Duke Nukem: War of Attrition "Discussion thread for DT's War of Attrition mod"
#571 Posted 12 April 2012 - 01:26 PM
How about the other stuff I posted? What do you think?
#572 Posted 12 April 2012 - 03:57 PM
Zaero, on 12 April 2012 - 08:12 AM, said:
1. When monster is loosing health (by "wound" ability) and Freezer is selected, he gets frozen just before his HP reaches 0, even if he wasn't shot by freezer itself
2. When player is holding expander upgraded with "clone" ability, all enemies shot by any expand ray gets cloned, even if ray itself was a friendly-fire from Evil Duke, not player
It sounds like the code is only checking for the weapon type and not checking for whether the player caused the damage. This surprises me, since it's an obvious check and I know that my code in other mods does check that. In any case, I should look into it and fix it for the next release (whenever that is).
Zaero, on 12 April 2012 - 08:12 AM, said:
1. Change the limit of "Level abortions" from 5 to 1 + 1 per 100 000 points. This makes more sense cuz:
-when you start the game there is a slight probability the level would be too hard for not upgraded Duke, or simply player will be unable to finish it for some reason
-as the game progresses the chance of levels repeating increase. I mean: not only the repeating of levels in single gameplay (there are about 100 levels total so it's not a big prob) but from other gameplayes. The player may be simply bored in this case, so why not let him skip level is the's score is big enough (the bigger the score the longer the gameplay)?
I'm pretty sure the levels DO NOT repeat in a single gameplay. If that does happen, it is a bug. I personally have not observed it happening with the latest version. As for the "Abort Mission" command, I agree that the player should be allowed to use it a lot. It's sort of like when you have a lot of music on your iPod/Mp3 player, but you get sick of most of the songs and just want to skip them when they come up. Maybe the player should even have the option of making his own episode by selecting a set of maps when the game starts.
Zaero, on 12 April 2012 - 08:12 AM, said:
Having a radar that shows keycards/card slots/cracks/switches would not be too difficult. But highlighting the object that you need to use next requires a lot of intelligence and would be very difficult for me to code. I'm not sure how useful it would be to just show the objects on the radar.
Zaero, on 12 April 2012 - 08:12 AM, said:
It would be good to have multiple characters, skill trees, and lots of weapons (like Borderlands) but that's a huge amount of work, and my first priority is another project that I'm working on which also has rpg elements.
#573 Posted 13 April 2012 - 02:39 AM
Trooper Dan, on 12 April 2012 - 03:57 PM, said:
Good to hear that.
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Ok, but what with the "High score challange" mode? In theory it is possible to play the episode as long as player remains alive, right? And even when s/he's dead, its possible to load a savegame and play some more. In this case there is a chance to play all the levels included and at some point some level MUST repeat itself. Unless.. "High score challange" is limited somehow?
Anyway I hope both features you've mentioned will be added at some point.
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I was thinking about a radar which works exactly the same way as in WoA mode, but the group of objects shown would be keycards/card slots/cracks/switches/level enders, not enemies. No intelligence of any kind, just a nearest thing. This would be useful especially those new maps, played with HRP where some stuff is so tiny or translucent and therefore hard to find.
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Nope I meant nothing like this. What I have in mind is in fact Duke Plus with some stuff of Attrition included. It's just a rearrange, something like "Attrition Lite", where the trivia are:
0. There will be no: multiple characters (other than some EDF sidekicks), skill trees, and lots of weapons (like Borderlands)
1. Duke works for EDF and therefore he gets cash/points for each alien killed, babe save, item retrieved, dollars found etc (pretty standard, I know).
2. The above makes his personal "war budget" which he can spend on weapon/items upgrades, hookers/dancers, Soda/Snack machines, Phone booths to call EDF reinforcements etc
The total amount of points collected is score, the remaining amount is the cash.
3. There is a menu to select what Gun/item to levelup, instead of automatic upgrades like in WoA. Only about 5 levels per item, all already made for Attrition, which means no new things to code.
4. Many items can be interacted with like hand driers, food, phones, hookers etc
5. Gun-specific upgrades: I mean not all thrown in like in WoA (arcade style) but each weapon would have a set of more specific like Bleeding wounds only for Shotgun, Acid wounds only for Chaingun/Battlelord cannon etc
6. The stronger enemy-variants appears the more score Duke has, but are more unique in means of appearance, weapon, skills etc. Only enemies which have models in HRP.
7. Some stuff for mappers like functional Space Suit and vaccum sectors, invisible objects which displays a window massage from EDF's General Phil Graves with some new objective etc
I was also thinking about some storyline mod which adds some levels in-between vanilla ones with some Duke Plus stuff like motorbike runs etc. I have a few ideas in this area as well, but those would require a team of skilled mappers, so I'm not asking Dan for it.
This is a sketch of those ideas, I also have the whole system in-detail (exactly what weapon upgrades for each weapon etc), will send them to Dan if he's interested.
This post has been edited by Zaero: 13 April 2012 - 02:41 AM
#574 Posted 13 April 2012 - 07:13 AM
Zaero, on 13 April 2012 - 02:39 AM, said:
I was asked same shit like that...
It's only limited your cheating but if you want load savegame and play over and over and over, feel free to do unless you feel boring with that.
And I remember Dan said if you played that mode enough long it may starting repeat levels you played.
This post has been edited by Player Lin: 13 April 2012 - 07:15 AM
#575 Posted 13 April 2012 - 08:18 AM
But here's my notice -list:
- Episodes are extremely easy, just like every other game from since something like 2005
- Level design is sometimes really nice, sometimes feels like it would be "under construction". Going from highly detailed room to another room which has only walls and no details at all.. Lack of interesting or something(??).
- Secret places....Those are supposed to be _SECRET_ places. Todays game doesn't have secret places, or if they do, they are so visible that "secret place" is totally wrong line for those. (HINT: http://kk4.fi/u/1334...uke0000.tga.jpg)
But overall, pretty intresting episode with interesting features, like that new mighty foot kick.
#576 Posted 13 April 2012 - 08:58 AM
pmw, on 13 April 2012 - 08:18 AM, said:
There are over 100 user maps included with different styles and levels of detail. The main thing they have in common is good gameplay (although of course that's debatable).
#577 Posted 13 April 2012 - 10:00 AM
Trooper Dan, on 13 April 2012 - 08:58 AM, said:
OK, I tried 5 maps or something... I'll need to play it more, probably. Anyway, I'm probably pretty old school guy, cause I like to play difficult games. These 5 maps were extremely easy. I always had more than 90 health. Mainly, I just ran trough maps. No puzzles, nothing. IMHO, really boring to play. But nice map structures --- sometimes. But I'll check it more when I got some time.
#578 Posted 13 April 2012 - 12:17 PM
pmw, on 13 April 2012 - 10:00 AM, said:
Play it on Damn I'm Good if you think it's too easy. I modified it so that monsters do not respawn. The high score challenge and War of Attrition modes also tend to be harder. So I think there is enough challenge to be found in the mod.
#579 Posted 13 April 2012 - 01:08 PM
Trooper Dan, on 13 April 2012 - 12:17 PM, said:
Oh sounds cool. Where did you modified that? Do you know how to change monsters respawntime?
#580 Posted 04 July 2012 - 04:37 AM
Anyway, for now I'm using the build that was included with Attrition pack.
Btw, it's been a long time since I last played it, and I used an old version. It became a superb mod. Many thanks Trooper Dan (a.k.a. DeeperThought)
This post has been edited by supergoofy: 04 July 2012 - 04:38 AM
#581 Posted 04 July 2012 - 04:55 AM
supergoofy, on 04 July 2012 - 04:37 AM, said:
In what way?
#582 Posted 04 July 2012 - 06:11 AM
2. the gameplay is slow
With the old build that it is included in Attrition the gameplay (and framerate) is smooth
I would suggest you to try and play Attrition (http://fissile.duke4..._attrition.html) with the latest svn build r2800 of eduke32:
http://dukeworld.duk...120701-2800.zip
I have Phenom II quad core @3.2GHz with a Radeon HD 6850 and 8GB or RAM, under Windows 7 64bit
I have a good aftermarket cooler and I can easily overclock my cpu to 3.7GHz without problem, and the temperature of cpu cores is increased about 4-5 degrees (about 56 to 58 degrees max with a 2hours Prime95 stress test)
I'm telling this because even if I overclock my cpu there isn't any noticable improvement.
So something is broken with newest eduke32 builds.
This post has been edited by supergoofy: 04 July 2012 - 06:19 AM
#583 Posted 04 July 2012 - 10:26 AM
supergoofy, on 04 July 2012 - 06:11 AM, said:
Yes, the CON compiler is way too lax, and in the future, more warnings will appear as various types of problems are found. However, they do not cause any difference in how the code is compiled, all they do is to tell the coder what was silent before. Also, constructs that have no meaning right now will potentially become errors or (less desirably) compilation switches. For example, what happens on overflow of a gamevar is entirely undefined (for two reasons).
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This is interesting, as there was another person complaining by mail about reduced performance compared to earlier builds. Is this specific to a particular renderer?
#584 Posted 04 July 2012 - 11:18 AM
Now I'm using the latest AMD Official BETA drivers:
AMD Catalyst 12.7 (8.981.2.0 June 26) AMD Official BETA
http://www2.ati.com/...s7_20120629.exe
Build Info:
DriverVer=06/26/2012, 8.981.2.0000
8.981.2-120626a-141571E-ATI
CCC: 2012.0626.1157.19430
D3D: 9.14.10.0924
OGL: 6.14.10.11740
OCL: 10.0.938.1
I don't know why this greatly reduced performance happens on newer builds of eduke32. Memory leak or other stupid bug??? Is this bug related to AMD CPUs or GPUs??? I cannot tell.
[edit]
About the performance decrease: When you start a game the speed is normal (like in the old eduke32 build) then it gradually decreases while you play.
Except the code warnings there are no other peculiar error messages in eduke32.log.
Btw, I forgot to say that I enable Trilinear filtering and Anisotropic filtering 16x and VSYNC. Maybe something is broken with Trilinear filtering in latest builds ???
Or the problem is related with the autosaving system ???
This post has been edited by supergoofy: 04 July 2012 - 11:44 PM
#585 Posted 04 July 2012 - 11:44 AM
#586 Posted 04 July 2012 - 12:01 PM
#588 Posted 05 July 2012 - 12:01 PM
#589 Posted 07 July 2012 - 12:50 AM
To me it seems the problem is lying to the saving/auto-saving system. Maybe there is a memory leak there. But what is it's trigger? I'm not a programmer so I cannot tell.
#590 Posted 07 July 2012 - 02:35 AM
supergoofy, on 07 July 2012 - 12:50 AM, said:
I haven't gotten to checking this out yet, but if you bisected the synthesis builds to find out between which revisions the performance becomes poor, maybe the cause will be obvious from looking at the changes.
#591 Posted 07 July 2012 - 06:01 AM
[edit]
OK tests are done with ADG02.MAP
ADG02.MAP - r2798 works fine
ADG02.MAP - r2799 crashes without error (eduke32 exits to desktop)
ADG02.MAP - r2800 slow performance
This post has been edited by supergoofy: 07 July 2012 - 07:14 AM
#592 Posted 07 July 2012 - 11:44 AM
#593 Posted 07 July 2012 - 01:19 PM
This post has been edited by SigFloyd: 07 July 2012 - 02:39 PM
#594 Posted 08 July 2012 - 06:29 AM
Also, I would like to have the old explosions and graphics back
#595 Posted 08 July 2012 - 02:00 PM
Slippy_Pig, on 08 July 2012 - 06:29 AM, said:
Same here. I prefer to play in software mode for that old school feel, and the new explosions do not play nice with that at all.
#596 Posted 08 July 2012 - 03:25 PM
supergoofy, on 07 July 2012 - 12:50 AM, said:
r2799/r2800 has only two files changed. You may try the two attached executables to identify the one which causes your troubles.
Weird discovery: when I rename eduke32.exe to eduke32-backpatched.exe, Windows7's User Account Control steps in when I try to start it...
Attached File(s)
-
eduke32-test.7z.zip (912.52K)
Number of downloads: 394
#597 Posted 08 July 2012 - 07:50 PM
#598 Posted 09 July 2012 - 07:33 AM
LeoD, on 08 July 2012 - 03:25 PM, said:
Weird discovery: when I rename eduke32.exe to eduke32-backpatched.exe, Windows7's User Account Control steps in when I try to start it...
eduke32-2820-new-polymost.c.exe has the problem
I will test the other
[edit]
eduke32-2820-new-mdsprite.c.exe works ok
This post has been edited by supergoofy: 09 July 2012 - 07:48 AM
#599 Posted 12 July 2012 - 01:55 AM
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r2825 | Plagman | 2012-07-10 21:39:01 -0700 (Tue, 10 Jul 2012) | 1 line
Revert hightile factoring for now.
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This post has been edited by supergoofy: 12 July 2012 - 01:56 AM