Duke Nukem: War of Attrition "Discussion thread for DT's War of Attrition mod"
#301 Posted 15 July 2010 - 01:45 PM
#302 Posted 15 July 2010 - 02:16 PM
Plagman, on Jul 15 2010, 02:45 PM, said:
That sounds really hard to me, though. Imagine a relatively simple view screen message:
DUKE IS HERE!
EVACUATE NOW!
And let's say the first letter you come across (because it has the lowest ID or whatever) is the 'K'. Now the code is supposed to think "Aha! Here's a letter that might be part of a message...let's look for other nearby letters and assume they are part of the same message". Well, there's an 'E' and a 'U' and an 'A' nearby, but some of the others (e.g. the two '!') are far enough away that there is serious doubt. So I guess you need some recursive algorithm that collects the letters into a set based upon not just proximity to the first letter, but to any other letters that have already been collected into the set based on proximity. Assuming that part works ok and you have collected all and only the letters belonging to the message, they now have to be rearranged. I'm not even sure how I would do that. Maybe form a virtual grid based on the coordinate extremes of the letters in the set, and then apply mirroring to the grid members like it were a mini version of the map.
This post has been edited by DeeperThought: 15 July 2010 - 02:17 PM
#303 Posted 15 July 2010 - 02:30 PM
#304 Posted 15 July 2010 - 02:35 PM
oporix, on Jul 15 2010, 03:30 PM, said:
That was before TerminX introduced me to the tilefromtexture command.
#306 Posted 08 August 2010 - 04:37 PM
· Added Lezing’s CLUT pack , for more and better monster colors
· Added over 20 more levels for the random missions episodes; there are now 120 different “missions”
· Each random missions episode now concludes in a different map with a final boss ending
· Autosave is now optional (turn it off in the Attrition menu). The menu looks a bit better, too.
· Replaced the useless shrapnel upgrade on the chaingun with the very useful acid wounds upgrade.
· Fixed a bug with the chaingun which could result in it firing faster than intended after its ROF upgrade.
· The player’s Devastator rockets start tracking enemies at level 3 now, and don’t start fires until level 5
· Improved nukes: they don’t reach as far, but they are more effective
· Displays number of missions completed and number remaining in overhead map view
· Nerfed enemy devastator rockets, because they usually resulted in near instant death
· Improved the medkit and armor upgrades
· Cloned allied monsters are better at following the player, once the expander reaches level 4
· Mirrors are now unbreakable (got tired of being stuck on mirror puzzles because a mirror was broken by an explosion)
· Other minor bug fixes and adjustments
· Comes with new and improved version of EDuke32
DOWNLOAD
The version on Mod DB is an older one, don't download that!
#308 Posted 09 August 2010 - 05:39 AM
This will be good for a quick gaming session now and then, all the maps ive played so far rely on button hunt mechanics which can't be helped but damn its annoying at times. One map even hid a keycard in a secret room behind a painting, sheer luck i found that, i just want to shoot things and make stuff explode, i dunno if you could but a level skip option in the menu that only becomes active after 10 minutes into the level? in the event i have to spend more than 10 minutes looking for a button
#309 Posted 09 August 2010 - 05:44 AM
Now then, that forth level.....
It was alright (except for spending 5 minutes navigating in a pitch black, derelict building filled with Newbeats) but when fighting the Queen boss, I ran out of ammo miles before she died and was left to kick her death! But of course, you can't get close to a boss else squish. I used up all my obtained ammo throughout the map on her and then the ammo from within the Boss room. I then fired off all 3 Nukes, one at a time (fantastic, by the way!) and then set my Dukebot on her.
That was not enough! But I thought it must surely be near death by now since the red health bar above it disappeared before I even fired my first nuke at it. I tried kicking it (and died, but saw something cool: "death rage" )
I then used DNWEAPONS and fired off all my RPG / Devastator and most of my Shotgun ammo before the beast finally died.....which ended the episode.
I don't think there should have been an end of episode boss on the 4th level, the map was considered number 32 and named Suburban Hive. If this is meant to be the last level of the episode then I don't know how I got there so early.
In case it somehow helps, the previous level was E1L31: DUKAI.
Oh and when I first tried this episode, the very first map auto completed itself upon entering it. Unfortunately I didn't think to check the map's name and I reset the episode afterwards.
One more thing before I go back on it, Green Slimers could not attach themselves to me (well Duke). Was this some kind of upgrade to the player like the weapons mastery?
This post has been edited by Chip: 09 August 2010 - 06:12 AM
#310 Posted 09 August 2010 - 07:37 AM
By the way, Are you using linux?
As far as I can tell, the only way for what you described to happen is if the variable truelevel gets incremented to the point where it reaches 13. It gets incremented when "ifvarand player[THISACTOR].gm 8" (the end of a level has been signaled). If for some reason that end of the level process went on for more than one tic, then it would get incremented more than once. I guess somehow that happeed on your system, though it never happens on mine. Perhaps I need to add some kind of check to make sure the incrementing can't happen more than once per level.
@DanM: Let me know if you get stuck on a map, and I'll try to help. I know most of them pretty well.
EDIT: I have attached new CONs to this post which I hope will fix the level skipping bug.
#311 Posted 09 August 2010 - 07:38 AM
Chip, on Aug 9 2010, 06:44 AM, said:
In case it somehow helps, the previous level was E1L31: DUKAI.
I believe attrition's levels are playing randomly, that's why you've got a boss at the 4th level x)
#312 Posted 09 August 2010 - 07:42 AM
Jaxx, on Aug 9 2010, 08:38 AM, said:
No, the final boss levels are not picked randomly. Please read my last post.
#313 Posted 11 August 2010 - 12:17 PM
Apparently I really was on level 4! So this map was picked as one of the random maps as I still had 9 (10 including that map) maps remaining.
This post has been edited by Chip: 11 August 2010 - 12:21 PM
#314 Posted 11 August 2010 - 12:41 PM
Chip, on Aug 11 2010, 01:17 PM, said:
Apparently I really was on level 4! So this map was picked as one of the random maps as I still had 9 (10 including that map) maps remaining.
I hope that never happens again, because I have looked over the code once more, and it
DOES. NOT. COMPUTE.
#315 Posted 15 August 2010 - 01:41 AM
#316 Posted 15 August 2010 - 07:39 AM
Marcho, on Aug 15 2010, 02:41 AM, said:
It sounds like most of the .art files and/or contents of the ATTRITION_RESOURCES folder are not being loaded. Without more information, I can only guess that you did not do a clean install, and you have one or more conflicting .art files lying around somewhere.
#317 Posted 15 August 2010 - 11:10 AM
DeeperThought, on Aug 15 2010, 06:39 PM, said:
Thanks, got it working with no problems. You sure are an expert in these things, heh
#318 Posted 22 August 2010 - 10:43 AM
version 1.11 8-22-10
· Replaced Unaided.map because I discovered it cannot be completed when map mirroring is on (replacement is RED3.map)
· Rocket scorch decals now fade and disappear after a while.
· The alien queen had too much health; it is now reduced to a reasonable level.
· Includes updated version of NsA.map (minor changes).
· Includes new and improved EDuke32.exe
· Updated documentation
#319 Posted 23 August 2010 - 01:52 AM
Just ask... do I needed give up the savegames from old version of attrition and restart the episode when I installed new version?
I don't know if it'll cause other weird problems, like glitched BOSS map or something...?
EDIT :
Bug report:
1.The 3DRealms logo screen has a lot of "black dots", but I remember in 1.10, that 3DRealms logo screen has been replaced by the picture on the background in main menu.
2.Sometimes, when I start a new episode, it will skip the first mission.
(Player will see the level end statistics, and it displays "<episode name> FINISHED", then throw player to next level.)
This bug happens since 1.10.
This post has been edited by Player Lin: 23 August 2010 - 02:39 AM
#320 Posted 23 August 2010 - 04:49 AM
#321 Posted 23 August 2010 - 08:10 AM
Player Lin, on Aug 23 2010, 02:52 AM, said:
Just ask... do I needed give up the savegames from old version of attrition and restart the episode when I installed new version?
I don't know if it'll cause other weird problems, like glitched BOSS map or something...?
EDIT :
Bug report:
1.The 3DRealms logo screen has a lot of "black dots", but I remember in 1.10, that 3DRealms logo screen has been replaced by the picture on the background in main menu.
2.Sometimes, when I start a new episode, it will skip the first mission.
(Player will see the level end statistics, and it displays "<episode name> FINISHED", then throw player to next level.)
This bug happens since 1.10.
One of the maps from before has been removed, and if you are playing the old saved game and it tries to load the map, the game will end. So yes, you need to start a new game.
1. Oops, it looks like I accidentally included an older copy of duke3d.def. That is now fixed, and I'm attaching the correct one.
2. I have experienced that too, but not recently, and I thought it was fixed. Looking at the code, I don't see what is causing it. There's got to be a loophole somewhere (I've checked for obvious off-by-1 errors).
#322 Posted 23 August 2010 - 08:42 AM
DeeperThought, on Aug 24 2010, 12:10 AM, said:
When I was installed the 1.11, I launch it, start a new game, then, I get this shit happens.
But if I just start a new game again, it'll back fine.
Tried fresh installation, still happens, but never happens again after I quit eduke32 and launch it again.
This post has been edited by Player Lin: 23 August 2010 - 08:42 AM
#323 Posted 24 August 2010 - 06:17 AM
deleting the sector , would leave me with a single white line that would not delete no matter what i did, also in that map near the yellow key there is a caged of room with mines in it, well one sprite is one way blocking so it traps you in there, trapped me in there and just then it decides to autosave
FIXEDMAPS.zip (240.3K)
Number of downloads: 315
#324 Posted 24 August 2010 - 07:00 AM
#325 Posted 01 September 2010 - 04:02 AM
#326 Posted 01 September 2010 - 06:29 AM
RamzesXIII, on Sep 1 2010, 05:02 AM, said:
At first I thought you had discovered a nasty bug having to do with level progression, but actually the bug in the screenshot is just a hud display bug and it only happens if you play one of the original episodes. The crashing on exit is unrelated. Anyway, I have fixed the display bug and I'll release an update pretty soon.
#327 Posted 02 September 2010 - 08:33 AM
I am playing The original missions part one,and I saw 'Evil duke' enemy at the submarine level hehehee and aliens from atomic edition has started appearing too.
#328 Posted 02 September 2010 - 08:38 AM
However, I have one concern: May want to implement a way to allow the player to keep his weapons from level to level. Some of these user levels are designed to restrict the player at first, or just give the player the pistol and a couple clips to deal with 4-5 liz troopers in the beginning. However, when you have a pretty nice score, these liz troopers can be modified monsters (hit hards, stupid shield, etc), evil dukes or even mini bosses and all you have to deal with these is the pistol! I have a save game that's impossible for me to get past the first area because I have somewhere around 60k points and I have 1 lazer spewing liz trooper (the nasty blue one) and a mini E2 boss. Only weapon I have access to is the pistol iwth 2 extra clips
#329 Posted 02 September 2010 - 09:30 AM
Awesomebob, on Sep 3 2010, 12:38 AM, said:
I was encounter this problem, but because I don't like using holoduke and save it always(until I ran out of ammo, then I use it), so it's not big problem for me(or just load savegame of previous level, I always saving my game, even before exit level).
If you have holoduke(dukebot), use it to kick their ass.
But if you don't have it or it's not enough for kill those bad asses.. hmm... god bless you.
This post has been edited by Player Lin: 02 September 2010 - 09:32 AM
#330 Posted 02 September 2010 - 09:55 AM
Awesomebob, on Sep 2 2010, 09:38 AM, said:
However, I have one concern: May want to implement a way to allow the player to keep his weapons from level to level. Some of these user levels are designed to restrict the player at first, or just give the player the pistol and a couple clips to deal with 4-5 liz troopers in the beginning. However, when you have a pretty nice score, these liz troopers can be modified monsters (hit hards, stupid shield, etc), evil dukes or even mini bosses and all you have to deal with these is the pistol! I have a save game that's impossible for me to get past the first area because I have somewhere around 60k points and I have 1 lazer spewing liz trooper (the nasty blue one) and a mini E2 boss. Only weapon I have access to is the pistol iwth 2 extra clips
In the worst case scenario, it's a map where you start with no weapon at all (e.g. E1L3). There are also some maps where you start surrounded by enemies without cover (e.g. Operation: Get Back Bike). This is why there is a Death Rage feature. For those who aren't familiar with the mod: When you are hit by an attack that reduces your life to 0, you automatically go into Death Rage mode and become invincible and do double damage for about 10 seconds. You get one Death Rage per map. The most common time for this to happen is near the beginning of a map when you are relatively helpless. Use your Death Rage time wisely. You should have upgraded your karate kicks to at least level 2 early in the game, and while raging those do a ton of damage and stun, so you can use them to kill just about anything. Also, try to save some HoloDuke energy or a nuke from he previous map (inventory, unlike weapons, do get saved). Plan ahead: by the end of a map you should have some inventory saved up; don't use your last nuke or deplete your HoloDuke bot unless it is absolutely necessary. During those times when you have a lot of equipment and it's easy going, take the opportunity to upgrade those common starting weapons like the pistol and the liztroop laser gun; then you will be much better off at the beginning of maps when you are forced to rely on them. Finally, when all else fails, use the restart mission option in the menu. All of the random enemy variations will be re-rolled, and there's a good change the situation will be more fair.