Duke Nukem: War of Attrition "Discussion thread for DT's War of Attrition mod"
#481 Posted 06 December 2010 - 01:15 PM
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.
#482 Posted 30 December 2010 - 07:35 AM
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).
#483 Posted 30 December 2010 - 08:32 AM
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...
#484 Posted 30 December 2010 - 09:07 AM
This post has been edited by Headless_Horseman: 30 December 2010 - 09:09 AM
#485 Posted 30 December 2010 - 11:57 AM
#486 Posted 30 December 2010 - 02:16 PM
#487 Posted 30 December 2010 - 02:54 PM
Headless_Horseman, on Dec 30 2010, 04:16 PM, said:
Is not a big deal, but anyways ....
#489 Posted 30 December 2010 - 03:03 PM
This post has been edited by Norvak: 30 December 2010 - 03:06 PM
#490 Posted 31 December 2010 - 05:26 AM
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).
#491 Posted 01 January 2011 - 05:55 AM
#492 Posted 01 January 2011 - 09:22 AM
Attached File(s)
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cranium_pal0.zip (135.53K)
Number of downloads: 381
#493 Posted 16 January 2011 - 02:47 AM
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 =)...
#494 Posted 16 January 2011 - 09:21 AM
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.
#495 Posted 21 January 2011 - 12:18 AM
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 =).
#496 Posted 21 January 2011 - 12:43 AM
Kenny mckormick, on Jan 21 2011, 12:18 AM, said:
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.
Kenny mckormick, on Jan 21 2011, 12:18 AM, said:
Thank you.
#497 Posted 05 April 2011 - 01:21 PM
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
#498 Posted 05 April 2011 - 01:38 PM
#499 Posted 05 April 2011 - 01:47 PM
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
#500 Posted 05 April 2011 - 02:04 PM
Jhect, on 05 April 2011 - 01:38 PM, said:
#501 Posted 05 April 2011 - 02:07 PM
Anyway, thank you leod.
This post has been edited by Jhect: 05 April 2011 - 02:07 PM
#502 Posted 05 April 2011 - 02:26 PM
This post has been edited by DeeperThought: 05 April 2011 - 02:29 PM
#503 Posted 05 April 2011 - 02:46 PM
DeeperThought, on 05 April 2011 - 02:26 PM, said:
Agreed. But HRP-wise Leo "HRP Fanboy" D also prefers the old font.
#504 Posted 10 April 2011 - 01:12 PM
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.
#505 Posted 17 April 2011 - 03:29 PM
#506 Posted 17 April 2011 - 04:41 PM
Forge, on 17 April 2011 - 03:29 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.
This post has been edited by E.C.S: 17 April 2011 - 04:49 PM
#507 Posted 17 April 2011 - 05:05 PM
themaniacboy, on 10 April 2011 - 01:12 PM, said:
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.
#508 Posted 17 April 2011 - 05:09 PM
E.C.S, on 17 April 2011 - 04:41 PM, said:
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.
#509 Posted 17 April 2011 - 05:21 PM
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.
#510 Posted 17 April 2011 - 06:37 PM
E.C.S, on 17 April 2011 - 05:21 PM, said:
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.