Duke Nukem: War of Attrition "Discussion thread for DT's War of Attrition mod"
#1112 Posted 16 October 2016 - 07:30 PM
Credits to Jet_nick
#1113 Posted 18 October 2016 - 12:17 PM
First i want to say that your mod becomes better and better. After a new update,I start to play it again and it does not be boring after all, because of new Enemies, different Maps and Perks.
I have two suggestions for a Perk.
1. You have a radar in the War of Attrition Mode, maybe this could be included for the other modes. In some maps you can hear enemies but you don't see them this could be a way to find them all.
And the last thing. I have found three bugs.
1) If you have the Double Weapons Perk, the "Expanderlight" is yellow and not orange
3) If you kill the two-headed Cybertrooper with the Perk 'Slain Enemies become Allies' two Episode3-Bosses appear. One of them helps you but the other one get stuck, blocks in some situation the way and he can hurt you.
This post has been edited by ozelot47: 19 October 2016 - 04:42 AM
#1114 Posted 19 October 2016 - 03:06 AM
ozelot47, on 18 October 2016 - 12:17 PM, said:
2) If you activate IR, some enemies has a '?' over their heads. This happens when the enemie becomes allied
You should know by now that these are features of Attrition...you already start with max health in every new level and the goggles cloak you and the question mark appears over the enemy that can't see you. Some still can.
ozelot47, on 18 October 2016 - 12:17 PM, said:
A mild bug that happens sometimes. I mentioned this earlier to Dan...glad you also provided an image.
ozelot47, on 18 October 2016 - 12:17 PM, said:
This is bad...needs to be fixed! Glad you found it!
#1115 Posted 19 October 2016 - 04:19 AM
Mecha enemies can't become allies in any way. Is it intended?
#1116 Posted 19 October 2016 - 04:29 AM
Quote
i did not noticed that with the max health in every map . Then the Perkidea is, of course nonsense.
#1117 Posted 19 October 2016 - 12:20 PM
I upload a savegame where you can reproduce this. Drive down with the lift and go where the octabrains come from and use Nuke Energy.
You cannot cheat, so try to survive and see what happens.
dukesav3.esv
#1118 Posted 19 October 2016 - 12:47 PM
ozelot47, on 19 October 2016 - 12:20 PM, said:
Ugh. I'll look into it, thanks.
ozelot47, on 19 October 2016 - 12:20 PM, said:
The official cheats are disabled on highest difficulty, but you can still cheat by spawning things or setting vars in the console. For example, "setvar eshield 600" will give you 20 seconds of invincibility, just like if you had picked up an ESHIELDSPRITE.
#1119 Posted 21 October 2016 - 04:52 AM
ozelot47, on 18 October 2016 - 12:17 PM, said:
This is a real problem because in cramped levels there's no way to remove it.
#1120 Posted 21 October 2016 - 09:10 AM
ozelot47, on 18 October 2016 - 12:17 PM, said:
I have attached the updated ATTMON.CON code to fix this. Just unzip and copy over the file of the same same inside the attcons folder.
Attached File(s)
-
ATTMON.zip (57.58K)
Number of downloads: 211
#1121 Posted 21 October 2016 - 12:11 PM
BTW I found out of your message about DF just now. Many thanks, I've also almost finished and stored some material that could be useful. You may have news in the coming days
#1122 Posted 21 October 2016 - 12:18 PM
Fantinaikos, on 21 October 2016 - 12:11 PM, said:
Fox posted his own improved version even before WT was released. With his permission I would rather use that one.
Fantinaikos, on 21 October 2016 - 12:11 PM, said:
Yeah I've been quietly working on an update a little bit each day for the last week or so. I have added episode 4 back in (the user map episode is now 5) and the goal is to release in early December.
#1123 Posted 23 October 2016 - 01:36 AM
Trooper Dan, on 21 October 2016 - 09:10 AM, said:
I've dropped the new attmon.com but the problem still remains, at least on the saved game I have.
#1124 Posted 23 October 2016 - 02:10 AM
Jmoc, on 23 October 2016 - 01:36 AM, said:
Then you need to play it on not a save game
#1125 Posted 23 October 2016 - 02:25 AM
#1126 Posted 23 October 2016 - 05:07 AM
Trooper Dan, on 23 October 2016 - 02:25 AM, said:
Would be nice but wouldn't that make EDuke "think" that the saved game in question is corrupted or something ?
Or it would make it crash because it'd want to apply things the saved game doesn't want to see :/
#1129 Posted 16 January 2017 - 01:05 AM
on a side note im having some trouble with some maps as i cant figure out how to beat them without cheating
wg space 3? how do i even get into the building? im stuck outside and can find no keycards
crimson moon? i can get to the room filled with crates but dont know how to make the keys spawn, i can make an elevator go up and down though....
#1130 Posted 16 January 2017 - 06:10 AM
king karl, on 16 January 2017 - 01:05 AM, said:
on a side note im having some trouble with some maps as i cant figure out how to beat them without cheating
wg space 3? how do i even get into the building? im stuck outside and can find no keycards
crimson moon? i can get to the room filled with crates but dont know how to make the keys spawn, i can make an elevator go up and down though....
For Crimson Moon I believe that one of the cards is in a wall and that card is used at the top of the elevator you mentioned, it spawns an enemy and a keycard at the same place, IIRC
#1131 Posted 15 July 2017 - 11:56 PM
http://dukeworld.duk.../20170711-6359/
I created new save (starting from scratch), exit eduke32, re-run eduke32, load save, then error
Reverting back to build 20160917-5875
This post has been edited by supergoofy: 16 July 2017 - 12:05 AM
#1132 Posted 16 July 2017 - 01:48 AM
attrition/attcons/ATTPLAYER.CON: In state `kludges':
attrition/attcons/ATTPLAYER.CON:3694: warning: `nullop' found without `else'
Including: attrition/attcons/ATTRAND.CON (27290 bytes)
Including: attrition/attcons/ATTMON.CON (354042 bytes)
attrition/attcons/ATTMON.CON: In state `motionblur':
attrition/attcons/ATTMON.CON:2441: warning: symbol `motionblur' already used for variable.
Including: attrition/attcons/ATTWAR.CON (15237 bytes)
Found 2 warning(s), 0 error(s).
#1133 Posted 16 July 2017 - 02:12 AM
supergoofy, on 15 July 2017 - 11:56 PM, said:
http://dukeworld.duk.../20170711-6359/
I created new save (starting from scratch), exit eduke32, re-run eduke32, load save, then error
Reverting back to build 20160917-5875
Sounds bad. Yeah, don't use the new EDuke32. I saw a report from Jblade about broken arrays in the new revision as well.
Fantinaikos, on 16 July 2017 - 01:48 AM, said:
attrition/attcons/ATTPLAYER.CON: In state `kludges':
attrition/attcons/ATTPLAYER.CON:3694: warning: `nullop' found without `else'
Including: attrition/attcons/ATTRAND.CON (27290 bytes)
Including: attrition/attcons/ATTMON.CON (354042 bytes)
attrition/attcons/ATTMON.CON: In state `motionblur':
attrition/attcons/ATTMON.CON:2441: warning: symbol `motionblur' already used for variable.
Including: attrition/attcons/ATTWAR.CON (15237 bytes)
Found 2 warning(s), 0 error(s).
Those old warnings are harmless and have been there for a long time. Don't worry about them.
#1134 Posted 16 July 2017 - 11:55 AM
supergoofy, on 15 July 2017 - 11:56 PM, said:
http://dukeworld.duk.../20170711-6359/
I created new save (starting from scratch), exit eduke32, re-run eduke32, load save, then error
Reverting back to build 20160917-5875
By the way, have you checked whether saves are broken in general? I don't understand why this would affect only my mod.
#1135 Posted 16 July 2017 - 11:02 PM
#1136 Posted 17 July 2017 - 11:32 AM
supergoofy, on 16 July 2017 - 11:02 PM, said:
Thanks, I got the log you PMd me but I don't have time to work on it now. I'm seeing a lot of this in the log file:
Line 1899, divvarvar: divide by zero!
And that's happening after the game is running, many times. It's not supposed to be a fatal error, but it's never a good thing when your code is trying to divide by zero. I'll fix that, and see if the crash goes away.
#1137 Posted 29 July 2017 - 01:09 PM
supergoofy, on 16 July 2017 - 11:02 PM, said:
I played a level with 6404 and was able to save/load games without any errors or issues.
#1138 Posted 09 December 2017 - 03:04 PM
#1139 Posted 09 December 2017 - 03:23 PM
DJHellray, on 09 December 2017 - 03:04 PM, said:
I took a quick look at the code and did not see anything that would cause a second copy of the cyclops. I also noticed that most of my CONs have been modified a bit since the version on Mod DB. So I'm giving you a link to my current version of the attcons folder. Replace that folder and start a new game and that might fix it. If not, let me know and I'll look into it more carefully.
https://www.dropbox....ttcons.zip?dl=0
#1140 Posted 09 December 2017 - 03:24 PM
Trooper Dan, on 09 December 2017 - 03:23 PM, said:
https://www.dropbox....ttcons.zip?dl=0
okay good theres also the thing when i get the same thing some enemies become invisible and still hurt me even id cant hurt them