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

User is online   Danukem 

  • Duke Plus Developer

#841

View PostShadow Reborn, on 04 May 2014 - 10:38 AM, said:

Ah, interesting. All in due time of course. No rush.
Does this new art concern the new Super Trooper? B)


The "super trooper" is the one Muelsa made, with the wolverine claws and all the animations. This will be a "heavy trooper", and uses 8-bit art. It's a sprite edit of the liztroop, with some armor added and a bigger gun.

So yes.
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#842

View PostTrooper Dan, on 04 May 2014 - 11:10 AM, said:

The "super trooper" is the one Muelsa made, with the wolverine claws and all the animations. This will be a "heavy trooper", and uses 8-bit art. It's a sprite edit of the liztroop, with some armor added and a bigger gun.

So yes.


Awesome. Now I get that those two are completely different troopers. Waiting for the heavy one. B)
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#843

Hello again everyone !

I was wondering about this mod's "Original Episode" ...

Why doesn't the succession of level follow the order of the "non-moded" game ?

I've started playing it and after "The Abyss" I've fallen into "Tier Drops" then in "Freeway" and now I'm in "Derelict" O_o

Is it a purposefull choice or is it a problem ?
Because going from the normal E1 to the E3 secret levels then the penultimate level of E4 feels weird and doesn't realy make sense that's why I'm wondering if it's a choice or a bug.


Oh and BTW how can we get that BFG gun from WGR2 ?
I once entered DNSTUFF just to see if it handles the same but I couldn't select it (I heard it was a sub weapon for the RPG).


Thanks in advance for the answers ^^


PS : ending E1L4 normaly or secretly still takes us to "Launch Facility" as if secret levels were not considered as such.
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User is online   Danukem 

  • Duke Plus Developer

#844

It's not a bug -- the secret levels have been added as part of the normal level progression. The episode and level numbers don't correspond with those in the original game, so using the nuke button tags on the secret exits would cause problems; thus I simply ignore them and create a different progression. However, the level order could probably be improved. Do you have a alternative suggestion for the level order?

As for the BFG, I decided not to add it, even though I got as far as porting over the art. It would have been a lot more work, and there are already weapons and weapon modes that would have made it redundant.
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User is offline   SigFloyd 

#845

It'd be fine if it followed the order of a typical playthrough, such as finishing a level that contains a secret exit brings you to the corresponding secret level, and finishing the last level of an episode would bring you to the first level of the next episode. Also, I'd really like a Grand Tour mode that's similar to High Score, but has caps on player and enemy strength so things don't get too out of hand. It would run you through every user map ending with the boss levels like an expanded Randomized Missions campaign. Perhaps it could be a custom difficulty setting instead of it's own mode.

Come to think of it, if a player can customize rules in a menu for High Score mode, that would be amazing. Asking for a hell of a lot, though.

This post has been edited by SigFloyd: 18 May 2014 - 12:00 PM

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#846

I agree it should follow the original progression although after "Derelict" it's back on the right track but I didn't get the secret levels of E2 "Spin Cycle" and "Lunatic Fringe" and so far the 3rd episode's level didn't lead me to "Tier Drops" and "Freeway" but that's because I already got them after "The Abyss" and I'll soon see if "Area 51" is in the following levels and I'm sure I won't have "Derelict" since I already got it.

I don't mind the fact secret levels are made part of it as normal levels but it would be good if it all followed the original order although it's pretty close to it as in the first episode's levels are correct and the same goes for E2's although it lacks the 2 secret levels then same for E3's but its secret levels appear between E1 and E2's normal levels along with one fomr E4 and so far I've seen E4's levels are correct but I didn't proceed far right now :/


As for the BFG I see, anyway as you've said we already have enough ordenance to handle deal with.
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#847

I like the fact that the secret levels are included in the campaign. However, it would be nice for Freeway, Tier Drops and Derelict to be after the levels they were in the original game for a better feeling of progression.
Sorry to hear about the BFG. I guess we can give it a R.I.P..
I hope that the new version is coming along well. :)
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#848

I've had "Area51" (E4's secret level) after "XXX-Stacy" AKA 2 levels later than in the original succession, I haven't finnished it yet but I'm sure I won't have "Derelict" since I had it earlier after E3's secret levels between E1 and E2's levels :/ And I still didn't get "Spin Cycle" and "Lunatic Fringe" (E2's secret levels) and I probably won't after "The Queen" or maybe I'll get them after "Critical mass" ....

BTW I say all this in order to have the searching job already done for you guies in case you want to put them back in order for the next update along with the addition of that Heavy Trooper ^_-
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User is online   Danukem 

  • Duke Plus Developer

#849

There's one secret level which is a series of deathtraps and doesn't work well with the gameplay of Attrition at all. Can't remember the name of it right now but I left it out on purpose.
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#850

I think you're talking about "Critical Mass" but it's not a secret level and it indeed as several death traps and is indeed left out since I've just finnished the last level and it was "The Queen".

In the end the levels that aren't placed well in the order are "Tier Drops", "Freeway", "Derelict" and "Area51" and the levels that are left out are "Spin Cycle" and "Lunatic Fringe" since you don't want to include "Critical Mass".

It's true that Attrition's gameplay wouldn't work well with "Critical Mass" because of the traps and also the fact it's indoors and pretty tight, falling on the protector drones that grab you, spin and throw you away would be a real pain since I've seen in my playthrough that if it does that close to a wall and decides to throw you on it you die crushed cliped in the wall and it could happen quite often in "Critical Mass" O_o
Besides it would be no surprise to have the enemies adapted from the original bosses resisting the crushing that occurs on the first two traps of the map and thus rrunning the risk of glitching something out of it somehow ...
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User is offline   Sem 

#851

The mod shares the kind of gameplay I really like, the more you kill, the more powerful you become. I have played other mods but neither of those shared new weapons and I think it's quite a great addiction as well with alternative fires and etc.
The new enemies are nice addition as well from the other mods, so it's a good reason why to waste your wasted ammo.

Really great mod, I would definitively recommend to everyone who enjoys the game! Congratulations on such great modding!
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#852

Any progress with the Mod, Dan? Any news? I would like to hear something...anything about it.^_^
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User is online   Danukem 

  • Duke Plus Developer

#853

View PostShadow Reborn, on 08 June 2014 - 11:37 AM, said:

Any progress with the Mod, Dan? Any news? I would like to hear something...anything about it.^_^


Actually, yes. Today I got a completed set of sprites for the new heavy trooper.
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#854

View PostTrooper Dan, on 08 June 2014 - 09:28 PM, said:

Actually, yes. Today I got a completed set of sprites for the new heavy trooper.


That's great! So you must be nearing a release.
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User is online   Danukem 

  • Duke Plus Developer

#855

View PostShadow Reborn, on 09 June 2014 - 04:21 AM, said:

That's great! So you must be nearing a release.


Not really. I haven't done anything on it during this whole time that the new art has been in development.
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#856

View PostTrooper Dan, on 09 June 2014 - 12:04 PM, said:

Not really. I haven't done anything on it during this whole time that the new art has been in development.


Oh, so it will take one or two months more? Well, I know I'll patiently be waiting.
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User is online   Danukem 

  • Duke Plus Developer

#857

View PostShadow Reborn, on 09 June 2014 - 12:19 PM, said:

Oh, so it will take one or two months more? Well, I know I'll patiently be waiting.


Hopefully not that long. If I had nothing else to worry about and I could just sit down and work on it without distractions, it would take me about two days. One day to do a really good job coding the enemy, with variants for different pals and cool abilities, and another day to test it, tweak it and rebalance the game. That's assuming I wasn't also adding new features unrelated to the enemy.
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#858

View PostTrooper Dan, on 09 June 2014 - 08:13 PM, said:

Hopefully not that long. If I had nothing else to worry about and I could just sit down and work on it without distractions, it would take me about two days. One day to do a really good job coding the enemy, with variants for different pals and cool abilities, and another day to test it, tweak it and rebalance the game. That's assuming I wasn't also adding new features unrelated to the enemy.


I see. Well I say take your time and do not rush. It's done, when it's done. ^_^
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#859

Any news Dan? It's been a while. :P
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User is online   Danukem 

  • Duke Plus Developer

#860

View PostShadow Reborn, on 28 July 2014 - 10:35 AM, said:

Any news Dan? It's been a while. :P


Yeah, sorry about that. I think I'm going to make a mini-mod that just has the new trooper and a few other things, to show it off. Then I'll add it in to Attrition later, with all the bells and whistles.
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#861

I see. I just wanted to see if there's any progress.
Alright then, it seems you first want some feedback about the new Liztroop and the new features before you start the hard work of adding them in Attrition. I'm with you man.
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User is online   Danukem 

  • Duke Plus Developer

#862

View PostShadow Reborn, on 29 July 2014 - 02:41 AM, said:

I see. I just wanted to see if there's any progress.
Alright then, it seems you first want some feedback about the new Liztroop and the new features before you start the hard work of adding them in Attrition. I'm with you man.


Yeah, it kind of does a disservice to the artist to introduce their new enemy art by adding it to an already big mod where most people won't see it.
Also I'm lazy these days and it's easier to code a (more or less) vanilla enemy that doesn't have all the Attrition stuff (e.g. different behavior for different pals), then enhance it for Attrition later.
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#863

View PostTrooper Dan, on 29 July 2014 - 06:26 AM, said:

Yeah, it kind of does a disservice to the artist to introduce their new enemy art by adding it to an already big mod where most people won't see it.
Also I'm lazy these days and it's easier to code a (more or less) vanilla enemy that doesn't have all the Attrition stuff (e.g. different behavior for different pals), then enhance it for Attrition later.


Fair enough.
Do you have an approximate release date for this new small Mod with the newest enemy fully working?
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User is offline   Phantom 

#864

Hello ! :)

I just wanted to say that I appreciate all the hard work you put in Attrition to make it such an extremely enjoyable and different mod. I've been playing with it ever since I installed it and I feel like there is no reason to go back to the original game. Attrition has an immense replay value.
Reading through this topic, from what I understand Attrition is still under development and I was wondering whether that's true and, if so, when will you be able to release a new version.
I am currently playing with the latest version and I'm really enjoying the perks system and the new weapons that you added.

Phantom.
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User is offline   The Commander 

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

#865

Seeing as his last post was from July I wouldn't expect anything.

I believe Trooper Dan has moved on from working on Duke Nukem editing, but I could be wrong.
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User is offline   Phantom 

#866

View PostThe Angry Kiwi, on 27 October 2014 - 07:26 AM, said:

Seeing as his last post was from July I wouldn't expect anything.

I believe Trooper Dan has moved on from working on Duke Nukem editing, but I could be wrong.


I thought as much myself, but I sure hope this is not the case.
I was really looking forward to it. It sure seemed promising and he did say he was close to releasing it. :)
In any case, I am hopeful that he'll get back at it. :)
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User is offline   Micky C 

  • Honored Donor

#867

He's not finished per-se, more like semi-retired. He may yet release an update, although he's probably in no hurry to do so. He also has fairly limited free time.

To his credit though he's put a lot of work in DukePlus and Attrition, and those mods are probably about as "finished" as they're going to get. It's fantastic that he's been able to make these mods and polish them to their current state so that even if there are no more updates they're still very playable. Hopefully he does put in that new trooper enemy and any other tweaks he wants to do before he completely moves on though.
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User is offline   Phantom 

#868

View PostMicky C, on 28 October 2014 - 12:17 AM, said:

He's not finished per-se, more like semi-retired. He may yet release an update, although he's probably in no hurry to do so. He also has fairly limited free time.

To his credit though he's put a lot of work in DukePlus and Attrition, and those mods are probably about as "finished" as they're going to get. It's fantastic that he's been able to make these mods and polish them to their current state so that even if there are no more updates they're still very playable. Hopefully he does put in that new trooper enemy and any other tweaks he wants to do before he completely moves on though.


Yes, that's exactly what I am hoping for; for him to release a final version in which he integrates the new stuff and especially the new Trooper.
I do agree as I said before that his work up to date is fantastic and the current state of his final update has an immense replay value due to all the stuff that he added until now.
I am happy with it and thankful for it as it is of course.
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User is online   Danukem 

  • Duke Plus Developer

#869

Hello again. For the last few days I have been working seriously on a new version of War of Attrition.

DOWNLOAD 1.7 beta

To install, just unzip attrition1_7b.zip into a folder that contains an eduke32 binary (the latest version is recommended). Then use attrition.bat to start a game.

I would appreciate some help with beta testing and feedback. The changes I have made so far for this release focus on player upgrades. Specifically, Duke can now level up independently of his weapons leveling up. I have also reworked some of the perk upgrades and made some other changes. As always, I am adding and removing user maps depending on what seems appropriate for the mod. I am no longer trying to maintain HRP compatibility, so please don't use it (I can explain this if asked).

If anyone is interested and would like to do some testing, please let me know either by replying to this post or by sending me a PM. I'll post the new version to Mod DB later, but I don't wan to do that until I am satisfied with it.
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User is offline   supergoofy 

#870

Many thanks :)


p.s.: personally I don't care about HRP compatibility. :)
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