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

User is offline   Danukem 

  • Duke Plus Developer

#211

View PostHeadless_Horseman, on May 10 2010, 02:55 PM, said:

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.


Rockets do a lot of damage. Methinks you are actually losing a lot of health. Seriously, it is like getting hit by a rocket in multiplayer, it's not like getting hit by one of those weak Commander rockets. Getting killed without Death Rage if you have unused DR would be a bug, though. The devastator rockets should only do about 30 per hit. I'll check to see if there's a problem with the damage amounts.
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User is offline   Danukem 

  • Duke Plus Developer

#212

I'm going to release Attrition 1.03 soon. The beta is available here:

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

1.03
• goggles have cloaking power (see documentation)
• evil dukes who use expander can drop the expander instead of expander ammo
• sentry drone explosions have more power in proportion to drone's hit points
• fixed bug with allied monster AI which could cause them to back too far away from player
• added improved life leech as a final weapon mastery upgrade (need 60 total weapon levels)
• improved the nuke power upgrades
• added protection against crashes caused by spawning too many sprites
• fat liztroops regain the correct size after cloaking
• fixed a bug in which chaingun gets passed over by next/previous weapon if the most recently used chaingun ran out of ammo


Note that I am not including a very recent snapshot of EDuke32, and that's deliberate. While I like some of the changes, the latest revisions of EDuke32 still have some nasty bugs.

EDIT: Added two more bug fixes.

This post has been edited by DeeperThought: 21 May 2010 - 10:35 PM

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#213

View PostDeeperThought, on May 21 2010, 06:34 AM, said:

The latest revisions of EDuke32 still have some nasty bugs.

You mean the ones with the annoying input (keyboard & mouse) problems, where it sticks? Or is it something else...?

This post has been edited by KillerBudgie: 21 May 2010 - 02:03 AM

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User is offline   supergoofy 

#214

I believe the last stable eduke32 svn build is r1623 or r1624. After these the changes in source were major and current eduke32 still has bugs.

This post has been edited by supergoofy: 21 May 2010 - 02:38 AM

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User is offline   Danukem 

  • Duke Plus Developer

#215

I have uploaded a new version of 1.03 beta with some more bug fixes (see my previous post).

So far I haven't had time to play through a whole episode with 1.03 and I'm wondering if the new goggle power and improved leeching upgrade unbalance the game as it gets near the end.

If anyone finds bugs or has suggestions, I'd like to hear them before uploading 1.03 to Mod DB. :(
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#216

View PostDeeperThought, on May 21 2010, 11:51 PM, said:

I have uploaded a new version of 1.03 beta with some more bug fixes (see my previous post).


OK, first playthrough with this latest version.

The Blue Evilduke dropping Expanders is a lot of fun, as I suspected, but it enhanced a problem that was there before. In fact, if you clone a Blue Evilduke that has the Expander, the monsters killed by himself via Expander becomes you ally, rapidly generate a little "army" that follows you. Playing "Demolition Plant" at one point I have among my Clone Army a Blue Evilduke, an Octabrain, a Commander, two enhanced Newbeasts and an Overlord ! Apart from the mess they make while fighting the other enemies and hitting me too, this can easily unbalance the game.
So my suggestion is either :
1) the Blue Evilduke cannot be cloned (I second this, as it's actually too powerful as ally).
or
2) a cloned Blue Evilduke cannot use the Expander.
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User is offline   Danukem 

  • Duke Plus Developer

#217

I'm going with option 2). In addition, I may nerf the expander in some way.
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#218

Suggestion for global upgrade

Why not increased rate of fire...Randomly?Such a Bloodlust...That is actived randomly when you shoot?

Or add something like "Critical Strike"

or a Steroids...


Yes i've got only random upgrade.But i think it's more cool...
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User is offline   TerminX 

  • el fundador

  #219

Add an upgrade that gives you a small stacking ROF increase with short duration every time an enemy is killed.
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User is offline   Danukem 

  • Duke Plus Developer

#220

View PostTX, on May 23 2010, 02:23 PM, said:

Add an upgrade that gives you a small stacking ROF increase with short duration every time an enemy is killed.


That sounds cool, but as you know, changing ROF on all the weapons in this game is kind of bitch, especially if the ROF can keep getting higher. Shortening the firing time on the weapons will cut off their firing animation rather than speed it up. Fire delay has to stay greater than total time. Some weapons have flags that make them fire at certain tics in the sequence. In some cases there's not much room to get faster (e.g. a fully upgraded chaingun already fires once per tic), so I'd have to mess around with shots per burst. Every weapon has its own quirks and has to be handled separately. Most of those problems could be avoided if I had done my own weapon system from scratch instead of using the hardcoded one, but going back and doing that would be a lot of work too.


I finally got around to improving some of the final boss battles for this next release.

This post has been edited by DeeperThought: 23 May 2010 - 02:33 PM

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User is offline   Danukem 

  • Duke Plus Developer

#221

I have uploaded a new beta of Attrition 1.03:

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

Here is the latest changelog:

1.03 5-26-10
• goggles have cloaking ability (see documentation)
• evil dukes can drop the expander instead of expander ammo
• sentry drone explosions have more power in proportion to drone's hit points
• fixed bug with allied monster AI which could cause them to back away too far from player
• added improved life leech as a final weapon mastery upgrade (need 60 total weapon levels)
• improved the nuke power upgrades
• added protection against crashes caused by spawning too many sprites
• fat liztroops regain the correct size after cloaking
• fixed a bug in which chaingun gets passed over by next/previous weapon if the most recently used chaingun ran out of ammo
• increased size and clipdist of miniboss cycloid so that rockets won't pass through him
• fixed bug which caused evil Dukes to cause extra damage and could also make them bypass Duke's death rage
• improved boss battle at end of random episodes
• added jump/stomp ability to some Cycloids
• steroids can now regenerate up to the player's current max health amount, instead of 100
• new system for limiting the total strength of player's allied cloned monsters
• fixed bug where killing allied monsters gave points (the player already gets points for cloning monsters)
• fixed bug where pistols would deplete clips more rapidly after acquiring the piercing upgrade
• other minor tweaks

I'm going to officially release this, unless people find more bugs.
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#222

Testing the new beta, I got a very strange bug, that seems to happen only on the map "QMC PUR".
When I exit from the first building and go in the street, if I save and then load that slot the palette suddently change to the nighvision one and got stuck with that ! Even if I select and de-select the goggles, it remains the same. Even irestarting Eduke is no good : if I load that slot, the same bug happens.
The very strange fact is that the same bug happened to me in the same map even with the previous beta (the "expander bonanza" one).
I wonder if there's something special with that map.
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User is offline   Danukem 

  • Duke Plus Developer

#223

View PostHeadless_Horseman, on May 27 2010, 02:57 PM, said:

Testing the new beta, I got a very strange bug, that seems to happen only on the map "QMC PUR".
When I exit from the first building and go in the street, if I save and then load that slot the palette suddently change to the nighvision one and got stuck with that ! Even if I select and de-select the goggles, it remains the same. Even irestarting Eduke is no good : if I load that slot, the same bug happens.
The very strange fact is that the same bug happened to me in the same map even with the previous beta (the "expander bonanza" one).
I wonder if there's something special with that map.


This is an EDuke32 bug that I reported months ago. It will happen even if you play the map without using any mod. For now, the solution is to go back inside a building and save the game. When you reload, the palette will be fixed. The bug occurs when you turn off the nightvision while standing under the sky.
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User is offline   HJ-kos 

#224

Last time i played WG END BOSS game crashed after boss died.

also one time i started Random missions 1 and got WG END BOSS as first level.
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User is offline   Danukem 

  • Duke Plus Developer

#225

View PostHJ-kos, on May 29 2010, 04:50 AM, said:

Last time i played WG END BOSS game crashed after boss died.


Do you mean it crashed after the game ending animation? That has happened to me as well, but it's harmless and there's nothing I can do about it. If it crashed earlier than that, like right after the boss dies and before the bonus screen comes up, then that's a problem.

View PostHJ-kos, on May 29 2010, 04:50 AM, said:

also one time i started Random missions 1 and got WG END BOSS as first level.


That should be impossible. Did it happen with the most recent version I have linked a few posts ago?
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User is offline   HJ-kos 

#226

no i didn't even seen ending animation, just he died, duke said something, screen (window) got all black and game "exited" (no "Eduke32 stopped working" or something)

i think it happened in version earlier than last beta. Precisely - in this:

Quote

I'm going to release Attrition 1.03 soon. The beta is available here:

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

1.03
• goggles have cloaking power (see documentation)
• evil dukes who use expander can drop the expander instead of expander ammo
• sentry drone explosions have more power in proportion to drone's hit points
• fixed bug with allied monster AI which could cause them to back too far away from player
• added improved life leech as a final weapon mastery upgrade (need 60 total weapon levels)
• improved the nuke power upgrades
• added protection against crashes caused by spawning too many sprites
• fat liztroops regain the correct size after cloaking
• fixed a bug in which chaingun gets passed over by next/previous weapon if the most recently used chaingun ran out of ammo


Note that I am not including a very recent snapshot of EDuke32, and that's deliberate. While I like some of the changes, the latest revisions of EDuke32 still have some nasty bugs.

EDIT: Added two more bug fixes.

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User is offline   Danukem 

  • Duke Plus Developer

#227

There's going to be at least one more beta version before the official release. I'll upload it later today if I have time. Hopefully that one won't crash.
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User is offline   Danukem 

  • Duke Plus Developer

#228

Here is a release candidate for version 1.03:

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


1.03 5-30-10
• Includes new and improved version of EDuke32. This means you should delete all your cfg files before upgrading to the new version.
• Removed “Suburbia” from the first random missions episode, and replaced it with an epic new map by RazorZ named “Mincer City”

• goggles have cloaking ability (see documentation)
• evil dukes can drop the expander instead of expander ammo
• sentry drone explosions have more power in proportion to drone's hit points
• fixed bug with allied monster AI which could cause them to back away too far from player
• added improved life leech as a final weapon mastery upgrade (need 60 total weapon levels)
• improved the nuke power upgrades
• added protection against crashes caused by spawning too many sprites
• fat liztroops regain the correct size after cloaking
• fixed a bug in which chaingun gets passed over by next/previous weapon if the most recently used chaingun ran out of ammo
• increased size and clipdist of miniboss cycloid so that rockets won't pass through him
• fixed bug which caused evil Dukes to cause more damage than they were supposed to and could also make them kill the player and bypass his death rage
• improved boss battle at end of random episodes
• added jump/stomp ability to some Cycloids
• steroids can now regenerate up to the player's current max health amount, instead of 100
• new system for limiting the total strength of player's allied cloned monsters
• fixed bug where killing allied monsters gave points (the player already gets points for cloning monsters)
• fixed bug where pistols would deplete clips more rapidly after acquiring the piercing upgrade
• There is no longer any cap on how many times you can upgrade the HoloDuke bot, and the bot’s damage increases with upgrades
• for polymer: big lasers, megarockets and minigun grenades now emit light

• other minor tweaks


Changes made since the last update I posted are bolded for easy reference.
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User is offline   HJ-kos 

#229

Quote

Removed “Suburbia” from the first random missions episode, and replaced it with an epic new map by RazorZ named “Mincer City”
oh yeah, that level is really messed up. I thought it was compilation of different levels.

also there are bug with rotating doors and mirrored maps in beta (not RC) where doors would opening in wrong direction. Sometimes doors could be totally messed up like on dukeburger-ish level with sushi-bar. Also on that level there was sliding door that wasn't sliding properly, one side opens properly, another "half-opens" making big diagonal wall.
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User is offline   Danukem 

  • Duke Plus Developer

#230

View PostHJ-kos, on May 30 2010, 02:41 AM, said:

also there are bug with rotating doors and mirrored maps in beta (not RC) where doors would opening in wrong direction. Sometimes doors could be totally messed up like on dukeburger-ish level with sushi-bar. Also on that level there was sliding door that wasn't sliding properly, one side opens properly, another "half-opens" making big diagonal wall.


I know what you mean. That bug still exists and has been around since the first release. I tried fixing it, but getting mirroring to work properly for certain doors made it worse on others. AFAIK Dukai (the map you are referring to) is the worst offender, and in that map it is still possible to pass it mirrored because the messed up doors don't need to be used.

EDIT: I think I found a way to fix that mirroring problem. There is a type of mirroring bug having to do with doors swinging in the wrong direction, but I now realize the totally messed up doors are caused by something else. If the ends of the doors are touching each other, they get welded together when the map is mirrored. If the wall points are moved apart a little bit, the problem is fixed. Maybe this should be considered a map bug.

If you find examples of doors that stretch or do other bizarre things in mirrored maps, tell me the map name and post screenshots and I will try to fix them.

This post has been edited by DeeperThought: 30 May 2010 - 07:45 AM

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User is offline   HJ-kos 

#231

also forgot to mention about some bugs about weapons, dunno if they were fixed already.
- last shot lvl up bug. For example i have RPG with one rocket left, and RPG's exp is nearly full, i shot last rocket to some commander\liztroop\whatever and got a lvl up, but not for RPG but to shotgun that i got on auto-switch on empty RPG.
- you can easily lvl up any weapon using expander's clones or dukebots, or just enviroment, like one time i just got lvl up for pistol because (i think) some alien hit explosives or something like that, how about some death-cause system in distant future? Like player shot alien with RPG and switched to pistol while rocket was flying -> lvlUp for RPG.
- minigun has no upgrades, but lvl up happens for ripper, also there are absolutely no ammo source for minigun except from miniguns themselves
- alien pistol upgrades goes to mighty foot after lvl 5 (or 4 i don't remember)
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User is offline   Danukem 

  • Duke Plus Developer

#232

View PostHJ-kos, on May 31 2010, 08:58 AM, said:

also forgot to mention about some bugs about weapons, dunno if they were fixed already.
- last shot lvl up bug. For example i have RPG with one rocket left, and RPG's exp is nearly full, i shot last rocket to some commander\liztroop\whatever and got a lvl up, but not for RPG but to shotgun that i got on auto-switch on empty RPG.
- you can easily lvl up any weapon using expander's clones or dukebots, or just enviroment, like one time i just got lvl up for pistol because (i think) some alien hit explosives or something like that, how about some death-cause system in distant future? Like player shot alien with RPG and switched to pistol while rocket was flying -> lvlUp for RPG.
- minigun has no upgrades, but lvl up happens for ripper, also there are absolutely no ammo source for minigun except from miniguns themselves
- alien pistol upgrades goes to mighty foot after lvl 5 (or 4 i don't remember)


That's a feature, not a bug: (from the manual)

Quote

As a rule of thumb, you gain experience for a weapon if monsters are damaged or killed while you are holding it. If monsters are killed by a nuke or by each other, then the weapon you are holding will get the XP. Use this to your advantage. You can easily level up tripbombs, for example, just by holding them while detonating a nuke. The QUICK PIPEBOMB key is tailor made for this tactic. Once pipebombs are leveled up they become a poor man’s nuke, and you can lob them while holding a different weapon.There are some exceptions: if a frozen enemy is shattered, you will gain experience for the freezer even if you aren’t holding it. Likewise, if a shrunken enemy is stomped you get experience for the shrinker. Using regular kicks or karate kicks on enemies will level up the mighty boot weapon (unless the kick shattered a frozen enemy). Finally, tripbomb explosions will level up the tripbomb, regardless of what you are holding.


The minigun is a special temporary weapon you get only from the battlelord. It shares experience with the chaingun.

What you say about the alien pistol is simply not true. It can be upgraded all the way. XP goes to the mighty boot only if you aren't holding the pistol.
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User is offline   HJ-kos 

#233

i was holding alien pistol and saw lvl up message with boots icon saying "+damage" one or twice, again for not-the-latest beta version, didnt have to test RC yet :(
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User is offline   Danukem 

  • Duke Plus Developer

#234

View PostHJ-kos, on May 31 2010, 11:04 AM, said:

i was holding alien pistol and saw lvl up message with boots icon saying "+damage" one or twice, again for not-the-latest beta version, didnt have to test RC yet :(


If a monster takes kicking damage, then the XP will go to the mighty boot even if you are holding the pistol (makes sense, right?) Normally this happens because you are kicking a monster. In rare cases a monster may take kicking damage for some other reason. There might be a little bug there that happens sometimes, but in general you can level up the laser pistol just fine by using it.
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User is offline   Danukem 

  • Duke Plus Developer

#235

I have uploaded the official Attrition 1.03 to Mod DB. It is also here, as always:

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

Some developments since my last post: New art by Cage for the alien laser pistol! He also made a gloveless version of the minigun, so it fits with the other weapons.


Posted Image

Posted Image

Posted Image


And here is the complete changelog for 1.03

• Includes new and improved version of EDuke32. This means you should delete all your cfg files before upgrading to the new version.
• Removed “Suburbia” from the first random missions episode, and replaced it with an epic new map by RazorZ named “Mincer City”
• goggles have cloaking ability (see documentation)
• evil dukes can drop the expander instead of expander ammo
• sentry drone explosions have more power in proportion to drone's hit points
• fixed bug with allied monster AI which could cause them to back away too far from player
• added improved life leech as a final weapon mastery upgrade (need 60 total weapon levels)
• improved the nuke power upgrades
• added protection against crashes caused by spawning too many sprites
• fat liztroops regain the correct size after cloaking
• fixed a bug in which chaingun gets passed over by next/previous weapon if the most recently used chaingun ran out of ammo
• increased size and clipdist of miniboss cycloid so that rockets won't pass through him
• fixed bug which caused evil Dukes to cause more damage than they were supposed to and could also make them kill the player and bypass his death rage
• improved boss battle at end of random episodes
• added jump/stomp ability to some Cycloids
• steroids can now regenerate up to the player's current max health amount, instead of 100
• new system for limiting the total strength of player's allied cloned monsters
• fixed bug where killing allied monsters gave points (the player already gets points for cloning monsters)
• fixed bug where pistols would deplete clips more rapidly after acquiring the piercing upgrade
• There is no longer any cap on how many times you can upgrade the HoloDuke bot, and the bot’s damage increases with upgrades
• for polymer: big lasers, megarockets and minigun grenades now emit light
• added hyper speed monster mod (some monsters are extra fast)
• Duke's hand on batlelord minigun is gloveless (thanks to Cage)
• New laser pistol hud art (again thanks to Cage!)
• difficulty progression is now based on score progression instead of level number
• other minor tweaks

This post has been edited by DeeperThought: 04 June 2010 - 10:51 PM

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User is offline   Sebastian 

#236

The new laser gun is absolute sex!
I'm unsure of the trigger finger though, but what the hey. Looks ace!
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User is offline   Player Lin 

#237

Downloaded 1.03, make fresh installation.
(I'm never play this mod before, so it really fresh installation. :()

Then I play episode 1, first mission I get level 17(Starlite), when I beat whole level, I'm in missile control room. After I killed all monster, I actived the switch and let the missile launched, some seconds later, the missile hit the target and make a lot of explosion, and about 5 second after, my game crashed...

Tried replay 2 more time, still crashed.

My log...
Attached File  eduke32.log (3.46K)
Number of downloads: 401

And savegame.(In my machine, it'll crashed about 5 seconds later when I load the savegame.)
http://sites.google.com/site/playerlin/att...egame_egam3.rar


This mod is awesome but I hate it crashed... :(
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User is offline   Danukem 

  • Duke Plus Developer

#238

Sorry about that; that's an EDuke32 bug with the latest snapshot, and I forgot about it and included the buggy snapshot anyway. If TX would hurry up and post r1657 then it can be included, otherwise we will have to go back to a much older snapshot (try the one included with Attrition 1.02, that should work fine).

For once I'm glad that Mod DB takes a while to approve downloads. I might be able to fix this before it goes live.

EDIT: By the way, you had terrible luck. The first map you played was the only one that crashes.

This post has been edited by DeeperThought: 05 June 2010 - 08:54 AM

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User is offline   Player Lin 

#239

View PostDeeperThought, on Jun 6 2010, 12:50 AM, said:

Sorry about that; that's an EDuke32 bug with the latest snapshot, and I forgot about it and included the buggy snapshot anyway. If TX would hurry up and post r1657 then it can be included, otherwise we will have to go back to a much older snapshot (try the one included with Attrition 1.02, that should work fine).

For once I'm glad that Mod DB takes a while to approve downloads. I might be able to fix this before it goes live.

EDIT: By the way, you had terrible luck. The first map you played was the only one that crashes.


Oh crap... :(

Yeah, I'm REALLY had terrible luck... not only get that crash, when I first run this mod, whatever I start a new game, I always got level 17, and the attrition menu key doesn't work, then I quit, re-enter and start a new game, then game freezed/crashed.
After I killed att.cfg and att_setting.cfg and texture cache files and everything back to fine...

I think I just wait for new snapshot, I don't like the old snapshot... :(

This post has been edited by Player Lin: 05 June 2010 - 09:07 AM

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User is offline   Danukem 

  • Duke Plus Developer

#240

The game stores a random seed in one of the cfg files so that things don't get randomized the same way each time you play. But if it's your first time playing the mod, then that seed doesn't exist yet and that would explain why you keep getting that map (if it crashes I guess the seed does not get written to the cfg so it's like starting fresh each time).

I will fix this later today. Either TX will post a new revision or I will edit the download to include an old snapshot that doesn't crash.


EDIT: I just re-uploaded with an euke32.exe that won't crash at the end of starlite.map It's not the latest snapshot, but it works fine.

This post has been edited by DeeperThought: 05 June 2010 - 12:05 PM

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