Duke Nukem: War of Attrition "Discussion thread for DT's War of Attrition mod"
#181 Posted 28 April 2010 - 07:03 AM
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
#182 Posted 28 April 2010 - 07:16 AM
Ryan Cordell, on Apr 28 2010, 08:03 AM, said:
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.
#184 Posted 28 April 2010 - 07:26 AM
Ryan Cordell, on Apr 28 2010, 08:19 AM, said:
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
#185 Posted 28 April 2010 - 07:27 AM
@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
#186 Posted 28 April 2010 - 04:51 PM
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.
Attached File(s)
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DukesNightmareAttrition.zip (102K)
Number of downloads: 352
This post has been edited by The Commander: 28 April 2010 - 04:52 PM
#187 Posted 28 April 2010 - 05:02 PM
supergoofy, on Apr 28 2010, 08:27 AM, said:
@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.
#188 Posted 28 April 2010 - 07:16 PM
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
#189 Posted 28 April 2010 - 08:49 PM
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).
#190 Posted 29 April 2010 - 01:15 AM
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
#191 Posted 29 April 2010 - 08:22 AM
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.
#192 Posted 29 April 2010 - 04:52 PM
Ryan Cordell, on Apr 29 2010, 09:22 AM, said:
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.
#193 Posted 29 April 2010 - 08:23 PM
give the night vision binocular vision
#194 Posted 29 April 2010 - 08:33 PM
Forge, on Apr 29 2010, 09:23 PM, said:
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.
#195 Posted 30 April 2010 - 12:18 PM
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
#196 Posted 03 May 2010 - 07:25 PM
TX, on Apr 28 2010, 09:02 PM, said:
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?
#197 Posted 03 May 2010 - 07:34 PM
@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.
#198 Posted 04 May 2010 - 01:04 PM
#199 Posted 04 May 2010 - 01:16 PM
Attrition is definitely one the best Mod for Duke EVER.
#200 Posted 05 May 2010 - 04:21 AM
#201 Posted 05 May 2010 - 06:31 AM
Headless_Horseman, on May 5 2010, 05:21 AM, said:
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.
#202 Posted 09 May 2010 - 03:26 PM
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
#203 Posted 09 May 2010 - 04:32 PM
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.
#204 Posted 09 May 2010 - 08:03 PM
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
Attached File(s)
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egam5.zip (674.79K)
Number of downloads: 352 -
eduke32.log (4.1K)
Number of downloads: 394
This post has been edited by acker: 09 May 2010 - 08:06 PM
#205 Posted 09 May 2010 - 09:00 PM
acker, on May 9 2010, 09:03 PM, said:
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
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.
#206 Posted 09 May 2010 - 09:16 PM
DeeperThought, on May 10 2010, 01:00 AM, said:
Alright, that fixed it. Thanks for the info.
#207 Posted 10 May 2010 - 12:11 AM
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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eduk32sav_THIS_WILL_CRASH.zip (1.02MB)
Number of downloads: 321 -
eduke32.log (367.42K)
Number of downloads: 368
#208 Posted 10 May 2010 - 03:18 AM
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...
#209 Posted 10 May 2010 - 01:29 PM
LipSheZ_rus, on May 10 2010, 04:18 AM, said:
Thanks!
LipSheZ_rus, on May 10 2010, 04:18 AM, said:
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).