Duke Nukem: War of Attrition "Discussion thread for DT's War of Attrition mod"
#331 Posted 02 September 2010 - 10:47 AM
Thanks for the reset info, never thought to do that to "re-roll" the mobs.
#332 Posted 02 September 2010 - 12:18 PM
#333 Posted 04 September 2010 - 08:33 AM
http://fissile.duke4..._attrition.html
1.12 9-05-10
· Added a new enemy, a powerful robot which sometimes appears late in the game.
· Bug fixes for several maps (QMC_Pur.map, ballroom.map, LADuke2K.map) thanks to DanM.
· Fixed a bug which could interfere with random level loading.
· Improved spawn points for the chaingun altfire projectiles, so they look like they are coming out of the gun instead of Duke’s chest.
· Changed Damn I’m Good: monsters don’t respawn, but their difficulty progresses at 2X the normal rate.
· Changed the way burning damage is calculated. This should result in fewer cheap player deaths.
· Extra damage mods on weapons will work more reliably now.
· Some Enforcers who shoot bullets now have a higher firing rate.
· Battlelords who use a non-hitscan projectile will sometimes still use bullets.
· Increased ammo amounts for Devastator, and reduced the amount of XP needed for some of its weapon levels.
· Adjusted the Invisi-Goggles to make them more useful when upgraded.
#334 Posted 04 September 2010 - 09:09 AM
Got a couple of concerns that may have been addressed in this recent patch, but may not have.
First:
Sometimes when playing and finishing a level, I'll get all my points from that level and weapon upgrades that happened in that level stripped in the next level. But I'll keep all my weapons from the previous level.
Example (in pics): Playing random missions 3 and I get Smithsonian Terror (or whatever, from the duke it out in DC pack). I start this level with around 150k points. I ended the level (SS is from near the end, I think one minor encounter happened between the SS and the end) with over 200k points. Also, during the level, I upgraded the pistol (akimbo + piercing) and the freezer (beams). When I start the next level it's Capitol Punishment (another DC map). I have all the weapons I ended Smithsonian with, but none of the points or upgrades. (first SS is on the right)
Second:
One particular map is completely unplayable; Unaided Mission.
Besides being a really bad map (keys needed to progress hidden in secret areas?!) the red key just doesn't exist. After certain point you just get stuck. No keys, no way to progress. I had to clip out of the area to engage the boss and end the level. I looked at the map on DNR, and the old build text says there's changed cons. I'm thinking maybe the red key is supposed to fall off a mob or something.
This post has been edited by Awesomebob: 04 September 2010 - 09:09 AM
#335 Posted 04 September 2010 - 09:15 AM
Unaided Mission was removed back in version 1.11 , so you were not playing the latest version when you got stuck on that map.
The bug where it sometimes lets you keep your weapons and loads the next defined map instead of a random one should be fixed (see the changelog where it says "Fixed a bug which could interfere with random level loading.") I'm sure you'll let me know if it still happens in 1.12.
#336 Posted 04 September 2010 - 09:25 AM
DeeperThought, on Sep 4 2010, 10:15 AM, said:
Unaided Mission was removed back in version 1.11 , so you were not playing the latest version when you got stuck on that map.
The bug where it sometimes lets you keep your weapons and loads the next defined map instead of a random one should be fixed (see the changelog where it says "Fixed a bug which could interfere with random level loading.") I'm sure you'll let me know if it still happens in 1.12.
Awesome! Yeah, I will let you know, I'm a good playtester
I have a minor technical question regarding the HRP. I have autoload checked. I have the autoload folder with my HRP folder in it. I use the attrition_HRP.bat to start. However I do not get the HRP in game (as shown in the screens). Image is of my attrition folder, HRP folder is in Autoload.
This post has been edited by Awesomebob: 04 September 2010 - 09:48 AM
#337 Posted 04 September 2010 - 10:27 AM
Anyway, I have an error with your latest Attrition code, I've tried this with two fresh installs.
EDuke32 2.0.0devel 20100727 Using E:/Duke/att/ for game data Checking for updates... Connecting to [url="http://eduke32.sourceforge.net"]http://eduke32.sourceforge. net[/url] Current version is 20100704... no updates available Windows 7 (build 6.1.7600) w/ nedmalloc.dll Initializing DirectDraw... Searching for game data... Using E:/Duke/att/attrition/ for game data Using 'duke3d.grp' as main game data file. Compiling: EDUKE.CON (37 bytes) Including: attrition/attcons/ATTGAME.CON (299081 bytes) Using config file 'attrition/att.cfg'. Including: attrition/attcons/ATTDEFS.CON (147186 bytes) Including: attrition/attcons/ATTUSER.CON (41586 bytes) Including: attrition/attcons/LIGHTS.CON (2368 bytes) Including: attrition/attcons/ATTHUD.CON (54411 bytes) Including: attrition/attcons/ATTPLAYER.CON (80053 bytes) attrition/attcons/ATTPLAYER.CON: In state `kludges': attrition/attcons/ATTPLAYER.CON:1736: warning: `nullop' found without `else' attrition/attcons/ATTPLAYER.CON:1879: error: symbol `setvarvar' is a keyword. attrition/attcons/ATTPLAYER.CON:1879: error: parameter `tempc' is undefined. Including: attrition/attcons/ATTMON.CON (286100 bytes) attrition/attcons/ATTMON.CON: In state `monsterai': attrition/attcons/ATTMON.CON:2836: warning: symbol `motionblur' already used for game variable. attrition/attcons/ATTMON.CON:3070: warning: symbol `motionblur' already used for game variable. attrition/attcons/ATTMON.CON:3071: warning: symbol `motionblur' already used for game variable. attrition/attcons/ATTMON.CON: In actor `TANK': attrition/attcons/ATTMON.CON:11981: warning: found local gamevar `rendmode' used within an actor; expect multiplayer synchronization issues. attrition/attcons/ATTMON.CON:12009: warning: found local gamevar `rendmode' used within an actor; expect multiplayer synchronization issues. attrition/attcons/ATTGAME.CON: In actor `ROCKETHALO': attrition/attcons/ATTGAME.CON:4085: warning: found local gamevar `rendmode' used within an actor; expect multiplayer synchronization issues. attrition/attcons/ATTGAME.CON: In actor `NEWSMOKE': attrition/attcons/ATTGAME.CON:5327: warning: found local gamevar `rendmode' used within an actor; expect multiplayer synchronization issues. attrition/attcons/ATTGAME.CON: In actor `ICEBEAMTRAIL': attrition/attcons/ATTGAME.CON:9674: warning: found local gamevar `rendmode' used within an actor; expect multiplayer synchronization issues. attrition/attcons/ATTGAME.CON: In actor `POWTRAIL': attrition/attcons/ATTGAME.CON:9700: warning: found local gamevar `rendmode' used within an actor; expect multiplayer synchronization issues. attrition/attcons/ATTGAME.CON:9705: warning: found local gamevar `rendmode' used within an actor; expect multiplayer synchronization issues. attrition/attcons/ATTGAME.CON: In actor `POWTRAIL2': attrition/attcons/ATTGAME.CON:9737: warning: found local gamevar `rendmode' used within an actor; expect multiplayer synchronization issues. attrition/attcons/ATTGAME.CON:9741: warning: found local gamevar `rendmode' used within an actor; expect multiplayer synchronization issues. attrition/attcons/ATTGAME.CON: In actor `POWEXPLOSION': attrition/attcons/ATTGAME.CON:9794: warning: found local gamevar `rendmode' used within an actor; expect multiplayer synchronization issues. attrition/attcons/ATTGAME.CON:9825: warning: found local gamevar `rendmode' used within an actor; expect multiplayer synchronization issues. attrition/attcons/ATTGAME.CON:9835: warning: found local gamevar `rendmode' used within an actor; expect multiplayer synchronization issues. attrition/attcons/ATTGAME.CON:9846: warning: found local gamevar `rendmode' used within an actor; expect multiplayer synchronization issues. attrition/attcons/ATTGAME.CON: In event `EVENT_EGS': attrition/attcons/ATTGAME.CON:10817: warning: found local gamevar `rendmode' used within a synced event; expect multiplayer synchronization issues. attrition/attcons/ATTGAME.CON:11028: warning: found local gamevar `rendmode' used within a synced event; expect multiplayer synchronization issues. attrition/attcons/ATTGAME.CON:10817: warning: found local gamevar `rendmode' used within a synced event; expect multiplayer synchronization issues. attrition/attcons/ATTGAME.CON:11028: warning: found local gamevar `rendmode' used within a synced event; expect multiplayer synchronization issues. attrition/attcons/ATTGAME.CON: In event `EVENT_GAME': attrition/attcons/ATTGAME.CON:11988: warning: found local gamevar `framerate' used within a synced event; expect multiplayer synchronization issues. attrition/attcons/ATTGAME.CON:11988: warning: found local gamevar `framerate' used within a synced event; expect multiplayer synchronization issues. attrition/attcons/ATTGAME.CON: In event `EVENT_DISPLAYBONUSSCREEN': attrition/attcons/ATTGAME.CON:13110: warning: found `randvar' within a local event. attrition/attcons/ATTGAME.CON:13114: warning: found `randvar' within a local event. attrition/attcons/ATTGAME.CON: In event `EVENT_LOADACTOR': attrition/attcons/ATTGAME.CON:14259: warning: found local gamevar `rendmode' used within a synced event; expect multiplayer synchronization issues. Found 26 warning(s), 2 error(s).
#338 Posted 04 September 2010 - 10:38 AM
This may also be from playing a save from an older version?
Also: May I say that Retrospective has got to be one of the best balanced maps I've played in a LONG time. Works very well with the mod.
It happened again (though, again, maybe because of save game)
Mission 11 end: 297800 score. Map: Critical Mass
Mission 12 Begin: ~27000 score (accurate number not available due to the extreme amount of asskicking that takes place in the beginning). Map: Derelict
This time I lost some inventory items as well as score and upgrades: Scuba gear. Medkit.
Log included.
Attached File(s)
-
eduke32.log (959.83K)
Number of downloads: 391
This post has been edited by Awesomebob: 04 September 2010 - 11:27 AM
#339 Posted 04 September 2010 - 08:55 PM
I'm uploading a fixed version as I type this.
@Awesomebob: You must start a new game for the changes to take effect. What I don't understand, though, is how you got Attrition to start at all before you loaded the saved game. The CON error should have stopped it.
EDIT: The fixed version is uploaded.
This post has been edited by DeeperThought: 04 September 2010 - 09:05 PM
#340 Posted 05 September 2010 - 06:50 AM
DeeperThought, on Sep 4 2010, 08:55 PM, said:
I'm uploading a fixed version as I type this.
@Awesomebob: You must start a new game for the changes to take effect. What I don't understand, though, is how you got Attrition to start at all before you loaded the saved game. The CON error should have stopped it.
EDIT: The fixed version is uploaded.
It gave me an option to use a different CON. Probably why my sound was all messed up. Thanks for the fix.
#341 Posted 05 September 2010 - 10:30 PM
Working with a fresh install and your newest version of Attrition, I encountered the points and upgrade theft again.
Started Level 6 (red 3). I was stripped of everything but the 2 nukes I had leaving level 5.
Starting at level 7 (Roch) I had my inventory items back plus all the weapons I acquired in level 6. I was, however, missing a big chunk of points plus all the upgrades. Difference is shown in pics. Log included.
Upper left is level 7 start points view. Upper middle is level 7 start upgrades menu. Upper right is level 6 end upgrades menu. Lower left is level 6 end points view.
Attached File(s)
-
eduke32.log (21.71K)
Number of downloads: 407
This post has been edited by Awesomebob: 05 September 2010 - 10:31 PM
#342 Posted 05 September 2010 - 10:43 PM
Awesomebob, on Sep 5 2010, 11:30 PM, said:
That's okay, some levels are supposed to do that.
Awesomebob, on Sep 5 2010, 11:30 PM, said:
That's not OK.
Notice that ROCH.MAP is the next defined map in ATTDEFS.CON right after RED3.MAP. For some reason it is going straight to the next level and bypassing the random level picking code. You are then restored to your last saved stats, but because it skipped my end of level code, the last saved stats were from the previous level (the last time the code actually worked.)
Unfortunately, the log is of no use. If I can't find the problem this time, I will hack in a fool proof system. The trick is to make sure the code only hinges on events that are absolutely guaranteed to happen.
EDIT: The attached CONs should help. Start a new game using those, and I doubt you will have the problem again.
Attached File(s)
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attcons.rar (65.83K)
Number of downloads: 344
This post has been edited by DeeperThought: 06 September 2010 - 12:10 AM
#343 Posted 06 September 2010 - 05:11 AM
The only things I dislike it's the amount of missions have to do: 12 missions are too few for reach high levels whit the most of the weapons and do not express all their potential (for example when I beat the alien queen my weapons had level 5/6, not more). And there is no double barreled shotgun, would be interesting see upgrades for this.
#344 Posted 06 September 2010 - 07:32 AM
DeeperThought, on Sep 5 2010, 10:43 PM, said:
Thanks for the fix. I'll edit this post if I find anything funky.
#345 Posted 06 September 2010 - 08:16 AM
Fantinaikos, on Sep 6 2010, 06:11 AM, said:
The only things I dislike it's the amount of missions have to do: 12 missions are too few for reach high levels whit the most of the weapons and do not express all their potential (for example when I beat the alien queen my weapons had level 5/6, not more). And there is no double barreled shotgun, would be interesting see upgrades for this.
All upgrades after level 6 just increase damage and nothing else (I ran out of ideas). The maximum level for each weapon is 9. For a higher score and to reach higher weapon levels, try playing on Damn I'm Good in the latest version. You will see what I mean after a few maps.
#346 Posted 06 September 2010 - 10:18 PM
Speaking of upgrades... Chain gun is imba with increased rate of fire. Chews through ammo like a pig, though.
#347 Posted 07 September 2010 - 11:17 PM
The CONs needed for this new mode are attached, just replace the existing ones from the latest version.
Attached File(s)
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attcons.zip (174.67K)
Number of downloads: 396
#348 Posted 07 September 2010 - 11:59 PM
would you consider adding duke in DC to dukeplus and attrition now?
it would be nice to have them without messing with cons
#349 Posted 08 September 2010 - 12:09 AM
As for DukePlus: my policy has been to only include maps that have DukePlus effects in them. Unlike Attrition, there's no particular reason to include vanilla maps.
#350 Posted 08 September 2010 - 12:19 AM
I can run it with dp i just think the art is going to be weird in some places
#351 Posted 08 September 2010 - 04:29 PM
EDIT: Also can't get HRP to load. Not a huge problem as a lot of these maps are old and designed to be played in 8bit, but would be nice to have the option.
This post has been edited by Awesomebob: 08 September 2010 - 04:32 PM
#352 Posted 08 September 2010 - 05:43 PM
The HRP loads if you use the attrition_HRP.bat. It will not load if you use the regular attrition.bat
#353 Posted 09 September 2010 - 07:51 AM
DeeperThought, on Sep 8 2010, 05:43 PM, said:
The HRP loads if you use the attrition_HRP.bat. It will not load if you use the regular attrition.bat
I jumped in the pipe and fell all the way to the floor with nothing. Jumped around, crouched, wiggled, etc. That's what made me open up the map in build to see how it ended. Needless to say, out of 7 "new games" I got this map 4 times and every time I got stuck at the end.
I do use the Attrition_HP.bat (it's a shortcut on my desktop). I also have my HRP folder (SVN export) in the autoload. When I load the game, I get only the 8bit. I am running 32bit OpenGL and have all this stuff turned on in options.
But, like I said, no big deal seeing as most of these maps would be funky with hires (try playing the bobsp maps with HRP, they look like shit ).
Thanks for the attention you've been giving to these topics lately, I appreciate it.
EDIT: Awww, I'm not a cannon anymore *mourns the loss of his 'PEW PEW'*
This post has been edited by Awesomebob: 09 September 2010 - 07:54 AM
#354 Posted 09 September 2010 - 08:38 AM
To use the HRP, I put it in the autoload folder, start the game using "attrition_HRP.bat" and make sure the "use autoload" box is checked in the eduke32 startup window. Its works fine.
I just checked that map again and it completes with no trouble.
Last night I quietly uploaded a new version. Here are the details:
1.13 9-09-10
• Added “HIGH SCORE CHALLENGE” episode, which is now the only way to get high scores; it will not end until you die.
• Added “ABORT MISSION” option to the Attrition Menu. It allows you to skip up to 3 missions per game.
• Allied monsters will destroy nearby slimers so they don’t get eaten by them.
• Reduced damage of the Mech enemy’s heavy rockets.
• Included a couple of sounds for the Mech enemy that got left out in the last update.
#355 Posted 12 September 2010 - 09:57 PM
#356 Posted 12 September 2010 - 10:02 PM
Oliosis, on Sep 12 2010, 10:57 PM, said:
Sorry about that, but if you have an explosive you can blow it up and it won't trouble you any more.
#357 Posted 13 September 2010 - 12:48 AM
#358 Posted 13 September 2010 - 12:57 AM
Oliosis, on Sep 13 2010, 01:48 AM, said:
yeah if you are dead and come back to life with a cheat, then all bets are off; chalk it up to divine influence at that point
#359 Posted 14 September 2010 - 03:59 PM
The idea I had was just to turn off and on the specific upgrades you obtain on the Attrition Menu. Say if you got Projectiles+ on a shotgun and don't like the extra fire-power, you can turn it off by clicking on that upgrade in specific and turn it on later when you feel like it. Upgrades that you turned off will be highlighted in gray, while the ones that are active are colored. What it does, is make the weapon not use that upgrade you earned, and you can turn back on later if you want. If you consider this feature, I'd have to say you would have to add a monster difficulty/variety slider in the Attrition menu to even that feature out.
This post has been edited by Jack: 14 September 2010 - 04:01 PM
#360 Posted 14 September 2010 - 07:52 PM
Jack, on Sep 14 2010, 03:59 PM, said:
The idea I had was just to turn off and on the specific upgrades you obtain on the Attrition Menu. Say if you got Projectiles+ on a shotgun and don't like the extra fire-power, you can turn it off by clicking on that upgrade in specific and turn it on later when you feel like it. Upgrades that you turned off will be highlighted in gray, while the ones that are active are colored. What it does, is make the weapon not use that upgrade you earned, and you can turn back on later if you want. If you consider this feature, I'd have to say you would have to add a monster difficulty/variety slider in the Attrition menu to even that feature out.
This makes no real sense. Why would you nerf your weapons?
@DT: Near perfect mod! I've played published games that where not as balanced and fun as this.
One suggestion: Toggle the map mirroring. I can see it's appeal, But sometimes it's just annoying. Having to decode cam messages and such just interferes with the flow imo.