use regular texture defs instead. You might think this defeats the purpose of using the 8-bit version, but actually it looks quite nice with the other 8-bit art in OpenGL if you aren't using the HRP (and I never use the HRP with Attrition).

This post has been edited by DeeperThought: 05 April 2011 - 02:29 PM

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User is offline   LeoD 

  • Duke4.net topic/3513

#503

View PostDeeperThought, on 05 April 2011 - 02:26 PM, said:

By the way, I used the 8-bit version of SwissCm's font, but I did not use the tilefromtexture defs he provided. Because the font is larger than the original sprites, using tilefromtexture made it too large in game and in the HUD. So I had to use regular texture defs instead. You might think this defeats the purpose of using the 8-bit version, but actually it looks quite nice with the other 8-bit art in OpenGL if you aren't using the HRP (and I never use the HRP with Attrition).

Agreed. But HRP-wise Leo "HRP Fanboy" D also prefers the old font.
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#504

This is a great mod, i love the War of Attrition mode.
I just can't get my hands of this mod, playing random missions keeps you coming back for more.

It's very addictive, this mod has surely reached its goal.


Great job.
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User is offline   Forge 

  • Speaker of the Outhouse

#505

I don't know if this an eDuke bug or an Attrition bug, but when Duke walks through blood pools or across his bloody foot prints, the devastator looks messed up.
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User is offline   E.C.S 

#506

View PostForge, on 17 April 2011 - 03:29 PM, said:

I don't know if this an eDuke bug or an Attrition bug, but when Duke walks through blood pools or across his bloody foot prints, the devastator looks messed up.


Strange bug, I will check that to see if happens to me.

Edit: Tested, nothing wrong happened here. Let's see what DT says about this.

This post has been edited by E.C.S: 17 April 2011 - 04:49 PM

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User is offline   Danukem 

  • Duke Plus Developer

#507

View Postthemaniacboy, on 10 April 2011 - 01:12 PM, said:

This is a great mod, i love the War of Attrition mode.
I just can't get my hands of this mod, playing random missions keeps you coming back for more.

It's very addictive, this mod has surely reached its goal.


Great job.


Thank you. I agree that it has reached its goals, but there is always room for improvement.
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User is offline   Danukem 

  • Duke Plus Developer

#508

View PostE.C.S, on 17 April 2011 - 04:41 PM, said:

Strange bug, I will check that to see if happens to me.

Edit: Tested, nothing wrong happened here. Let's see what DT says about this.


I have seen that glitch before, though I never associated it with holding the devastator or walking through bloodpools. When it happened to me, it was always in last level of the WOA episode, when all hell had broken loose. The scrambled graphics can also affect monsters or their shields, not just the weapon you are holding. It happens rarely, which is both good and bad (good that it doesn't happen often, but bad because it makes it hard to track down). If you save the game, quit, then load the saved game, the glitch is gone. It seems to be some kind of memory corruption and I don't see what it could have to do with this particular mod. I never mentioned it before because I thought it might be a problem with my particular video card or driver.
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User is offline   E.C.S 

#509

I see...

well, now a little question about the water fountains: Is normal the fountains don't heal?, I mean, I remember you can use fountains to recover life, have you disabled it?.

Also, sometimes the aliens gets trapped in the mirrors when they teleports, entering to a different world O_O.
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User is offline   Danukem 

  • Duke Plus Developer

#510

View PostE.C.S, on 17 April 2011 - 05:21 PM, said:

I see...

well, now a little question about the water fountains: Is normal the fountains don't heal?, I mean, I remember you can use fountains to recover life, have you disabled it?.

Also, sometimes the aliens gets trapped in the mirrors when they teleports, entering to a different world O_O.


Drinking water does heal, but only if you have <50 health.

You can change this by editing the following line in ATTDEFS.CON:

define MAXWATERFOUNTAINHEALTH    50


Note that the standard USER.CON from the original game also has a line like that, but it doesn't do anything. I made it functional in my mods.
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