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[RELEASE] DNVL7.map  "Duke Nukum V (working title) Ch. 7 (beta)"

User is online   ck3D 

#1

Post attachment for now but will release on ModDB when I find the time, like the other levels it is subject to slight superficial changes (and bug fixes if found), but is ready to play and has been tested quite a bit. But is a pretty expensive map in terms of performance, some of the most wide open areas lag a little for me in classic mode on my ancient machine (can be solutioned to an extent by masking certain angles etc. but would rather not). Shouldn't get any worse than that in the episode so hopefully not too intrusive. Several ways around this one anyway so should be possible to solve even if/by skipping the problematic sections (could be a meta game in itself that would be exclusive to the most old-school, lo-fi, masochistic, and/or bored.)

Should work fine in new EDuke; worth remarking is, using a couple of months old versions of EDuke to test it made it break in really weird ways: irreversible player X/Y movement slowdown upon activating a certain switch lowering slow door (similar to using inittimer but applied only to player X/Y; Steroids worked 'normally' in such conditions in that they augmented movement speed, but did not break state, and roided up Duke in that broken mode remained slower than not broken normal Duke), all textures deactivating to pitch black (including in menu/end of level screen but also in the next levels loaded) but sprites remaining, DNDEBUG revealing walls dragged out so far away from map mapper can not even reach, etc... Made me freak out a little so finally updated to latest EDuke, tested with and without sped up game timer, tried some fixes on the map side at the same time and... now seems fine, minus the aforementioned lag on veteran hardware in one spot or so.

So have fun.

This post has been edited by ck3D: Yesterday, 03:13 AM

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User is online   ck3D 

#2

EDIT - tl;dr current EDuke will corrupt and crash the map if you save, quit, then reload. Reloading without quitting seems fine. Seems internal and not related to the map.

(Attachment below is for possible EDuke troubleshooting, nothing playable)

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Spoiler

Attached File(s)



This post has been edited by ck3D: Yesterday, 07:27 AM

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User is online   Dr.Panico 

#3

Just finished it. Took me 35 minutes and I just missed one the secret.

This is one of the best levels so far. It kinda reminded me of Incapharnaum, in that it's one of those levels where you can just pick a direction and go, and plan your strategies accordingly. I can't help but enjoy levels like this. Combat and navigation were tough, but fair. It didn't break on my end, so the overall experience was very smooth. And the overall layout was pretty clever.

The only aspect I didn't care much about was that Organic Turret platforming section. It looks cool and all, but the platforms move too slowly; so for the most part you're just playing the waiting game and having little else to do. Either having the platforms move a little faster or have more enemies showing up in the canyon could improve things a little. I also didn't understand why I couldn't climb the rougher rock area. Was that for preventing some other glitch from happening?
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User is online   ck3D 

#4

So reassuring the map didn't break on you. Happy you enjoyed it, I agree Organtic section probably could be sped up, on the way back from cliff I actually find timing pretty comfortable right now to shoot all of the distant silhouettes, but on the way to cliff is more of a chore/pee break. They also need to be slow enough not to trip Duke off but for sure that can be optimized in final. The cliffs being blocked (assuming you mean the ones around that region) actually is a good question I was hesitant about too, that was one of the last things I did to the map because I figured the player wouldn't try leaps of faith (the heights should look dangerous/impossible enough) but it is true it is valid space that should contain something, plus there is jetpack in the map. Thinking of turning into secret(s) for the final episode perhaps.

This post has been edited by ck3D: Yesterday, 07:41 AM

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User is online   ck3D 

#5

ModDB link to map here: https://www.moddb.co...taearly-release same file/version as posted earlier.

Will be holding out for either a solution to the crashes on the map side (perhaps just remaking the bad wall sector would fix it), or on the EDuke side before I move on to uploading the v. 0.95 demo.
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User is online   stillTodd 

#6

On a DukePlus w/stock r9063-d498eaac9 eduke32 from Jun 2 2020 laden, fanless/fairly gutless Win10 tablet:

DNVL7 is another great one and plays smoothly so far with nary a hiccup. Am about maybe 1/2 through, just getting out of the main beginning area.

I've been save-spamming and have done a number of loads along the way with no issues. I'll keep at it though. It plays well with nothing unexpected happening - have yet to use 'roids but will do so (I don't like DP steroids play - feels weird relative to the original).

@ck3D thank you again for another awesome map.

This post has been edited by stillTodd: Today, 10:04 AM

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User is online   ck3D 

#7

Happy to read things went smoothly even with all of the saving (really seems to confirm it's 'quit game' that can mess up a variable) and that you enjoyed it. Suspect the hiccup happened complete west on automap e.g.. after solving the 'Queen' grotto and going up the forest and canopee? Standing pretty far back up the cliffs you can render maybe 70% of the map at once from some angles and that is the worst it can get I think (from what I've found). That is why I only made combat so frontal there. Also possible to get slowdowns during the biggest fights on top of the canopee due to lots of sectors/walls/sprites but nothing extraordinary for a modern D3D map there. There are a couple times testing when at the top of the big hill before going down (so around the first spot I was describing) I would get a couple of seconds of lag and then zoom, sudden game acceleration/object displacement playing zipline to catch up back to normal (perhaps was in a broken map state). Maybe a mistake but I have accepted to expect occasional hiccups from most advanced EDuke maps really, my understanding of the internals really is humble but I do get the idea of how much they really compute under the hood at run time. Constant recalculation/redrawing of stuff at fast speeds through spiderwebs of portals, can stress the machine harder than video editing software.

Completely forgot how DukePlus roids play. Remember in base D3D (at least) they are not just good for traversal speed/terrain control during fights, they also make you grow back if shrunk and grant you Shrinker invulnerability for as long as they last, all the while making your kick stronger. Shrinker gimmick especially useful in this map or the couple of others that have Newbeasts.

This post has been edited by ck3D: Today, 09:38 AM

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User is online   stillTodd 

#8

I think this forum software is more broken, TBH ;) Mods, I'm regularly getting logged out or in a partially logged out state, whereby I am required to log out then back in, in order to (eg) upvote a recent post, edit a post etc. I'm ensuring the "stay logged in" box is checked upon login. Not a big deal here, however these forums might see more activity if this is a problem with other accounts & if it can be fixed :)

Anyways, I'll continue to play on this low rent system. And @ck3D thank you for those extra pistols upon start!

This post has been edited by stillTodd: 38 minutes ago

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User is online   ck3D 

#9

lol I guess it's been my turn to read/post whilst in decaf mode (working on fix) and I had misread some of your earlier post. Anyway I hope reloading the map after a game break doesn't kill your game like I suspect it might, would be interesting to hear if safe in your EDuke but I would doubt it. For some reason thought you had finished the level already and so I really hope I didn't spoil much.

This post has been edited by ck3D: 19 minutes ago

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