Duke Nukem: War of Attrition "Discussion thread for DT's War of Attrition mod"
#121 Posted 16 April 2010 - 12:14 AM
#122 Posted 16 April 2010 - 12:58 AM
This post has been edited by supergoofy: 16 April 2010 - 01:00 AM
#123 Posted 16 April 2010 - 08:03 AM
Log follow (I already sent a copy to TerminX)
EDuke32 2.0.0devel 20100311 OS: Windows XP (5.1.2600) Service Pack 2 OpenGL Information: Version: 1.3.4581 WinXP Release Vendor: ATI Technologies Inc. Renderer: RADEON 9200 Series DDR x86/MMX/3DNow!/SSE2 86700: 11203 getactor 253 13 499 86704: 11204 getactor 253 19 476 86708: 11205 ifvarn 499 -1 179756164 86712: 11205 ifvarl 476 0 179756164 86716: 31337 { 231 476 2 -1914109414 476 86722: 11208 ifvarn 476 0 179756160 86726: 31337 { 86727: 11210 getactor 253 0 507 86731: 11211 getactor 253 1 508 86735: 11212 getactor 253 2 509 86739: 11213 getceilzofslope current actor: 3217 (6179) g_errorLineNum: -467312, g_tw: 538 An error has occurred in the EDuke32 virtual machine.
This post has been edited by Headless_Horseman: 17 April 2010 - 12:32 PM
#124 Posted 16 April 2010 - 09:23 AM
Quote
Those happen rarely and are hard to reproduce. I'll bet if you played the level again it wouldn't happen. If you CAN find a situation where it happens consistently, the best thing would be to provide a saved game file from right before it happens.
I'm going to release version 1.01 later today.
#125 Posted 16 April 2010 - 09:38 AM
Can I just say awesome? Haven't run into any real problems, it also makes you want to keep playing and adds new appeal to the game. The only real issues I have had probably aren't even from Attrition, but in Raw Meat and Hotel Hell the blue key was not anywhere in the level. but I had been playing for hours and this is likely a bug in EDuke32 or my computer, as I don't think you did anything to the keycards.
Leveling things up works fine, the effects are cool and seem to work - but like I said, the biggest thing is that it adds that new appeal and makes you want to keep playing, I found myself sat there on Stadium thinking "I've been playing for hours, I want to go to sleep... right after I level that chaingun up some more, I wanna know what it will do." also I think there is good re-play value, because I probably won't max it all out by the time I'm done, so I will probably keep playing again and again at least until I get everything to the top level.
#126 Posted 16 April 2010 - 09:53 PM
This post has been edited by SolidSnake2017: 16 April 2010 - 09:55 PM
#127 Posted 16 April 2010 - 10:46 PM
High Treason, on Apr 16 2010, 10:38 AM, said:
Certainly! Check out version 1.01, which I have just uploaded to Mod DB.
@SolidSnake: Making autosave optional is a good idea, but it's too late for me to put it in this update. I have, however, split the original levels into two episodes, so that goes halfway towards your second request, at least.
Quote
• Changed 'RELOAD&ALTFIRE' to 'ALTFIRE' which should fix a keybinding problem for some users.
• Split the original levels into 2 episodes, because there were just too many levels in one episode. This allowed me to add back a few levels that had been cut out.
• reduced damage from evil Dukes by 25%
• prevented big bosses from having the flag that makes them retreat (no walking backwards)
• added enforcer variant which fires devastator
• improved autosave
• various tweaks to difficulty progression
• reduced upgraded shrinker blast radius by about 20%
• First aid kits and health packs can now be partially picked up (remaining amount in smaller leftover kit/pack). This means you no longer have to worry about “wasting” health.
• Karate kicks do increased damage with every level up
I also added some stuff to the documentation, including a game tips section.
This post has been edited by DeeperThought: 16 April 2010 - 11:06 PM
#129 Posted 17 April 2010 - 12:55 AM
DT why not 'RELOAD&ALTFIRE' to 'RELOAD_ALTFIRE' ? After all, it is both reload and altfire key.
Well, it is impossible to satisfy every user/gamer.
p.s.: I'm still trying to figure how fraps works. I want to create small avi. It seems that I'll have to compress/encode fraps' avi with divx (or the open source xvid).
[edit]
I forgot to say: I'm in love with the nukes. I hope that you didn't reduce their power. A nuke is a nuke
[edit2]
ModDB.com still is not updated. How much time does it take for them to update the Attrition's page and download links?
This post has been edited by supergoofy: 17 April 2010 - 06:53 AM
#130 Posted 17 April 2010 - 07:17 AM
supergoofy, on Apr 17 2010, 01:55 AM, said:
The file for version 1.01 is not yet "authorized", but you can still download it anyway. I checked.
#131 Posted 17 April 2010 - 07:39 AM
[edit]
Image removed as it is not needed anymore (as you understood what I wanted to show you).
Waiting for the file to be authorized by ModDB.com.
This post has been edited by supergoofy: 17 April 2010 - 09:56 AM
#132 Posted 17 April 2010 - 07:51 AM
I didn't notice the line at the end of what shows up on my screen: "Normal members will not be able to view this page."
Let's give it a little more time, and if it's still not available I'll upload it somewhere else.
#135 Posted 17 April 2010 - 11:24 AM
The Commander, on Apr 17 2010, 11:52 AM, said:
It has only been uploaded for just over 12 hours, and most authorizations take a lot longer than that. It's fine, I don't really mind if it takes a few more days. Please don't start bothering an admin about it.
#136 Posted 17 April 2010 - 11:48 AM
The Commander, on Apr 18 2010, 06:52 AM, said:
So I was meaning like in a day or two. Not several hours. heh
I should have worded it better.
This post has been edited by The Commander: 17 April 2010 - 11:50 AM
#137 Posted 17 April 2010 - 11:50 AM
proof sent...
I'm not publishing any links of course. I don't want The Commander and DeeperThought kill me.
This post has been edited by supergoofy: 17 April 2010 - 12:06 PM
#138 Posted 17 April 2010 - 12:05 PM
supergoofy, on Apr 18 2010, 07:50 AM, said:
Bah... I got a PM with the link as soon as I worked out how he got the link.
supergoofy, on Apr 18 2010, 07:50 AM, said:
Still, I think there is no harm in putting the link as all moddb.com is delaying people from playing the new version. So...
http://www.moddb.com...ads/start/22932 - Download away...
This post has been edited by The Commander: 17 April 2010 - 12:11 PM
#139 Posted 17 April 2010 - 12:11 PM
And as I said my mirror:
http://www.mediafire...php?c0w2mhhyqir
This post has been edited by supergoofy: 17 April 2010 - 12:12 PM
#140 Posted 17 April 2010 - 12:14 PM
supergoofy, on Apr 18 2010, 08:11 AM, said:
No I am not.
#141 Posted 17 April 2010 - 12:18 PM
I have to mention that I never experienced this kind of bug with the Betas, so perhaps something in the updated code is causing it.
The log is similar to the one I provided last time :
86700: 11203 getactor 253 13 499 86704: 11204 getactor 253 19 476 86708: 11205 ifvarn 499 -1 179756644 86712: 11205 ifvarl 476 0 179756644 86716: 31337 { 231 476 2 -1914108934 476 86722: 11208 ifvarn 476 0 179756640 86726: 31337 { 86727: 11210 getactor 253 0 507 86731: 11211 getactor 253 1 508 86735: 11212 getactor 253 2 509 86739: 11213 getceilzofslope current actor: 2544 (6179) g_errorLineNum: -467312, g_tw: 1018 An error has occurred in the EDuke32 virtual machine.
This post has been edited by Headless_Horseman: 17 April 2010 - 12:21 PM
#142 Posted 17 April 2010 - 12:32 PM
#144 Posted 17 April 2010 - 12:48 PM
Headless_Horseman, on Apr 17 2010, 01:37 PM, said:
Thanks, that will probably be helpful. It looks like the cannonball projectile fired by the commander is causing the crash (the log you posted suggested that, but trying the saved game confirms it). I don't think it matters for this particular crash, but it does not appear that the saved game was started using the latest code. Was it a game you started before supergoofy posted his mirror today?
EDIT: I started a new game with my current code, gave the commanders the cannonball weapon, loaded up the same map and let them shoot for a while. No crash. So, either you were very unlucky to have stumbled on a rare combination of circumstances in which the crash occurs (and it does occur often in that saved game), or my latest code tweaks somehow avoid the crash.
This post has been edited by DeeperThought: 17 April 2010 - 01:04 PM
#145 Posted 17 April 2010 - 03:30 PM
#146 Posted 18 April 2010 - 03:47 AM
This post has been edited by supergoofy: 18 April 2010 - 03:58 AM
#148 Posted 18 April 2010 - 11:42 AM
[edit]
I made a post for Attrition in zdoom.org forums:
http://forum.zdoom.o...hp?f=12&t=25661
This post has been edited by supergoofy: 19 April 2010 - 05:02 AM