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

User is offline   king karl 

#241

global suggestions

weaposn with slow fire rate have a % chance of spawning a sheild around duke for a few seconds (invulnerable to damage or deflect shots?) for example rpg has a 10% chance to spawn a sheild that lasts 2 seconds or so

radioactive aura, enemies very close to duke take damage
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User is offline   Mikko 

  • Honored Donor

#242

I'm sure DT will love the idea of a shield that seems to act randomly!
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User is offline   TerminX 

  • el fundador

  #243

I noticed this evening that you're attempting to set the mybot variable from within EVENT_ENTERLEVEL, which is invalid as EVENT_ENTERLEVEL has no player context. This caused a small amount of heap corruption every time the event was called, eventually leading to any number of random behaviors or crashes. A future build will protect against this error, but in the meantime you should fix it ASAP.
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User is offline   Danukem 

  • Duke Plus Developer

#244

Thank you for finding that. It has now been fixed. For those who already have the latest version and don't feel like downloading the whole thing again, I have the fixed CONs here:

http://fissile.duke4...ion/attcons.rar


Oh, and the download at Mod DB is awaiting authorization again, so in the meantime the full version can be downloaded here:

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

This post has been edited by DeeperThought: 06 June 2010 - 07:57 AM

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User is offline   The Commander 

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

#245

I have just seen how you have implemented your 8bit render checker and thought it works rather well.
If you don't mind I would like to use the same art tile for my mod?
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User is offline   Danukem 

  • Duke Plus Developer

#246

View PostThe Commander, on Jun 6 2010, 08:58 AM, said:

I have just seen how you have implemented your 8bit render checker and thought it works rather well.
If you don't mind I would like to use the same art tile for my mod?


Yes, go right ahead.
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User is offline   king karl 

#247

i just got the mod and am trying to play it with HRP, i put the hrp installer in the atruitiion folder and ran it to install hrp and still dont get any hrp

am also gettinga lot of warnings in the eduke log about attruition cons but duno if thats reUsing config file 'attrition/att.cfg'.

[/code]
Including: attrition/attcons/ATTDEFS.CON (142004 bytes)
Including: attrition/attcons/ATTUSER.CON (41430 bytes)
Including: attrition/attcons/LIGHTS.CON (2368 bytes)
Including: attrition/attcons/ATTHUD.CON (53253 bytes)
Including: attrition/attcons/ATTPLAYER.CON (76473 bytes)
attrition/attcons/ATTPLAYER.CON: In state `kludges':
attrition/attcons/ATTPLAYER.CON:1777: warning: `nullop' found without `else'
Including: attrition/attcons/ATTMON.CON (274375 bytes)
attrition/attcons/ATTMON.CON: In state `monsterai':
attrition/attcons/ATTMON.CON:2722: warning: symbol `motionblur' already used for game variable.
attrition/attcons/ATTMON.CON:2952: warning: symbol `motionblur' already used for game variable.
attrition/attcons/ATTMON.CON:2953: warning: symbol `motionblur' already used for game variable.
attrition/attcons/ATTGAME.CON: In event `EVENT_GAME':
attrition/attcons/ATTGAME.CON:11651: warning: found local gamevar `framerate' used within a synced event; expect multiplayer synchronization issues.
attrition/attcons/ATTGAME.CON:11651: warning: found local gamevar `framerate' used within a synced event; expect multiplayer synchronization issues.
attrition/attcons/ATTGAME.CON: In event `EVENT_PROCESSINPUT':
attrition/attcons/ATTGAME.CON:12751: warning: found `ifsound' outside of a local event.
attrition/attcons/ATTGAME.CON:12760: warning: found `ifsound' outside of a local event.
attrition/attcons/ATTGAME.CON: In event `EVENT_LOADACTOR':
attrition/attcons/ATTGAME.CON:13732: warning: found `else' with no `if'.
attrition/attcons/ATTGAME.CON:13762: warning: found local gamevar `rendmode' used within a synced event; expect multiplayer synchronization issues.
Found 10 warning(s), 0 error(s).
Resizing code buffer to 96794*4 bytes
Script compiled in 40ms, 96786*4b, version 1.4+
2862/11264 labels, 692/2048 variables
291 quotes, 46 strings, 37 events, 359 actors
Initialized 32.0M cache
Loading 'att_hrp.def'
Warning: Failed including highres/music.def on line duke3d_hrp.def:2
Warning: Failed including highres/screen.def on line duke3d_hrp.def:3
Warning: Failed including highres/skyboxes.def on line duke3d_hrp.def:4
Warning: Failed including highres/sprites.def on line duke3d_hrp.def:5
Warning: Failed including highres/textures.def on line duke3d_hrp.def:6
Warning: Failed including highres/projections.def on line duke3d_hrp.def:7
Warning: Failed loading MD2/MD3 model "highres/sprites/characters/1405_duke.md3"
Warning: Failed loading MD2/MD3 model "highres/sprites/firstperson/2524_pistol.md3"
Warning: Failed loading MD2/MD3 model "highres/sprites/firstperson/2530_clip.md3"
Warning: Failed loading MD2/MD3 model "highres/sprites/firstperson/2532_cliphand.md3"
Warning: Failed loading MD2/MD3 model "highres/sprites/firstperson/2544_rpg.md3"
Definitions file 'att_hrp.def' loaded.

RTS file DUKE.RTS was not foundlevent[code]


This post has been edited by king karl: 06 June 2010 - 07:48 PM

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User is offline   Danukem 

  • Duke Plus Developer

#248

Those warnings are nothing to worry about in a single player game. The 'motionblur' one is because I have a state and a variable with the same name -- the feature works and AFAIK that's not a problem.

To play with the HRP, you need to have the HRP installed (i.e. in the autoload folder) AND you need to start Attrition using the provided attrition_HRP.bat. From your log I can see that you are using the correct .bat, which makes me wonder why the HRP stuff is failing to load. You do have the HRP installed in your autoload folder, right?

This post has been edited by DeeperThought: 06 June 2010 - 08:30 PM

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User is offline   king karl 

#249

autoload-duke3d.grp-duke3dhrp....yup

EDIT

not sure if this is related but hte first time i played the game i had a 3d shotgun, which im assuming u included with the mod, the 2nd itme ( i crasehd the game with minimizing and trying to reopen) i had the original shotgun model

also some of your liztroops (i think their all the custom ones but IDK) like to walk on water

This post has been edited by king karl: 06 June 2010 - 09:15 PM

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User is offline   Danukem 

  • Duke Plus Developer

#250

Make sure that the "enable autoload" box is checked in the startup window. If it's not, then that's your problem.
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User is offline   king karl 

#251

in the eduke32 startup screen? theirs a polymer check and a fullscreen check but thats it
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User is offline   Danukem 

  • Duke Plus Developer

#252

View Postking karl, on Jun 6 2010, 10:43 PM, said:

in the eduke32 startup screen? theirs a polymer check and a fullscreen check but thats it



Posted Image
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User is offline   king karl 

#253

tahts weird the one i have doesnt look like that, im only using what attruition came with but il download it again and c if the eduke32 changes

EDIT
it looks like theirs more on my eduke32 startup window than i can actually see, it is cutoff after *custom content directory (even that is halfway cutoff) by teh bottom part of the window, and i see now way to maximize it

This post has been edited by king karl: 06 June 2010 - 11:35 PM

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User is offline   The Commander 

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

#254

Open "att.cfg" and look for the line

"NoAutoLoad = 1"
Change the 1 to a 0
"NoAutoLoad = 0"
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User is offline   TerminX 

  • el fundador

  #255

View Postking karl, on Jun 7 2010, 12:32 AM, said:

tahts weird the one i have doesnt look like that, im only using what attruition came with but il download it again and c if the eduke32 changes

EDIT
it looks like theirs more on my eduke32 startup window than i can actually see, it is cutoff after *custom content directory (even that is halfway cutoff) by teh bottom part of the window, and i see now way to maximize it

That usually only happens if you increase the font size on older OSes that don't really support it correctly, like Windows XP.
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User is offline   Player Lin 

#256

eduke32 r1657 is out, let's try it'll still crash on level 17 or not...... :(

(Hmm, it's mean I can't using my old savegame...)

EDIT: No, I can... and it isn't crash anymore! Thanks TX! :(

This post has been edited by Player Lin: 07 June 2010 - 02:48 AM

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User is offline   king karl 

#257

Quote

That usually only happens if you increase the font size on older OSes that don't really support it correctly, like Windows XP.
__________________


how do i fix it? i have windows 7
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User is offline   TerminX 

  • el fundador

  #258

Increase the font size by changing the screen DPI, not by changing the actual font size configured. This will cause dialog boxes and buttons and everything else to scale up as well, preserving the layout of all programs.
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User is offline   king karl 

#259

DPI? where do i change taht?
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User is offline   Danukem 

  • Duke Plus Developer

#260

View Postking karl, on Jun 7 2010, 04:46 PM, said:

DPI? where do i change taht?


Dude, this isn't supposed to be a forum on how to use your computer. Just use Google like I did and find the information you need:

http://www.recipester.org/Recipe:Change_DP...dows_7_25979243
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User is offline   king karl 

#261

HRP works =)

iv gotten a weird lag a few times (with and without HRP) theirs nothing onscreen that would suggest a big lag llike no excess sprites or anything

id post a log but not sure how
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User is offline   Danukem 

  • Duke Plus Developer

#262

View Postking karl, on Jun 7 2010, 09:32 PM, said:

HRP works =)

iv gotten a weird lag a few times (with and without HRP) theirs nothing onscreen that would suggest a big lag llike no excess sprites or anything

id post a log but not sure how


Is that the terrible hitching lag that starts after you've been playing for a while (like 30+ minutes)? If so, don't bother posting a log because it will reveal nothing. I have noticed it with recent snapshots and there's nothing I can do about it. When it happens to me I can sometimes manage to save and quit, and when I come back it's fine again for a while.
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User is offline   king karl 

#263

yup, thatd probaly b it, sounds move (and repeat) but the picture stays the same until i close the thing
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User is offline   Danukem 

  • Duke Plus Developer

#264

View Postking karl, on Jun 7 2010, 11:08 PM, said:

yup, thatd probaly b it, sounds move (and repeat) but the picture stays the same until i close the thing


Yep. Sometimes the frames advance a little bit, and sometimes you can wait it out and things go back to normal long enough to save. My theory is that it's a different manifestation of the EDuke32 sound bug which causes stopsound to cease working after a while -- my only evidence for that is the fact that I have yet to see that sound bug happen in the new snapshots, but I have seen this happen instead, and at around the same time that the sound bug used to happen.

I'm curious as to whether this happens in other mods or in vanilla Duke. Quite possibly it does, and the only reason we don't hear about it is that they aren't being played for as long as Attrition (or they are not using snapshots as recent).
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User is offline   Player Lin 

#265

View PostDeeperThought, on Jun 8 2010, 02:31 PM, said:

Yep. Sometimes the frames advance a little bit, and sometimes you can wait it out and things go back to normal long enough to save. My theory is that it's a different manifestation of the EDuke32 sound bug which causes stopsound to cease working after a while -- my only evidence for that is the fact that I have yet to see that sound bug happen in the new snapshots, but I have seen this happen instead, and at around the same time that the sound bug used to happen.

I'm curious as to whether this happens in other mods or in vanilla Duke. Quite possibly it does, and the only reason we don't hear about it is that they aren't being played for as long as Attrition (or they are not using snapshots as recent).


I only get this problem(BIG DELAY and eduke32 didn't respones for a while) on your mod. It always happens when I save/load many times and the max. of textures count in loading screen will increase when everytime I load savegame, but sometimes, it didn't increase, when it reach about near 20000+, I will encounted the BIG LAG problem.

This problem sometimes will self-fixed, like restart level, save/load game more times or after waited some minutes.
But you can save your game, then quit. And restarting eduke32, load your savegame, then it back to fine... for a while...

I noticed it will easy to happens when I gibbed a lot of monsters, but not always happens.
(EDIT : I'm not really sure what's going on, but I'm sure it happens me for a while.)

This post has been edited by Player Lin: 08 June 2010 - 12:48 AM

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#266

View PostPlayer Lin, on Jun 8 2010, 01:40 AM, said:

It always happens when I save/load many times and the max. of textures count in loading screen will increase when everytime I load savegame, but sometimes, it didn't increase, when it reach about near 20000+, I will encounted the BIG LAG problem.


This is a really long-living bug I must say : I remember I posted this issue when the first episode of WGR2 was out.
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User is offline   Player Lin 

#267

View PostHeadless_Horseman, on Jun 8 2010, 08:18 PM, said:

This is a really long-living bug I must say : I remember I posted this issue when the first episode of WGR2 was out.


But I don't get that problem when I play WGR2... I think that was not the same bug as now.
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#268

Excellent mod! I find idea with upgrading of the weapons very interesting and useful :(
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User is offline   Danukem 

  • Duke Plus Developer

#269

I've been working on updates for several mods in the last few weeks, and Attrition is the first one out of the pipeline. This is a big update. I'll upload it to ModDB after some more testing, but so far it seems to work fine.

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


1.04 6-25-10
• Attrition now works with the software renderer, so those using non Open-GL devices can play!
• The random mission episodes have been overhauled. Lots of new levels have been added, and now ALL 90 levels are pooled and may come up regardless of which random episode is selected.
• The HUD now has better support for widescreen
• Death Rage lasts longer and increases the player’s damage more.
• Cage’s laser pistol art now has a pickup sprite.
• Includes new and improved EDuke32.
• Other minor tweaks and bug fixes
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User is offline   Lunick 

#270

Yes, im sure the people without opengl will be happy :)

EDIT: My is the base mouse sensitivity stuck? I cant move the slider

This post has been edited by Lunick: 25 June 2010 - 03:10 PM

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