Duke Nukem: War of Attrition "Discussion thread for DT's War of Attrition mod"
#811 Posted 22 April 2014 - 09:17 AM
It really is like someone re-released the map Sex City but after putting a mini-boss in one of the cramped movie recording rooms, among other things. I wouldn't call that the same. Whether those changes were done in mapster or through coding, the result is that the map is changed.
Anyway I was just thinking I'd let it go anyway (but, if the maps weren't part of an episode involving other mappers I would have got them removed), I don't intend to ruin other peoples thread, I never went into this thread before and I doubt I will again. Just letting you know it's not fucking alright to do this without asking people first. Had you asked, the majority of the mappers in the episode would have agreed so I would abide by it, and I could even have made a special version of those maps taking into account all your new stuff (because yes, that dukebot miniboss in that small room, among other things, is a terrible gameplay idea), unless of course enemies choices is completely randomised which wouldn't surprise me. But anyway...
#812 Posted 22 April 2014 - 10:24 AM
1) The Recon Car actor behaves strangely sometimes, it can go under the floor in the map ROCH6. I don't have seen this in other maps though...
2) I've bought the perk "no self damage", but I can still get hurt with a weapon which has the multi-explosions upgrade (like tripmines or the RPG).
3) Sometimes in the random missions, when I finish a map, the game returns to the title screen.
I checked the log, and I found:
Map "/4" not found or invalid map version!
So I searched in ATTDEFS.CON and found this:
definelevelname 0 24 4 7 E3L11.map 02:00 01:07 FREEWAY
Removing the '4 7' or '0 24' could resolve the problem.
#813 Posted 22 April 2014 - 10:45 AM
MetHy, on 22 April 2014 - 09:17 AM, said:
Yes it is randomized and i recently changed the difficulty settings which has made some minibosses appear earlier than they did before. Currently what is on the website is an open beta.
Darkus, on 22 April 2014 - 10:24 AM, said:
1) The Recon Car actor behaves strangely sometimes, it can go under the floor in the map ROCH6. I don't have seen this in other maps though...
2) I've bought the perk "no self damage", but I can still get hurt with a weapon which has the multi-explosions upgrade (like tripmines or the RPG).
3) Sometimes in the random missions, when I finish a map, the game returns to the title screen.
I checked the log, and I found:
Map "/4" not found or invalid map version!
So I searched in ATTDEFS.CON and found this:
definelevelname 0 24 4 7 E3L11.map 02:00 01:07 FREEWAY
Removing the '4 7' or '0 24' could resolve the problem.
Thanks for the report. Yeah that map def error was a copy/pasting error. The other two I knew about but will be harder to fix.
#814 Posted 22 April 2014 - 11:27 AM
#815 Posted 22 April 2014 - 12:17 PM
I did not update the documentation so it's stealth update. Probably the last update before I remove the cyberimp and add the new liztroop. When that happens I will start a new thread.
#816 Posted 22 April 2014 - 07:27 PM
As soon as I finish my playthrough I will install this new update!
EDIT: There is an issue with the Protector drone allies (converted by perk). Every time they pass by or are near me they slow me to a crawl as long as they are close just like they do when they're not allies. In the latter case the difference is that they actually try to scratch my face off. I noticed this with the purple drones.
EDIT2: Also, the small Octabrains (hatched from eggs) become full sized when they are converted to my side by the perk.
I must mention that I found this issue in 1.6 b4. Tomorrow I will install the new update.
This post has been edited by Shadow Reborn: 23 April 2014 - 01:56 PM
#817 Posted 24 April 2014 - 10:51 AM
Trooper Dan, on 15 November 2013 - 09:39 PM, said:
No big deal, as you can see I'm not the quickest to reply either. My point was that how you describe you data, in this case information of maps provided with Attrition, is totally left to you. The scripting system would only have to provide a means to list files filtered by a pattern, and functions to change map information. The latter one is not yet implemented, but it would be pretty much as if definelevelname were accessible at (pre-/post-?) game time. The stuff in between would be left to the scripting coder -- say, if no name is provided, you can use the file name instead.
Trooper Dan, on 21 April 2014 - 10:08 AM, said:
Is the implied suggestion here to have a system that downloads maps from a server? Just want to say at this point that I'm opposed to games requiring an internet connection to function properly. On the other hand, a map browser that downloads maps to an explicitly stated location is fine in my book.
#818 Posted 24 April 2014 - 12:03 PM
Helixhorned, on 24 April 2014 - 10:51 AM, said:
That's an intriguing idea, but actually I was just trying to defend my inclusion of maps on the grounds that my mod would not work without them. Having it download specified maps from a server wouldn't do anything to change MetHy's objection, if the download happened automatically.
#819 Posted 24 April 2014 - 12:07 PM
Shadow Reborn, on 22 April 2014 - 07:27 PM, said:
As soon as I finish my playthrough I will install this new update!
EDIT: There is an issue with the Protector drone allies (converted by perk). Every time they pass by or are near me they slow me to a crawl as long as they are close just like they do when they're not allies. In the latter case the difference is that they actually try to scratch my face off. I noticed this with the purple drones.
EDIT2: Also, the small Octabrains (hatched from eggs) become full sized when they are converted to my side by the perk.
I must mention that I found this issue in 1.6 b4. Tomorrow I will install the new update.
Allied enemies becoming normal sized is not really a bug...let's just say that the process makes them grow up fast
However, the slowing thing is a bug. I'm assuming there is one particular color of protector drone that is doing that, because it's not normal for any of them (friend or foe) to slow the player.
#820 Posted 24 April 2014 - 12:20 PM
Trooper Dan, on 24 April 2014 - 12:07 PM, said:
However, the slowing thing is a bug. I'm assuming there is one particular color of protector drone that is doing that, because it's not normal for any of them (friend or foe) to slow the player.
Haha ok let's say that.
Well I noticed the purple protector drones slow down the player friend and foe...so those must be it.
Sometimes I can see some monsters change into others (mostly harder ones) right before my eyes. This can generally be seen when entering an unexplored room. I know it's the randomizer working here but can this happen before the user gets to see Dr. Jekyll turning into Hyde? It might be impossible to fix though you know best.
#821 Posted 24 April 2014 - 12:36 PM
Shadow Reborn, on 24 April 2014 - 12:20 PM, said:
Generally speaking, it does. Nearly all of the randomization happens in EVENT_LOADACTOR (when the map first loads) while some of it happens in EVENT_EGS (for monsters that spawn during triggered events). The only transformation that should be happening that is visible to the player is when some monsters become super-protector drones, and that happens very late in the game. If you do see any transformation other than that, then it's a bug.
#822 Posted 25 April 2014 - 01:44 AM
Trooper Dan, on 24 April 2014 - 12:36 PM, said:
Ah I see. If you mean the glowing/radioactive like blue protector drone that shoots radiation beams at an immense fire-rate and scratches your face off and sets you on fire when they do that then yeah, I don't remember seeing this happening with other monsters other than this nightmare( when another one becomes a super protector drone). At 2 million + score I see quite a few of those drones.
Is it possible to change the N\A for "enemies left" displayed at the end of a level played in the hardest difficulty (now, "It's a good day to die") or is it hardcoded?
This post has been edited by Shadow Reborn: 25 April 2014 - 01:48 AM
#823 Posted 26 April 2014 - 05:24 AM
I've been playing the new Attrition recently with the HRP, I'm very happy with it since unlike the previous time very long ago I no longer have bugged sprited or models but I got a minor problem ...
The RGP's model is miss-aligned and it also has the same texture color as Duke's hand, judging by the size of it and how miss-aligned it is I think it's the polymer model while I'm in polymost.
I know this problem has already been discussed but first of all I never realy saw a real solution and the only real solution I found was a file replacement along with a small .def line modification to make but the file the guy provided was no longer in the given link.
I could solve the problem myself but all I can do is simply change the corresponding file I know for sure it's not all I'd have to do and I'll obtain the original sprite instead :/
So I ask you what should I do in order to have a correctly aligned model and with its normal texture ?
(I don't care about the fact it'll be the polymer or the polymost model in the end)
Thanks in advance ^^
PS : You guies have made good modifications on the mod, it became easier to start a level than before while remaining as challengeing as before ^_-
#824 Posted 26 April 2014 - 07:10 AM
thedrawliner, on 26 April 2014 - 05:24 AM, said:
I've been playing the new Attrition recently with the HRP, I'm very happy with it since unlike the previous time very long ago I no longer have bugged sprited or models but I got a minor problem ...
The RGP's model is miss-aligned and it also has the same texture color as Duke's hand, judging by the size of it and how miss-aligned it is I think it's the polymer model while I'm in polymost.
Thanks for your feedback. For the next version, I think I will just remove any code or defs that modify the appearance of the RPG in the HUD. Then it should look the way it does in vanilla/HRP without problems.
#825 Posted 26 April 2014 - 10:04 AM
Trooper Dan, on 26 April 2014 - 07:10 AM, said:
That would be best since when I used to play with the HRP I had to correct it every time I installed a new version of Attrition. During the last month I played without it since I was missing out on some enemy varieties and some visual issues were annoying.
#826 Posted 26 April 2014 - 10:15 AM
Shadow Reborn, on 26 April 2014 - 10:04 AM, said:
The HRP will still NOT be fully compatible with Attrition. The modified palettes which enable new enemy colors, for example, do not work with it. There is also 8-bit art which looks odd side-by-side with the models, and probably other glitches.
#827 Posted 26 April 2014 - 10:51 AM
Trooper Dan, on 26 April 2014 - 10:15 AM, said:
Yes, I know. I won't use the HRP until it will be fully compatible with Attrition. I am enjoying it a lot better this way (original gfx) with no glitches.
#828 Posted 26 April 2014 - 01:33 PM
#829 Posted 26 April 2014 - 02:18 PM
thedrawliner, on 26 April 2014 - 01:33 PM, said:
Yes, the Mirroring sucks with or without the HRP. I personally never use it.
#830 Posted 26 April 2014 - 09:23 PM
#831 Posted 26 April 2014 - 09:51 PM
Player Lin, on 26 April 2014 - 09:23 PM, said:
Er yeah I should change that so that if you turn it off once, it stays turned off even if you start a new game.
#832 Posted 27 April 2014 - 01:18 PM
I had two Battlelord Autocannons in front of me ready to pick up and when I did pick up one I only got the ChainGun cannon (with 50 ammo) and when I picked up the second Battlelord Autocannon I still could not use it.
#833 Posted 27 April 2014 - 05:36 PM
Shadow Reborn, on 27 April 2014 - 01:18 PM, said:
I had two Battlelord Autocannons in front of me ready to pick up and when I did pick up one I only got the ChainGun cannon (with 50 ammo) and when I picked up the second Battlelord Autocannon I still could not use it.
I'm not able to replicate this. When I start a level and spawn battlelord guns and chainguns, I can pick them up, switch between them and use them with no problem. It's probably something that happens after one or more levels have been completed. Maybe when the player's inventory has been reset, one or more variables controlling those weapons is not reset properly. Thanks for the report. I'll look into it when I get some time.
#834 Posted 27 April 2014 - 11:45 PM
I guess that bug is random too
#835 Posted 28 April 2014 - 03:43 AM
Trooper Dan, on 27 April 2014 - 05:36 PM, said:
Well no problem with the chainguns just with the Autocannon but only if I don't have the Chaingun already.
I see it is a tricky one. I really hope you will find something wrong in the code somewhere since it happened quite a few times to me already (and I needed the ammo:D).
Maybe at weapon reset as you said. After reset try picking up an Autocannon without having a Chaingun cannon...
#836 Posted 04 May 2014 - 05:15 AM
#837 Posted 04 May 2014 - 07:52 AM
Shadow Reborn, on 04 May 2014 - 05:15 AM, said:
No. It would be too difficult to deal with the art conflicts.
#838 Posted 04 May 2014 - 08:29 AM
Trooper Dan, on 04 May 2014 - 07:52 AM, said:
I see. Well I had to ask.
I finished the Random Missions episode and I encountered no other issues.
Have you learned anything as to why the bug with the missing Battlelord Cannon might happen?
Cheers!
#839 Posted 04 May 2014 - 09:48 AM
Shadow Reborn, on 04 May 2014 - 08:29 AM, said:
Have you learned anything as to why the bug with the missing Battlelord Cannon might happen?
I haven't looked into it since my last post about it, to be honest. I've been waiting on some art to get finished before I do another round of updates. Been busy with RL, other projects...you know the drill.
#840 Posted 04 May 2014 - 10:38 AM
Trooper Dan, on 04 May 2014 - 09:48 AM, said:
Ah, interesting. All in due time of course. No rush.
Does this new art concern the new Super Trooper?