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Duke Nukem: War of Attrition  "Discussion thread for DT's War of Attrition mod"

#181

By 'patch' I meant the cons.

EDIT: Tried the latest one with old save file (I dislike losing progress. Gah.). Looks like it's that cannonball commander..
SOMETIMES the crash happens. While zerg rushing the bastard, he did manage to fire a few off but they didn't seem to crash.

This post has been edited by Ryan Cordell: 28 April 2010 - 07:18 AM

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User is offline   Danukem 

  • Duke Plus Developer

#182

View PostRyan Cordell, on Apr 28 2010, 08:03 AM, said:

By 'patch' I meant the cons.

EDIT: Tried the latest one with old save file (I dislike losing progress. Gah.). Looks like it's that cannonball commander..


But the CON file sizes were wrong at the time they compiled when you launched the game, which means it wasn't just an old save, you were also starting with old CONs somehow. Clean install. :P
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#183

Did so, it still happened (sometimes at least). :P
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User is offline   Danukem 

  • Duke Plus Developer

#184

View PostRyan Cordell, on Apr 28 2010, 08:19 AM, said:

Did so, it still happened (sometimes at least). :P


If it really is still happening, then please post your log again. I have yet to see a log of it happening in the current version. But I probably won't be able to look at it for the next 10 hours or so.

EDIT:

Download from the link below. I will try to keep that link updated with the latest version.

http://fissile.duke4...n/attrition.rar

This post has been edited by DeeperThought: 28 April 2010 - 07:30 AM

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User is offline   supergoofy 

#185

DT, I like the new title/menu background. :P


@Ryan Cordell, do a clean install and start a new game. Saves are broken between different eduke32 builds. I don't know if also changes to con code can break saves, probably they can.
Please start a new game, use god mode if you want, and try to produce the bug again.

This post has been edited by supergoofy: 28 April 2010 - 07:50 AM

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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#186

Here is a map I am reworking on for use in DNA, still get the odd "to many sprites spawned" error at times if gibbing large pockets of monsters. :D

Feel free to have a play around with it though as it's good for getting almost all weapons upgraded to MAX in one level. :P

Attached File(s)



This post has been edited by The Commander: 28 April 2010 - 04:52 PM

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User is offline   TerminX 

  • el fundador

  #187

View Postsupergoofy, on Apr 28 2010, 08:27 AM, said:

DT, I like the new title/menu background. :P


@Ryan Cordell, do a clean install and start a new game. Saves are broken between different eduke32 builds. I don't know if also changes to con code can break saves, probably they can.
Please start a new game, use god mode if you want, and try to produce the bug again.

Nah, saves actually replace the compiled copy of the CONs in memory with whatever they were at the time of the save. This means all changes to CONs are effectively ignored when you load a game. This has to happen because the game makes heavy use of pointers to various memory locations in the active compiled CONs. When stuff executes a state or changes action or any number of other things, instead of the compiled code having a reference to a specific action or state and a table somewhere which maps these to addresses, it just has a memory address it expects to find the required data at.
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User is offline   Forge 

  • Speaker of the Outhouse

#188

global upgrade suggestion:

gills. swim underwater without scuba gear

i don't know how many maps have underwater areas, but that might open up a few more maps to add to the mod

weapon upgrade:

large magazines/clips. more rounds for less reloading
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User is offline   Danukem 

  • Duke Plus Developer

#189

Generally speaking, maps that have underwater areas have enough scuba gear. If they don't have scuba gear, it's because the map author wanted the player to do without. In this mod, I'm trying to avoid overriding the gameplay decisions of map authors. I like to think that I'm enhancing the gameplay without taking a sledgehammer to it. :P It's a fine, subjective line, I know. Besides, if the player had gills then the scuba gear would become a useless item, and I don't like useless items.

The pistol is the only weapon with a magazine in Attrition. An upgrade to make the magazines bigger isn't a bad idea, as long as the pistol retains its distinctiveness (I don't want the magazine to be so big that the pistol becomes too similar to chaingun).
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User is offline   supergoofy 

#190

You can make it 18 instead of 12, which is 50% increase (and It's ok - not much and no less - for an upgrade). And dual pistols will have 36 total bullets to shoot.

Question: can you as generic/global upgrade add a backpack like in doom ?

While I was playing with Attrition 1.0 / 1.01 , I noticed that the ammo was increased at least for shotgun, while gaining levels and increasing score. I don't know if this happens for all weapons.

I hope this weekend that I will find some free time to play and read the new Attrition documentation.

This post has been edited by supergoofy: 29 April 2010 - 05:46 AM

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#191

Despite some maps being hard to progress (for me at least), once it kicks up, Attrition is fun as hell. Clean install and all (just move the old Attrition folders elsewhere and bring the new ones in the same EDuke32), it may happen that the cannonball commander crashes the game - SOMETIMES. Just sometimes.

Wondering - are the weapon upgrades random, or are they fixed? Like having some weapons be incendiary, while others might be explosive rounds, some might be ice elemental, etc. if it came to randomization. I also really like that even the least used weapons become intensely useful tools of destruction (Shrinker, Expander..). How many custom weapons (like the Battlelord Minigun) are expected to be in Attrition though? It's kind of a shame their supply is somewhat little because of how good and fun they are, but hey.
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User is offline   Danukem 

  • Duke Plus Developer

#192

View PostRyan Cordell, on Apr 29 2010, 09:22 AM, said:

Despite some maps being hard to progress (for me at least), once it kicks up, Attrition is fun as hell. Clean install and all (just move the old Attrition folders elsewhere and bring the new ones in the same EDuke32), it may happen that the cannonball commander crashes the game - SOMETIMES. Just sometimes.

Wondering - are the weapon upgrades random, or are they fixed? Like having some weapons be incendiary, while others might be explosive rounds, some might be ice elemental, etc. if it came to randomization. I also really like that even the least used weapons become intensely useful tools of destruction (Shrinker, Expander..). How many custom weapons (like the Battlelord Minigun) are expected to be in Attrition though? It's kind of a shame their supply is somewhat little because of how good and fun they are, but hey.


I'm glad you like it!

The upgrades occur in a fixed order. For many of the upgrades this is necessary: for example, the bomblets upgrade on the pipebombs needs to come before the seeking bomblets upgrade. Weapon upgrades operate on the same principle as in the Ratchet and Clank series.

There are 12 different weapons for the purpose of gaining experience: kicks, laser pistol, regular pistol(s), shotgun, chaingun, RPG, pipebombs, shrinker, devastator, tripbombs, freezer, and expander. If I were to add another weapon it would be a double barreled shotgun, and it would share experience levels with the regular shotgun (just as the Battlelord minigun shares experience levels with the chaingun). Another possibility is a lightning gun, which would be a subweapon of the freezer.
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User is offline   Forge 

  • Speaker of the Outhouse

#193

Global upgrade suggestion:

give the night vision binocular vision
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User is offline   Danukem 

  • Duke Plus Developer

#194

View PostForge, on Apr 29 2010, 09:23 PM, said:

Global upgrade suggestion:

give the night vision binocular vision


I've thought about adding a zoom upgrade that could be used with any weapon. Unfortunately, true zoom only works with Polymer. For Polymost I would have to add some kind of fake, lame zoom. I'm not very motivated to add the feature yet, but I'll probably get around to it.
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User is offline   lostroamer 

#195

I'm just wondering: would it be possible to add custom enemies in case the player gets tired of facing the same enemies over and over?

Edit: I meant by custom enemies being able to randomly spawn in with the normal enemies.

This post has been edited by lostroamer: 30 April 2010 - 02:50 PM

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User is offline   VinsaneOne 

#196

View PostTX, on Apr 28 2010, 09:02 PM, said:

Nah, saves actually replace the compiled copy of the CONs in memory with whatever they were at the time of the save. This means all changes to CONs are effectively ignored when you load a game. This has to happen because the game makes heavy use of pointers to various memory locations in the active compiled CONs. When stuff executes a state or changes action or any number of other things, instead of the compiled code having a reference to a specific action or state and a table somewhere which maps these to addresses, it just has a memory address it expects to find the required data at.

So what would happen if you load a saved game, then save again, would the compiled copy in memory of the updated/changed CON's get saved and run when you re-load that save?
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User is offline   Danukem 

  • Duke Plus Developer

#197

If you load a saved game, and then save that game again, then the newly saved game will still be using the CONs that were compiled when that game was first started.

@lostroamer: Unlike in my DNWMD mod, I'm trying to preserve most of the gameplay from the maps. Having new enemies randomly replace those in the map can be fun, but it has its downsides. I think enhancing the existing enemies with various attributes is enough for now. I'm not opposed to adding new enemies for new game modes or maps, though.
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User is offline   lostroamer 

#198

@DeeperThought - New enemies for new game modes sounds fine, as I love fighting wide varieties of enemies. I'll probably think up of a new mode later, as of right now, I'm busy on my end.
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#199

Playing "Suburban Hive" as the 8th map of the "Random Maps" episode is one of the most frenetic and insane thing I've ever experienced !
Attrition is definitely one the best Mod for Duke EVER.
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#200

A request : could you make the Blue Bad Duke drop the Expander sometimes ? I see it often drops the ammos, but why not the expander ? Since it's one of the coolest weapons when upgraded it's perhaps a balancing game issue ?
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User is offline   Danukem 

  • Duke Plus Developer

#201

View PostHeadless_Horseman, on May 5 2010, 05:21 AM, said:

A request : could you make the Blue Bad Duke drop the Expander sometimes ? I see it often drops the ammos, but why not the expander ? Since it's one of the coolest weapons when upgraded it's perhaps a balancing game issue ?


I have no problem with making it drop expander instead of expander ammo, I guess. I'll try that in the next version and see if it unbalances the game.
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User is offline   polyhedron 

#202

Hi deeperthought, i'm playing duke attrition and it's really fun and well made. The only thing that annoyed me so far is that the game crashes when i die...it does not happen everytime but very often (today one crash happened when killing the 2nd episode boss though, so apparently it does not only occur when i die). The strange thing is, if it happens once, then all the next deaths will definitely make the game crash (100% chance). I played with normal eduke32 and it doesn't seem to happen, so i think it's your mod. Below is the content of my Duke3d folder:

DUKE3D.GRP v 1.5
Eduke32 v 2.0 03-11-2010
hrp v 4.0 03-23-2009
hrp update v 4.1.1 10-03-2009
maphacks v 4.1.1 10-03-2009
music pack v 2.0
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User is offline   Danukem 

  • Duke Plus Developer

#203

The next time it crashes, find your eduke32.log (in the same directory as eduke32.exe) and attach it to your post here. It might reveal something useful.

Also, after it happens once, save the game and send me the saved game file. According to you, it should crash 100% of the time if someone dies playing that saved game. Right? That should be useful for debugging.
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User is offline   acker 

#204

I've actually been having the same problem when playing, and it definitely has happened much more than once and doesn't seem to depend on the means of death. From the log file it looks like the game segfaults after somehow trying to make attscores extremely large:

CON_RESIZEARRAY: resizing array attscores from 3840 to 1006632960
Fatal Signal caught: SIGSEGV. Bailing out.


I attached the log file and the saved game.

Other than that bug, I'm enjoying Attrition a lot. Great work :P

Attached File(s)



This post has been edited by acker: 09 May 2010 - 08:06 PM

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User is offline   Danukem 

  • Duke Plus Developer

#205

View Postacker, on May 9 2010, 09:03 PM, said:

I've actually been having the same problem when playing, and it definitely has happened much more than once and doesn't seem to depend on the means of death. From the log file it looks like the game segfaults after somehow trying to make attscores extremely large:

CON_RESIZEARRAY: resizing array attscores from 3840 to 1006632960
Fatal Signal caught: SIGSEGV. Bailing out.


I attached the log file and the saved game.

Other than that bug, I'm enjoying Attrition a lot. Great work :P


There was a bug like this fixed months ago (before Attrition was released). Apparently you have exposed some form of the bug that still exists. Since the old bug was an EDuke32 array bug, I'm guessing this one is too. That means I won't be able to fix it on my end; something in EDuke32 needs fixing. In the mean time, delete your ATTSCORES file. There's a good chance it won't happen again.
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User is offline   acker 

#206

View PostDeeperThought, on May 10 2010, 01:00 AM, said:

There was a bug like this fixed months ago (before Attrition was released). Apparently you have exposed some form of the bug that still exists. Since the old bug was an EDuke32 array bug, I'm guessing this one is too. That means I won't be able to fix it on my end; something in EDuke32 needs fixing. In the mean time, delete your ATTSCORES file. There's a good chance it won't happen again.


Alright, that fixed it. Thanks for the info.
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User is offline   polyhedron 

#207

Hi again and thanks for replying.
My .log and .sav files are attached. As you can see, last line of eduke32.log is the same as Acker's.
Checked the saved game before zipping, it definitely crashes the game, so...get an extinguisher ready.

P.S. this mod is awesome anyway. Still playing it. Hope these new/old bug will be fixed once and for all with the next release!

Attached File(s)


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#208

DeeperThought, your mod Attrition is awesome, enjoyed it!!!

Found a littile bug - if I kill an enemy by the last ammo of weapon (then it immideatly switches), the weapon experience adds to that weapon which was switched to, but not which I used to kill monster...
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User is offline   Danukem 

  • Duke Plus Developer

#209

@polydedron: Actually, that doesn't crash for me, because what's making it crash is the state of your ATTSCORES file, not the state of the saved game. Delete your ATTSCORES and hopefully it won't happen again for a long time :P

View PostLipSheZ_rus, on May 10 2010, 04:18 AM, said:

DeeperThought, your mod Attrition is awesome, enjoyed it!!!


Thanks!

View PostLipSheZ_rus, on May 10 2010, 04:18 AM, said:

Found a littile bug - if I kill an enemy by the last ammo of weapon (then it immideatly switches), the weapon experience adds to that weapon which was switched to, but not which I used to kill monster...


I know. I don't consider that a bug, because in Attrition, XP is supposed to go to the weapon you are holding at the time a monster dies (with a list of exceptions that is given in the documentation).
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#210

I noticed a little bug in the latest version : when you're shot by an EvilDuke, ofter you go straightly in DeathFrenzy without losing health, sometimes you're just killed with no DE at all, even if you've more than 100 health. This happens often when the EvilDuke shots you with rockets or minirockets.
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