Duke4.net Forums: Duke Nukem: War of Attrition - Duke4.net Forums

Jump to content

  • 39 Pages +
  • 1
  • 2
  • 3
  • 4
  • 5
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic

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

User is offline   Lunick 

#61

View PostDeeperThought, on Apr 2 2010, 09:57 AM, said:

I'll send you a copy as soon as I make a few more changes.


Could I test too please? Im very interested now
0

User is online   Danukem 

  • Duke Plus Developer

#62

After a few more tweaks, bugfixes and additions, I have decided to make the latest version of Attrition available to anyone who wants to try it:

http://deeperthought...n/attrition.rar

I am not calling this an official release, because there are still some aspects of the mod that lack polish. So consider it an open beta. It is, however, entirely playable with few known bugs. Documentation is included.

I have included about 70 high quality user maps with this mod, most of which can be played in the random mission episodes. Every map should have its own text file (I even created some for maps that didn't come with them).
0

User is offline   supergoofy 

#63

It's fucking awesome <_< I got akimbo ability at level 3 (or 4, I cannot remember, it was after bleeding ability) <_<, and then I died :P For shotgun I only got level 2 (knockback), I'm looking forward to see the next levels. What it would be in a high level, explosive shells?

I like the altered original levels of last episode. When I have time I will test it even more.

This post has been edited by supergoofy: 03 April 2010 - 12:16 AM

0

User is offline   Lunick 

#64

Thanks for Releasing, I will have to play later since this computer doesnt support opengl <_<
0

#65

Umm, does that mean my feedback is too late <_< ?
If it is, I am sorry about that, I was basically making a note things that were good and things that didn't work and planning to post it once I'd played through just about everything.
0

User is offline   The Commander 

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

#66

Whats the coding like on the Recon cars, Ive got to the E1L2 map (E4L2) and the instant one of them recons starts firing my FPS goes to hell. Thats without the HRP or Polymer on hardest skill.

EDIT: I don't really like hearing that BLEEPing noise when Duke says Yipikaye Motherfucker.
So I removed it if people want to hear it with out it.

Attached File(s)

  • Attached File  Sound.zip (14.3K)
    Number of downloads: 644


This post has been edited by The Commander: 03 April 2010 - 01:27 AM

0

User is online   Danukem 

  • Duke Plus Developer

#67

View PostHigh Treason, on Apr 3 2010, 02:18 AM, said:

Umm, does that mean my feedback is too late <_< ?


No, not at all. I still want feedback, and this release is still a beta. Even if it were an official 1.0 release, I would want feedback, as I always do for my mods.



@Commander: I have been fired upon by many a recon in this mod without significant loss of framerate. There is nothing bizarre and inefficient in their code, but they do fire a lot of projectiles. Depending on which type of projectile is being fired, what else is going on at the time, and your computer specs, it could be a problem for you.
0

User is offline   The Commander 

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

#68

View PostDeeperThought, on Apr 3 2010, 10:30 PM, said:

@Commander: I have been fired upon by many a recon in this mod without significant loss of framerate. There is nothing bizarre and inefficient in their code, but they do fire a lot of projectiles. Depending on which type of projectile is being fired, what else is going on at the time, and your computer specs, it could be a problem for you.

It may have been some weird non repeatable EDuke32 issue as usual, I exited the game altogether and then reloaded and it ran perfectly.
0

User is offline   lostroamer 

#69

So far, this mod's awesome... though on the fourth level is where it started to get hard (And I'm playing on the random missions episode).

I'm currently stuck in edfsp.map, as I have no idea where to go after I entered the pressure control panel.

Edit: In that map, I encountered an Alien Princess, Battlelord Sentry, and Overlord Sentry; yes, in that order.

This post has been edited by lostroamer: 03 April 2010 - 08:34 AM

0

User is online   Danukem 

  • Duke Plus Developer

#70

View Postlostroamer, on Apr 3 2010, 09:17 AM, said:

So far, this mod's awesome... though on the fourth level is where it started to get hard (And I'm playing on the random missions episode).

I'm currently stuck in edfsp.map, as I have no idea where to go after I entered the pressure control panel.

Edit: In that map, I encountered an Alien Princess, Battlelord Sentry, and Overlord Sentry; yes, in that order.


I'm not sure exactly where that is in the map, but I remember there's at least one part where you have to use the jetpack (in a broken elevator shaft IIRC). The difficulty is somewhat random because of the random map selection and randomization of monsters. But that's why there are other features to compensate, like death rage and nukes.

This post has been edited by DeeperThought: 03 April 2010 - 09:45 AM

0

User is offline   The Commander 

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

#71

Is it possible to get an option to kill the extra gib effects, I am trying to play a map not included in this mod that has rooms full of monsters and if they gib then this happens most of the time. "Too many sprites spawned."

EDIT: I suppose I could manually remove the models and effects for the time being.
EDIT 2: Which wouldn't work any how as it would still spawn a sprite, even though it is invisible. Posted Image

This post has been edited by The Commander: 03 April 2010 - 10:57 AM

0

User is offline   lostroamer 

#72

Nevermind the part where I got stuck, I found out about the shaft.

As for the nukes, I'll save them for those really tough areas. (especially the boss maps.) As for the death rages, I challenge myself to get as far in any episode as I can without using those death rages. (Again, I'll save the death rage for when I reach an area too tough for me to slog through normally. (That goes double for when I reach the main boss.)
0

User is online   Danukem 

  • Duke Plus Developer

#73

View PostThe Commander, on Apr 3 2010, 11:52 AM, said:

Is it possible to get an option to kill the extra gib effects, I am trying to play a map not included in this mod that has rooms full of monsters and if they gib then this happens most of the time. "Too many sprites spawned."


Some day I'll write a code fix for this which detects whether sprite numbers are getting dangerously high and prevents the spawning of the jib effects.
0

#74

Finally got the Vortex of Doom upgrade for the Shrinker and, man, it's GREAT !
I'm playing the classic episodes and, believe me, when you reach the third youì'll need it for sure.
0

User is offline   lostroamer 

#75

I found a website with a few good vanilla maps. http://www.angelfire...r2001dukenukem/

Those maps... are not easy, though.

Edit: If I recall correctly, the platforming (yes, there is platforming in those maps... a lot of it.) in several of those maps were much harder than the fighting. And the white palace map is one hell of a maze full of puzzles.

This post has been edited by lostroamer: 03 April 2010 - 05:16 PM

0

#76

I don't doubt it, Lostroamer : Zaxtor's maps tend to be visually astounding but very hard to play. And he LOVES platforms.

If you didn't, try his Oblivion mod : it's frustrating as hell, but got a ton of nice new features and great maps (there are 5 different episodes in the mod !).

Here's the link : http://zaxtor.net/Ob...C/Frameset3.htm
0

User is offline   Loke 

#77

When playing West was won (WESTWUZ1.MAP) I encountered a Battlelord Sentry near the nuke button. I used the Expander against him (leveled it up so I had the clone ability) until he was killed and spawned as my ally. However, instead of spawning a replica of the one that died it instead spawned a Battlelord the size of a boss! It was on my side however although I'm not sure if it gained the same abilities as a Battlelord boss or if it still had the same attributes as the one that I killed.

Posted Image Posted Image
0

User is offline   lostroamer 

#78

I noticed that same bug Loke, but I was at the end boss level when I encountered it. The battlelord sentry I used the expander on retained his grenade gun ability.
0

User is online   Danukem 

  • Duke Plus Developer

#79

I have fixed that bug. I will release a little update later today.

Does anyone remember how to make mirrors indestructible in EDuke32?
0

User is offline   SwissCm 

#80

View PostDeeperThought, on Apr 5 2010, 04:05 AM, said:

Does anyone remember how to make mirrors indestructible in EDuke32?

PAL 4 on the mirror texture. Actually a feature I requested.
0

User is offline   Forge 

  • Speaker of the Outhouse

#81

View PostDeeperThought, on Apr 4 2010, 12:05 PM, said:

Does anyone remember how to make mirrors indestructible in EDuke32?


Don't make them hit-able?

What did I win?
0

User is offline   Gambini 

#82

Quote

What did I win?


two easter eggs, take them from HERE

This post has been edited by Gambini: 04 April 2010 - 05:28 PM

0

User is online   Danukem 

  • Duke Plus Developer

#83

I have just uploaded a new version of Attrition with some minor bug fixes. The download link is now in my signature.
0

User is offline   lostroamer 

#84

So Deep, have you thought of adding any more vanilla-compatible maps for more possible random episode combinations aside from Zaxtor's? (Zaxtor's vanilla-only maps should be an episode of their own, though.)

This post has been edited by lostroamer: 05 April 2010 - 01:04 AM

0

User is offline   Mikko 

  • Honored Donor

#85

View Postlostroamer, on Apr 5 2010, 10:52 AM, said:

(Zaxtor's vanilla-only maps should be an episode of their own, though.)


While I consider Zax a very creative and talented person, the kind of gameplay he tends to implement is like the antithesis of what Dan wants.
0

User is online   Danukem 

  • Duke Plus Developer

#86

View Postlostroamer, on Apr 5 2010, 12:52 AM, said:

So Deep, have you thought of adding any more vanilla-compatible maps for more possible random episode combinations aside from Zaxtor's? (Zaxtor's vanilla-only maps should be an episode of their own, though.)


There's enough high quality user maps out there to make another random missions episode. Maybe what I'll do is make a blank episode for the next release so that people can put in whatever maps they want. If you want to do that now, putting in different maps for the random episodes is as easy as editing the definelevelname lines for volumes 0 and 1 in ATTDEFS.CON. Just make sure not to change the number of maps in the episode, and not to change the first or the last defined maps.

I'm leaving on a trip now, and I'll be gone until Friday night or Saturday. I don't know if I will have any internet access during that time.
0

User is offline   supergoofy 

#87

@DeeperThought, I think that you should add the new episode the way you did with the others. If someone wants to play a map, he can browse and load it within eduke32.

By the way, have a nice trip :P

This post has been edited by supergoofy: 05 April 2010 - 09:54 AM

0

User is offline   Spiker 

#88

Posted Image

Like it?
0

User is offline   VinsaneOne 

#89

View PostSpiker, on Apr 5 2010, 01:48 PM, said:

Posted Image

Like it?

Love it! The mod too, so far it's flawless!

This post has been edited by VinsaneOne: 09 April 2010 - 05:34 PM

0

User is offline   lostroamer 

#90

So far in the mod, I'm at Rabid Transit; I upgraded most of my weapons to level 6, and man were they wonderful. On the subject of the backpacks, I found that if you save before you get a backpack, you can reload until you get the ammo for the weapon you need. (Or, in my case, added max ammo to all of your weapons.)
0

Share this topic:


  • 39 Pages +
  • 1
  • 2
  • 3
  • 4
  • 5
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks not owned by Voidpoint, LLC are the sole property of their respective owners. Play Ion Fury! ;) © Voidpoint, LLC

Enter your sign in name and password


Sign in options