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[RELEASE] EDuke32 Addon Compilation  "Version 3.13 released on December 6, 2016!"

User is offline   NightFright 

  • The Truth is in here

#1531

Mere_Duke was the one taking care of fixing vanilla CON bugs. Unfortunately he is MIA and I have nobody else who can take care of that, so I dunno.

As for the visual glitch: Usually that's a renderer thing. Try what it looks like in Classic mode. Polymost and especially Polymer tend to have issues rendering some stuff against skyboxes.
0

User is offline   Ninety-Six 

#1532

View PostNightFright, on 27 December 2021 - 03:40 AM, said:

Mere_Duke was the one taking care of fixing vanilla CON bugs. Unfortunately he is MIA and I have nobody else who can take care of that, so I dunno.

As for the visual glitch: Usually that's a renderer thing. Try what it looks like in Classic mode. Polymost and especially Polymer tend to have issues rendering some stuff against skyboxes.


I was playing classic.
0

User is offline   NightFright 

  • The Truth is in here

#1533

Is the structure even there when looking at it in Mapster32? It is not completely impossible it was erased while applying mapfixes...
0

User is offline   Ninety-Six 

#1534

Which structure?
0

User is offline   NightFright 

  • The Truth is in here

#1535

I think a comparison screenshot is required. Right now I have no idea what it actually looks like in the EAC.
(However, since it's not a showstopper, this would be an entry in the bottom range of the priority list.)

This post has been edited by NightFright: 28 December 2021 - 12:56 AM

0

User is offline   Ninety-Six 

#1536

View PostNightFright, on 28 December 2021 - 12:56 AM, said:

I think a comparison screenshot is required. Right now I have no idea what it actually looks like in the EAC.
(However, since it's not a showstopper, this would be an entry in the bottom range of the priority list.)

Attached Image: duke0308.png
0

#1537

About the issue with Sentry Drones underwater having infinite blast range. I've been playing with my "Previous Official Version" and, in my case, it's not infinite per say, but it does have a very big blast radius, it doesn't feel legit as it's the same drone as usual.

Surprisingly, I'm having this issue only in the Water Bases episode, not in Last Reaction. And only underwater.


Would be nice to know if it has always been that way, in the original game. Could be since I doubt the compilation could mess up enemy .cons like that ....
0

User is offline   NightFright 

  • The Truth is in here

#1538

Definitely a renderer glitch, I can't imagine I changed the map like that. Strange that classic mode is affected as well, but apparently it can happen...
0

User is offline   Ninety-Six 

#1539

View PostTheDragonLiner, on 29 December 2021 - 08:53 AM, said:

About the issue with Sentry Drones underwater having infinite blast range. I've been playing with my "Previous Official Version" and, in my case, it's not infinite per say, but it does have a very big blast radius, it doesn't feel legit as it's the same drone as usual.


I've wondered if it has anything to do with the episode boss, which has an equally stupid blast range. Though it's not underwater...

View PostTheDragonLiner, on 29 December 2021 - 08:53 AM, said:

Surprisingly, I'm having this issue only in the Water Bases episode, not in Last Reaction. And only underwater.


It happens in Chimera too. I don't actually remember any underwater drones in LR...

View PostTheDragonLiner, on 29 December 2021 - 08:53 AM, said:

Would be nice to know if it has always been that way, in the original game. Could be since I doubt the compilation could mess up enemy .cons like that ....


The drones are still just as stupid in the DOS version. It would probably be better to compare if normal drones with the vanilla cons would do that.
0

#1540

Time to catch up on some issues brought up in this thread. First, let's start with the remaining Oblivion TC issues:

Purple Path in oblvn309.map

Starting from r1892, the purple path in oblvn309 is no longer shown while looking through the transparent texture.

r1891: Attached Image: purplepath_r1891.png

r1892: Attached Image: purplepath_r1892.png

Like with the white/inverted color screenflashes, this effect only worked because Zaxtor exploited an engine issue.

The floor tile in question consists entirely of color index 255, normally rendered as transparent, which used to show as pink in Classic mode when viewed through another transparent tile. This was an unintended effect as it caused visual glitches in other places, such as when viewing FANSPRITE walls. Note from the commit message:

Quote

Classic:
* tweak the last row and column of the translucency table so that e.g. a transparent sprite against a FANSPRITE wall doesn't show up purple (only if Duke3D table is found)

It's important to note that this effect never worked properly in Polymost, only in Classic mode. To fix this, I would suggest implementing a new actor that changes the floor tile of the path from completely black, to a bright visible color while the player is standing behind the window, but reverts to black as soon as the player moves out of the area.

"Steles" (Monoliths) in oblvn407.map

The labyrinth contains the following monoliths:
Attached Image: capt0000.png
for some reason, Zaxtor found it cute to place a hidden one-sided switch, rotated to face the monolith, on top of each of these 9 monoliths:
Attached Image: capt0001.png
As of r9887, they are impossible to activate.
I would suggest rotating these switch sprites, increase their size, and make them invisible with cstat 32768 so that they can be activated without a hassle.

The switches themselves work without any issues -- they reveal the switches next to the lava pond, which can all be activated to extend the bridge.

Episode 4 Boss -- Doomsday Project Eye

Unlike the above issues, this isn't an eduke32 problem, but rather an error in the CON files that the Addons Compilation introduced.
Reason: Using r6775, the Eye Boss can be killed with the original Oblivion TC release (downloaded from MSDN), but it cannot be killed in the Addons Compilation.

Killing it is necessary to lower a wall behind the player, which reveals a teleporter to get to the final boss.

The reason for it being unkillable is in the following code:
actor HJZZY_EYEDMG3 HJZZY_EYESTRENGTH4

  ifaction 0
  ifhitweapon {
    ifstrength HJZZY_EYELEVEL1 nullop else
    {
      globalsound MTHRSCREAM
      state checkshjzzy_eye4hitstate
    }
  }
enda


Originally, this used to be:
actor HJZZY_EYEDMG3 HJZZY_EYESTRENGTH4

  ifaction 0
  ifhitweapon
  {
    globalsound MTHRSCREAM
    state checkshjzzy_eye4hitstate
  }
enda


Removing the `ifstrength HJZZY_EYELEVEL1 nullop else` check entirely renders the boss functional again.

Edit:

Chaingun Upgrade Error

Change the quote in the following code from 230 to 231:
useractor notenemy EXOTIKOINFINITE 0

ifspritepal 3
 {
  ifmove RESPAWN_ACTOR_FLAG
    state respawnit
  else
    ifp pshrunk nullop
    else
      ifp palive
        ifpdistl RETRIEVEDISTANCE
          ifcount 6
//            ifphealthl MAXPLAYERHEALTH
              ifcanseetarget
      {
        setvar EXOTIKO 1
        quote 230
        ifspawnedby EXOTIKOINFINITE
          state getcode
        else
          state quikget
      }
 }

 ifspritepal 4 { cstator 32768 ifvare EXOTIKO 1 { ifcount 1 ifrnd 96 { addammo CHAINGUN_WEAPON CHAINGUNAMMOAMOUNT resetcount } } }
enda


This fixes the Chaingun Infinite ammo chip being referred to as the Pertify gun upgrade.

This post has been edited by Doom64hunter: 30 December 2021 - 01:58 PM

2

#1541

View PostETPC, on 22 October 2021 - 12:57 PM, said:

the shrinker is supposed to reach across rooms, right? you don't have enough time while shrunk to run through all the rooms, unless i'm missing something. could someone double check?

This is an eduke32 bug, started with r7461, and is the same issue as: https://voidpoint.io...32/-/issues/133

The issue also concerns another level of FM4X but I forgot which one.

View PostAx 34noff, on 25 October 2021 - 11:05 AM, said:

Urban Pack: can't fit through this vent shaft in acbstudios.map. Is it intentional?


It is not intended, as this is supposed to be a passage that leads to a Devastator pickup. The problem is caused by an eduke32 clipping issue introduced with revision r7398:
commit 374bdaaa0442b677073361b93a9ea00f86c9cbba (HEAD)
Author: Richard Gobeille <terminx@gmail.com>
Date:   Tue Mar 19 17:07:45 2019 +0000

    clipmove() improvements

    This fixes an issue with clipmove() caused by sectors behind walls which were candidates for clipping not being added to the list of 
    sectors that definitely clip the player, forcing the function to fall back to a slow, sector-by-sector brute force approach. 
    This brute force approach has also been removed in favor of something more efficient.

    From-SVN: r7398

The issue is now recorded here: https://voidpoint.io...32/-/issues/231

View PostAx 34noff, on 14 November 2021 - 03:53 PM, said:

Found a problem with leohotel.map of Urban Pack. This map requires Duke to teleport while being shrinked, but looks like teleports don't teleport shrinked Duke. Problematic place:


This is a previously unobserved issue that started with r8568: https://voidpoint.io...32/-/issues/232

It is quite unfortunate because the commit that caused it is the same commit that fixed the shrinker behavior, and allows climbing up sprite ladders, both of which are absolutely necessary for many of the maps in the Addons Compilation.

This post has been edited by Doom64hunter: 30 December 2021 - 05:44 PM

1

#1542

View PostNic-Usor, on 20 December 2021 - 02:55 PM, said:

@NightFright I'm testing the version from 3.x with the latest version on eduke32 (r9879) addon named Fusion TC instead Fusion Redux 2018 and, of course, HUD never show it and shooting with nuclear launcher they show white screen the 10 seconds. Now I'm tested the EDuke32 r5905 and nuclear launcher is fixed but the HUD not (the version 4.x using the eduke32 r6357 fixed the nuclear launcher, but the HUD not)


Missing HUD

The HUD doesn't show up because of an error in the CON files:

onevent EVENT_DISPLAYREST
  getuserdef[THISACTOR].screen_size TEMP1
  ifvare TEMP1 4 // Toggles the HUD on and off
  {
    ifvare HUDON 0 setvar HUDON 1 else
    ifvare HUDON 1 setvar HUDON 2 else setvar HUDON 0
  }
  setuserdef[THISACTOR].screen_size 0
  ifvarn HUDON 0 // If the HUD is active
  {
    getuserdef[THISACTOR].althud ALTHUD
    ifvare ALTHUD 1
    {
      ifvare HUDON 1 state character_face
    }
    else
    {
    * Actual HUD code*
    }

The problem here is the call to `getuserdef[THISACTOR].althud ALTHUD`. This always returns 1 no matter what HUD setting the player has (strangely, the variable is also defined as per-actor, even though it is only used outside of actor code).
Since this appears to be consistent between revisions, I would suggest forcing the variable ALTHUD to 0, which will allow the player to have the HUD numbers active. It certainly isn't useful for the player to only be able to see the HUD face, and nothing else.

White Flash on Nuke Blast

The Nuke blast flashing the screen white for 10 seconds is completely intended behavior. The fact that it didn't happen in older revisions was the actual bug.
    action NUKEFRAMES
    ifaction NUKEFRAMES
    {
      ifcount 2 nullop
      else
        ifcount 1
      {
        resetcount
        sizeto 1024 2048
        hitradius 6144 40 100 200 350
        globalsound PIPEBOMB_EXPLODE
        globalsound NUKESOUND
        debris SCRAP2 10
        palfrom 63 63 63 63
        palfrom 63 63 63 63
      }
      ifactioncount 20
        killit
    }


The commands `palfrom 63 63 63 63` will flash the screen completely white. Moreover, because of `resetcount`, this code is executed each tic, hence the screen will stay white for a very long time.
If you want to remove this behavior, simply remove the `palfrom` commands from this code.
0

#1543

View PostNightFright, on 27 December 2021 - 03:40 AM, said:

Mere_Duke was the one taking care of fixing vanilla CON bugs. Unfortunately he is MIA and I have nobody else who can take care of that, so I dunno.

As for the visual glitch: Usually that's a renderer thing. Try what it looks like in Classic mode. Polymost and especially Polymer tend to have issues rendering some stuff against skyboxes.

Pal 17 drones have 4 times the range as the regular drones, this might be what you guys are observing.
Moreover, reducing the damage radius of the drones really only requires reducing the first argument given to the `hitradius` command, it's not exactly rocket science:

state dronedead
  addkills 1
  debris SCRAP1 8
  debris SCRAP2 4
  debris SCRAP3 7
  spawn EXPLOSION2
  sound RPG_EXPLODE
  ifspritepal 17
    hitradius 8192 45 60 75 90
  else
    hitradius 2048 15 20 25 30
  killit
ends


View PostNinety-Six, on 29 December 2021 - 08:23 PM, said:

I've wondered if it has anything to do with the episode boss, which has an equally stupid blast range. Though it's not underwater...

The boss' blast radius is twice the size of the pal 17 drone even:
state gwbossdead
  addkills 1
  debris SCRAP1 24
  debris SCRAP2 16
  debris SCRAP3 20
  spawn EXPLOSION2
  sound RPG_EXPLODE
      ifspritepal 0
      { hitradius 16382 180 210 240 270
       palfrom 64 64 56 48
       endofgame 52
       cstat 0 }
      else
      { hitradius 8192 45 60 75 90
       palfrom 32 32 28 24
       cstat 0 }
      killit
ends


View PostNinety-Six, on 26 December 2021 - 08:44 AM, said:



As for the issue with the portal, the game is indeed supposed to display a skybox behind the portal showing the X64-2 planet that was also used in the AMC TC.
It is supposed to show the tiles 3820 to 3824 in sequence -- but starting from revision r1882, only tile 3820 is shown for the entire skybox.

This occurs because of the following change:
* support for free mixing of multi- and single-tile parallaxed skies in classic

In effect, this change made it so that the MOONSKY1, BIGORBIT1, and LA skies could also be used simultaneously in the same map.
These skies are special in that they use more than one tile in order to draw the skybox at a 360 degree rotation.

Prior to Helix' change, there was a little-known side-effect to these skies which LR&WB exploited:
If you used any of the above 3 skies in your map, all other parallaxed skies that you use in that same map would ALSO be using the additional tiles.

In other words, what LR&WB did was use the BIGORBIT1 sky (tiles 84 to 88, 5 tiles total), as well as the sky at tile range 3820 to 3824 (again 5 tiles total). The latter would be inheriting the additional tiles to use from BIGORBIT1's behavior. This allowed it to have two 360 degree skies simultaneously.
After r1882 however, all additional parallaxed skies will only display a single tile for the full 360 degree rotation, regardless of whether BIGORBIT1 is used or not. This is why you only see the starry sky now, as this is the first of the 5 tiles at index 3820.

Edit: Nightfright, to fix this, you will need to add a multipsky definition for the tiles from 3820 to 3824: Multipsky (DEF)

This post has been edited by Doom64hunter: 30 December 2021 - 06:33 PM

1

#1544

View PostETPC, on 29 October 2021 - 03:11 PM, said:

having a little trouble in FM4X07 (fun fair), the elevator puzzle in the shooting gallery. im following the directions in the hint guide, but i don't think i'm doing it right. do i want all the colors to be green or orange/red? or a mixture of both?

You want them all to be green because that will open the door right next to the colors. Just follow the instructions exactly and shoot the following targets:
Box 1: 2nd target from the left
Box 2: Rightmost target
Box 3: Left- and rightmost target
Box 4: The two central targets

Each box except the third is labeled on the outside. Confirmed to work for me on r9887.
2

User is offline   ETPC 

#1545

View PostDoom64hunter, on 30 December 2021 - 06:52 PM, said:

You want them all to be green because that will open the door right next to the colors. Just follow the instructions exactly and shoot the following targets:
Box 1: 2nd target from the left
Box 2: Rightmost target
Box 3: Left- and rightmost target
Box 4: The two central targets

Each box except the third is labeled on the outside. Confirmed to work for me on r9887.


thank you so much!
0

User is offline   NightFright 

  • The Truth is in here

#1546

Some of the suggested fixes raise questions/obstacles for me.

Fusion TC:
To fix the HUD, wouldn't it be enough to change ifvare ALTHUD 1 to ifvare ALTHUD 0 (since ALTHUD is 1 by default, as you say)? Or possibly ifvarge ALTHUD 0 and remove the else statement so it applies to everything.

LRWB:
- I am not familiar with the MULTIPSKY feature and it's unclear to me how to properly define the new sky tiles. To avoid making a mistake, I would need the exact definition.
- What would be reasonable blast radius values for the drone and drone boss? I am currently considering 8192 --> 3072 (drone) and 16382 --> 4096 (boss).

Oblivion:
Implementing a new actor to fix the purple path transparency glitch exceeds my limited programming skills.

The other changes suggested (especially the easier code adjustments) are more or less possible and I will work on getting them implemented as soon as my time allows it.

This post has been edited by NightFright: 31 December 2021 - 03:49 AM

1

User is offline   Nic-Usor 

#1547

View PostDoom64hunter, on 30 December 2021 - 05:26 PM, said:

Missing HUD

The HUD doesn't show up because of an error in the CON files:

onevent EVENT_DISPLAYREST
  getuserdef[THISACTOR].screen_size TEMP1
  ifvare TEMP1 4 // Toggles the HUD on and off
  {
    ifvare HUDON 0 setvar HUDON 1 else
    ifvare HUDON 1 setvar HUDON 2 else setvar HUDON 0
  }
  setuserdef[THISACTOR].screen_size 0
  ifvarn HUDON 0 // If the HUD is active
  {
    getuserdef[THISACTOR].althud ALTHUD
    ifvare ALTHUD 1
    {
      ifvare HUDON 1 state character_face
    }
    else
    {
    * Actual HUD code*
    }

The problem here is the call to `getuserdef[THISACTOR].althud ALTHUD`. This always returns 1 no matter what HUD setting the player has (strangely, the variable is also defined as per-actor, even though it is only used outside of actor code).
Since this appears to be consistent between revisions, I would suggest forcing the variable ALTHUD to 0, which will allow the player to have the HUD numbers active. It certainly isn't useful for the player to only be able to see the HUD face, and nothing else.

White Flash on Nuke Blast

The Nuke blast flashing the screen white for 10 seconds is completely intended behavior. The fact that it didn't happen in older revisions was the actual bug.
    action NUKEFRAMES
    ifaction NUKEFRAMES
    {
      ifcount 2 nullop
      else
        ifcount 1
      {
        resetcount
        sizeto 1024 2048
        hitradius 6144 40 100 200 350
        globalsound PIPEBOMB_EXPLODE
        globalsound NUKESOUND
        debris SCRAP2 10
        palfrom 63 63 63 63
        palfrom 63 63 63 63
      }
      ifactioncount 20
        killit
    }


The commands `palfrom 63 63 63 63` will flash the screen completely white. Moreover, because of `resetcount`, this code is executed each tic, hence the screen will stay white for a very long time.
If you want to remove this behavior, simply remove the `palfrom` commands from this code.



I'm tried to using Group File Studio and GRP Viewer to edit fusion.con but unfortunately they say that fusion.grp is "invalid"

This post has been edited by Nic-Usor: 31 December 2021 - 04:18 AM

0

User is offline   Nic-Usor 

#1548

View PostNic-Usor, on 31 December 2021 - 04:14 AM, said:

I'm tried to using Group File Studio and GRP Viewer to edit fusion.con but unfortunately they say that fusion.grp is "invalid"


Nevermind, I use 7zip for this. Thank you. Sorry for disturb.
1

#1549

View PostNightFright, on 31 December 2021 - 03:18 AM, said:

Some of the suggested fixes raise questions/obstacles for me.

Fusion TC:
To fix the HUD, wouldn't it be enough to change ifvare ALTHUD 1 to ifvare ALTHUD 0 (since ALTHUD is 1 by default, as you say)? Or possibly ifvarge ALTHUD 0 and remove the else statement so it applies to everything.


No, only keep the 'else' branch and remove the `ifvare ALTHUD 1` branch entirely. The else branch shows the actual hud, together with the face.

View PostNightFright, on 31 December 2021 - 03:18 AM, said:

LRWB:
- I am not familiar with the MULTIPSKY feature and it's unclear to me how to properly define the new sky tiles. To avoid making a mistake, I would need the exact definition

multipsky 3820
{
    lognumtiles 3
    panel 0 0
    panel 1 0
    panel 2 4
    panel 3 0
    panel 4 0
    panel 5 1
    panel 6 2
    panel 7 3
}

View PostNightFright, on 31 December 2021 - 03:18 AM, said:

- What would be reasonable blast radius values for the drone and drone boss? I am currently considering 8192 --> 3072 (drone) and 16382 --> 4096 (boss).


Those explosion ranges sound reasonable. The Duke3D default drone has a range of 2048. Of course, you could also keep it as-is, since the high range seems to have been intended by the author of LR&WB.

View PostNightFright, on 31 December 2021 - 03:18 AM, said:

Oblivion:
Implementing a new actor to fix the purple path transparency glitch exceeds my limited programming skills.


Yeah this takes a bit more effort. I might look into it later -- at least that part of the level can technically still be brute-forced, and doesn't prevent progressing entirely.

View PostNic-Usor, on 31 December 2021 - 04:14 AM, said:

I'm tried to using Group File Studio and GRP Viewer to edit fusion.con but unfortunately they say that fusion.grp is "invalid"

It's a zip file, you can open it directly with Winzip,Winrar,7zip etc.

Either way, NightFright will update it with the download so no need to do it yourself
1

User is offline   Aleks 

#1550

View PostNightFright, on 31 December 2021 - 03:18 AM, said:

LRWB:
- I am not familiar with the MULTIPSKY feature and it's unclear to me how to properly define the new sky tiles. To avoid making a mistake, I would need the exact definition.
- What would be reasonable blast radius values for the drone and drone boss? I am currently considering 8192 --> 3072 (drone) and 16382 --> 4096 (boss).

Agree with Doom64Hunter here, the ranges have been intended by the author. While the range for the drone might feel a bit exaggerated, for the boss it was one of the biggest selling points, at least for me, that he would have an extreme blast radius range.
0

User is offline   NightFright 

  • The Truth is in here

#1551

Normally I am holding back with editing anything that's not a bug, but one has to admit that a hitradius of 16k is really extreme. With that value, there is almost no way you can escape the blast once the boss explodes.

The boss fight can easily become frustrating because of that since you might have barely survived the encounter, but the final explosion is still getting you, almost regardless where you are. There are ways to survive this, but it's really hard. I mean, I can leave it as is, but intuitively at least a radius reduction of 50% would feel a lot better, so 4096 for the drone and 8192 for the boss. Which is still a lot.

Then again, there's that insane switch combo for the time machine which you need from the previous (!) level, so it's already pretty insane, anyway...

This post has been edited by NightFright: 31 December 2021 - 08:20 AM

0

User is offline   Ninety-Six 

#1552

View PostNightFright, on 31 December 2021 - 08:16 AM, said:

The boss fight can easily become frustrating because of that since you might have barely survived the encounter, but the final explosion is still getting you, almost regardless where you are.


Even at medium health that's killing you.


That said, I've actually partially wondered if you're even supposed to kill it...? You can just cheap it out because it will still try to kamikaze you and you can lead it behind a wall. Especially since the EDF transmission from the txt file calls it "indestructible." Then again, the translation work there was spotty at best, and not to mention, you are given so much ammunition that is way more than enough to deal with the enemies already there so maybe you actually are supposed to whittle down its insane health pool...? Plus wouldn't its self-destruction count as a boss kill and end the episode? I know it doesn't do that in modern eduke revisions but in older ones and IIRC DOS a mutual kill was still counted as a win for the player... so that shouldn't be the intention, right...?


That whole showdown is one of mixed messages.

This post has been edited by Ninety-Six: 31 December 2021 - 10:50 AM

1

User is offline   ETPC 

#1553

with minutes left to go in 2021, i have finished FM4X on r7395 with zero issues! obviously playing it on newer revisions breaks the shrinker centric maps, but once those get fixed somehow it should be flawless. happy new year!
0

User is offline   Ninety-Six 

#1554

Okay so I dug deeper. It turns out the readme was not only poorly translated, but it also skipped two entire additional sections detailing the new enemies and items. So I had my friend, a professional French translator, take a look.

Yes the aqua drone explosions are meant to be stupid, and so is the boss variant I think. Part of the problem there is that it tries to be mysterious and vague but that kinda strands us as to figuring out if you're meant to wall it or kill it the hard way.

Likewise it doesn't quite clarify how the new octos' attacks are supposed to be like. It calls them a "volley" and that's the best we get (also he thinks those are freezing explosions?) He does say that about the minibosses as we'd expect, but...


Nonetheless, I am providing the translation here. It's much cleaner and makes more sense, especially with how much of a trainwreck the text for WB's start is. I know removing the original file is in bad taste, so I'm not pushing for that. I would, however, strongly suggest including this file in the release alongside the original readmes.

Attached File  LRWBrt.rtf (8.51K)
Number of downloads: 112

Credit should be given to "Astute Anansi."
3

#1555

About the Final Boss of Water Bases, I've just managed to destroy it without dying despite 144 health.

Actually, the Purple Sludge which surrounds the Arena protects you ! All you have to do is reduce the bosses health as much as possible, save a few times while you're still doing okay, and when you're reaching that point where your next shot will destroy it, go into the Sludge, shoot at the Boss and there you go !


Basically, the Sludge's sector and the Arena's are separated, which makes splash damage unable to affect you. I don't know if the boss is meant to be destroyed that way, but this is your best shot at destroying it without killing yourself ...
2

User is offline   Ninety-Six 

#1556

View PostTheDragonLiner, on 01 January 2022 - 03:36 AM, said:

and when you're reaching that point where your next shot will destroy it


Easier said than done, unfortunately. There's no indication that it's getting close to death, and its health pool is gargantuan.
0

User is offline   Forge 

  • Speaker of the Outhouse

#1557

View PostNinety-Six, on 01 January 2022 - 07:11 AM, said:

Easier said than done, unfortunately. There's no indication that it's getting close to death, and its health pool is gargantuan.

that's why he suggested save-scumming.
eventually you'll kill it. simply reload the last save, get to a safe spot, then kill it.

I don't remember having this much of a problem when i played it about a decade ago, maybe i got lucky, or the crazy blast radius didn't work with the version of eduke32 i used at the time.
0

User is offline   Aleks 

#1558

View PostForge, on 01 January 2022 - 08:05 AM, said:

I don't remember having this much of a problem when i played it about a decade ago, maybe i got lucky, or the crazy blast radius didn't work with the version of eduke32 i used at the time.

Same, I also played it about 10 years ago and remember it being challenging, but not something that would require some super advanced strategy or lots of tries. Also the whole final of that episode with the story about super advanced drone (which was one of the most memorable things about whole LRWB for me) really only makes sense if it is very difficult to kill.
0

User is offline   ETPC 

#1559

just ran through vacation cove in r9887. zero issues!
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User is offline   NightFright 

  • The Truth is in here

#1560

Regarding the malfunctioning switches in Oblivion's OBLVN407:
I can only find 8 monoliths (sprites: 2158, 2295, 3241, 3250, 3259, 3275, 3311, 3356) instead of 9. Is there any outside of the labyrinth or in a place I cannot see right now?

Otherwise, so far I have rotated, resized and moved down the sprites in question, but I couldn't figure out how to change cstat in Mapster32 yet.

This post has been edited by NightFright: 03 January 2022 - 02:53 AM

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