DEMON THRONE RELEASED. "DOWNLOAD NOW!"
#62 Posted 22 October 2020 - 11:22 PM
Quote
Going to Blacksand removes jump boots, That is intentional.
If you need to go to blacksand make sure its the last thing you do before passing the level.
#63 Posted 23 October 2020 - 01:20 AM
#64 Posted 23 October 2020 - 01:45 AM
Ninety-Six, on 23 October 2020 - 01:20 AM, said:
Thanks, I have just fixed that and it will be included in the next update.
When you fire your last bullet from a weapon, the game is hardcoded (it seems) to interrupt the rest of the firing sequence and immediately reset the weapon. If you are using ironsites on the headshotter (during which the crosshair is not displayed) the effect of the hardcoded interrupt is to prevent the gun from going back to its normal settings, which means the crosshair remains off. However, if you get ammo and shoot again, the crosshair will come back on.
In any case, I fixed it on my end.
#65 Posted 23 October 2020 - 02:18 AM
I finally did find that last secret. I went and killed the boss (after reloading the save), collected the gold, and went to Blacksand. Bought my upgrades and got the armor upgrade, came back, went through the shortcut, and just as I emerged, I saw a scary face? Like I'm pretty sure I've seen it somewhere before but wherever it's from, it was just there for half a second and then it disappeared.
What just happened?!
#67 Posted 23 October 2020 - 11:01 AM
William Gee, on 22 October 2020 - 11:22 PM, said:
If you need to go to blacksand make sure its the last thing you do before passing the level.
But the problem is that you cannot get up to the exit without jump boots, so it's better to go there before you get the jump boots right now.
There needs to be a boot recharge pad accessible from the ground after you gain access to the jump boots in that level.
This post has been edited by Doom64hunter: 23 October 2020 - 11:03 AM
#68 Posted 23 October 2020 - 11:14 AM
I just got caught in a SNAFU and I'm not sure if it's a bug; I just completed the first two episodes and did the Castle Argent run in reverse (Started on E2, went back to E1, completed Argent, went back to E2, entered Blacksand, completed everything) and now I'm stuck in E2. Temple Cress' elevator won't reset and jumping down the chasm with Invulnerability won't trigger teleportation. The first map after the intro map in E2 doesn't link back to the hub.
Am I missing something?
#69 Posted 23 October 2020 - 11:55 AM
Doom64hunter, on 23 October 2020 - 11:01 AM, said:
There needs to be a boot recharge pad accessible from the ground after you gain access to the jump boots in that level.
There is a shortcut beside the exit to blacksand that opens while your in the jumpboot puzzle cave.
#70 Posted 23 October 2020 - 11:59 AM
William Gee, on 23 October 2020 - 11:55 AM, said:
I stand corrected.
#71 Posted 23 October 2020 - 02:03 PM
comorbidity, on 23 October 2020 - 11:14 AM, said:
I just got caught in a SNAFU and I'm not sure if it's a bug; I just completed the first two episodes and did the Castle Argent run in reverse (Started on E2, went back to E1, completed Argent, went back to E2, entered Blacksand, completed everything) and now I'm stuck in E2. Temple Cress' elevator won't reset and jumping down the chasm with Invulnerability won't trigger teleportation. The first map after the intro map in E2 doesn't link back to the hub.
Am I missing something?
Apparently I did; I just figured out how to unlock the (redacted) door and bridge between E1 & E2 in Blacksand.
#72 Posted 23 October 2020 - 03:37 PM
This post has been edited by William Gee: 23 October 2020 - 03:38 PM
#73 Posted 23 October 2020 - 04:13 PM
William Gee, on 23 October 2020 - 03:37 PM, said:
I already completed E2; I was trying to make it back to Nexus and couldn't find an appropriate path. Medieval Cress is disjointed (Intro level before it has the warp back to Nexus, there's no link back to it) so I tried Temple Cress and the elevator was completely down regardless of how many times I reloaded the level.
After more exploration of the E2 side of Blacksand I noticed the key feature to getting back to the E1 side of Blacksand.
#74 Posted 23 October 2020 - 04:32 PM
#75 Posted 23 October 2020 - 04:56 PM
Quote
-replaced the included .exe; this fixes a potential crash bug when saving games
-introduced version tracking
-fixed a bug where firing last round of headshooter shotgun while in ironsites would cause crosshair to disappear on that weapon
-Axon is now non-blocking so it should not be possible for him to prevent player movement now
The only significant change is to the .exe -- so unless you are experiencing the crash it's probably not worth updating since doing so will invalidate your saved games.
#76 Posted 23 October 2020 - 05:21 PM
Danukem, on 23 October 2020 - 04:32 PM, said:
Yeah go for it. I also liked the pre-intro map flyover thing too.
#77 Posted 23 October 2020 - 07:11 PM
Overall it’s working fairly well except for 2 issues:
1. There’s mouse acceleration and no way to disable it in the game menu. Any way to switch that off?
2. The damage direction indicator sprites in the hud look really ugly. Is there a way to disable them? Ideally they’d be replaced with something that uses additive blending, allowing for effectively a smooth transparency transition.
#78 Posted 23 October 2020 - 07:14 PM
Realtalk though, what is that? Is it a bug, an easter egg, a placeholder sprite that initialized slowly (or something to that effect)?
#79 Posted 23 October 2020 - 07:48 PM
Ninety-Six, on 23 October 2020 - 07:14 PM, said:
Realtalk though, what is that? Is it a bug, an easter egg, a placeholder sprite that initialized slowly (or something to that effect)?
The art for the face is in an art file. But why it appears...we don't know. The tile number is not referred to by my code, it is not an actor, I never wanted to see the face in the game. A couple of the testers said they thought it had something to do with dead bodies, like maybe it was replacing them when you come back from the town. But I couldn't find anything in my code to explain that. I checked EVENT_ANIMATESPRITES too in case I was accidentally changing the displayed picnum on certain sprites to that tile, but I couldn't see any way for that to to happen.
The game is haunted. That's what I'm going with.
#80 Posted 23 October 2020 - 08:38 PM
Right where that rock is. I don't know if it replaced the rock or just coincidentally showed up right in front of it, but that's the only place I've seen it thus far.
So out of curiosity, why is that in the art file anyway? In-joke or something?
#81 Posted 23 October 2020 - 08:39 PM
Ninety-Six, on 23 October 2020 - 07:14 PM, said:
Realtalk though, what is that? Is it a bug, an easter egg, a placeholder sprite that initialized slowly (or something to that effect)?
This one?
#83 Posted 23 October 2020 - 09:49 PM
#85 Posted 25 October 2020 - 12:08 AM
On a similar note, I've noticed another slight problem at the end of Evil Awakens, with the big Soul swarm. I might be wrong in assuming they inherited code from the sentry drones, but whether they have or not the result is the same: a few will always hit the ledge and then sink to the bottom of the lava pit where they can no longer be seen, and then their AI deactivates. This means that getting 100% gold is impossible since the souls become unkillable.
This post has been edited by Ninety-Six: 25 October 2020 - 12:50 AM
#86 Posted 25 October 2020 - 01:05 AM
In the earliest version of WGR2, new enemy art replaced vanilla art and those enemies inherited code from vanilla enemies. Some of that code still remains:
The rage heads have some sentry drone code (and are still DRONE internally)
The satyr gunners have some pigcop code (and are still PIGCOP internally)
The wraiths have some octabrain code
The sabreclaws have some enforcer code (and are still LIZMAN internally)
The phase demons have some assault trooper code (and are still LIZTROOP internally)
That last one may be surprising, but it only uses the jetpack state of the liztroop. The other enemies were all coded from scratch, except for the the Cyclord which uses some battlelord code, but that was more to be a homage than to save time.
This post has been edited by Danukem: 25 October 2020 - 01:14 AM
#87 Posted 25 October 2020 - 01:53 AM
Anyway, is there anything that could be done about the heads deactivating themselves? I remember you mentioned putting in some kind of seeker in the boss arena, and I wonder if something similar couldn't be done for just that encounter in particular?
#88 Posted 25 October 2020 - 02:25 AM
Certain enemies are sleepless, but I don't want to do that with the heads because there are lots of them and the hardcoded sleep status is there for a reason -- it saves work for the CPU if an enemy hasn't had contact with the player for a while (not to mention it makes the enemy stop making annoying roaming sounds). The boss arena is a special case where it makes sense to teleport stragglers to a central location but that's not good for regular maps. I think maps where the rageheads can become unhittalbe are ones where you don't need to kill them.
#89 Posted 25 October 2020 - 04:08 AM
Just completed it on the last difficulty level (It's A Good Day To Die). I gotta work on finding some remaining secrets on a few levels, tho; luckily, it's possible to just go back to those levels through Blacksand portals. Incredibly enjoyable and captivating, if I do say so myself, and a great improvement/extension to the previous version of WGR2, tho now it feels more like a full-fledged commercial standalone BUILD game (but maybe that's just me). To me, this TC now stands as one of the best global mods for Duke3D ever made.
Two things that got me the most:
I would also like to ask a few questions, if you don't mind (once again, I apologize if it's the wrong thread, it just wouldn't be retional to create a new one just to post this crap). Also, gotta clarify that I haven't downloaded any updates since release because I'd progressed a bit too far into the game by the time I noticed an update release post and didn't want any saves to break (which would force me to start over, presumably). I'm making this clarification just in case some things I'm gonna ask about have already changed/lost relevance in newer version.
The questions are under the spoiler (so as not to spoil shit for those who ain't completed the game).
Once again, big thanks to everyone participating in the project's creation I had a really good time playing through this mod (actually, will play it more soon, as aforementioned in the post).
This post has been edited by Polunka: 25 October 2020 - 04:41 AM