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

User is offline   MetHy 

#811

Well I somehow believe that gameplay is part of a map and that if you change that you're changing the map. I guess I must be wrong in thinking that gameplay is part of a game's making.
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...
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User is offline   Darkus 

#812

Sorry to disturb this conversation... But I found three major bugs:

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.
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User is online   Danukem 

  • Duke Plus Developer

#813

View PostMetHy, on 22 April 2014 - 09:17 AM, said:

unless of course enemies choices is completely randomised which wouldn't surprise me. But anyway...


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.


View PostDarkus, on 22 April 2014 - 10:24 AM, said:

Sorry to disturb this conversation... But I found three major bugs:

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.
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#814

Since we're on the topic of bugs now, I thought of mentioning that the Medkit is still becoming larger when the user takes a very small amount out of it (like 5% or below). I noticed it happens late in game when the player's maximum health pool is large (over 200) but I don't think it is relevant.
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User is online   Danukem 

  • Duke Plus Developer

#815

I have just uploaded a bugfix update. It fixes the medkit bug, the hi-res explosions issue, it should fix the RECON bug, and it makes a lot of progress towards fixing the no self-damage bug (that one is tricky because there are many possible sources of self-damage that use non-player spawned actors). It also has the updated difficulty settings correctly named and playing the right sounds (made possible by a recent EDuke32 update by helixhorned). There are probably some other fixes as well that I forgot about.

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.
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#816

This is great, Dan!
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

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User is offline   Helixhorned 

  • EDuke32 Developer

#817

View PostTrooper Dan, on 15 November 2013 - 09:39 PM, said:

I just noticed your post, HH -- sorry, I haven't been coming around here very often of late. Anyway, what you propose sounds great, but it would sure be nice if there were some way to make the game use default values if meta data is not supplied. The best/par times for maps don't really matter (all the maps could be 3/10 minutes as far as I'm concerned), and the names of the levels could be taken from the file names.

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.

View PostTrooper Dan, on 21 April 2014 - 10:08 AM, said:

Because of the limitations of the scripting system, the user maps have to be included as part of the mod. The map names have to be included in the CON files, and it won't run unless those maps are present in the directory.

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.
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User is online   Danukem 

  • Duke Plus Developer

#818

View PostHelixhorned, on 24 April 2014 - 10:51 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.


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.
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User is online   Danukem 

  • Duke Plus Developer

#819

View PostShadow Reborn, on 22 April 2014 - 07:27 PM, said:

This is great, Dan!
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 B)

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.
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#820

View PostTrooper Dan, on 24 April 2014 - 12:07 PM, said:

Allied enemies becoming normal sized is not really a bug...let's just say that the process makes them grow up fast B)

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.B)

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.
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User is online   Danukem 

  • Duke Plus Developer

#821

View PostShadow Reborn, on 24 April 2014 - 12:20 PM, said:

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?


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.
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#822

View PostTrooper Dan, on 24 April 2014 - 12:36 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.


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. B)

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

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#823

Hello everyone !


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 ^_-
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User is online   Danukem 

  • Duke Plus Developer

#824

View Postthedrawliner, on 26 April 2014 - 05:24 AM, said:

Hello everyone !


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.
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#825

View PostTrooper Dan, on 26 April 2014 - 07:10 AM, said:

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.


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.
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User is online   Danukem 

  • Duke Plus Developer

#826

View PostShadow Reborn, on 26 April 2014 - 10:04 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.


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.
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#827

View PostTrooper Dan, on 26 April 2014 - 10:15 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.


Yes, I know. I won't use the HRP until it will be fully compatible with Attrition.B) I am enjoying it a lot better this way (original gfx) with no glitches.
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#828

Personally I don't mind although I admit I don't like the Mirroring effect that makes real graphical glitches and if there are instructions written on a wall or something then it becomes hard to read besides I remember seeing textures getting cut/cliped in a wall with or without HRP.
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#829

View Postthedrawliner, on 26 April 2014 - 01:33 PM, said:

Personally I don't mind although I admit I don't like the Mirroring effect that makes real graphical glitches and if there are instructions written on a wall or something then it becomes hard to read besides I remember seeing textures getting cut/cliped in a wall with or without HRP.


Yes, the Mirroring sucks with or without the HRP. I personally never use it.
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User is offline   Player Lin 

#830

The only problem about map mirroring is enabled by default when start a new game, and always forget turn it off from the WoA game menu until see some glitches on maps...... B)
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User is online   Danukem 

  • Duke Plus Developer

#831

View PostPlayer Lin, on 26 April 2014 - 09:23 PM, said:

The only problem about map mirroring is enabled by default when start a new game, and always forget turn it off from the WoA game menu until see some glitches on maps...... B)


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.
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#832

I am currently playing through the Random Missions episode. All seems to be well but sometimes I noticed that even though I pick up the Battlelord Autocannon I can't switch to it or use it. It's simply not in my inventory. I didn't have the Chaingun Cannon when I picked up the Battlelord one so this must be triggering this to happen.
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.
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User is online   Danukem 

  • Duke Plus Developer

#833

View PostShadow Reborn, on 27 April 2014 - 01:18 PM, said:

I am currently playing through the Random Missions episode. All seems to be well but sometimes I noticed that even though I pick up the Battlelord Autocannon I can't switch to it or use it. It's simply not in my inventory. I didn't have the Chaingun Cannon when I picked up the Battlelord one so this must be triggering this to happen.
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.
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#834

I've never had this problem either, the rare times it heppened when I got it while not having chaingun I got the gatling with 150 ammo and when going through the weapons I was always able to use it ...

I guess that bug is random too
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#835

View PostTrooper Dan, on 27 April 2014 - 05:36 PM, said:

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.


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...
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#836

Will Attrition ever be compatible with the Duke Caribbean and Nuclear Winter episodes? I mean with their content...It would be nice.
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User is online   Danukem 

  • Duke Plus Developer

#837

View PostShadow Reborn, on 04 May 2014 - 05:15 AM, said:

Will Attrition ever be compatible with the Duke Caribbean and Nuclear Winter episodes? I mean with their content...It would be nice.


No. It would be too difficult to deal with the art conflicts.
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#838

View PostTrooper Dan, on 04 May 2014 - 07:52 AM, said:

No. It would be too difficult to deal with the art conflicts.


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!
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User is online   Danukem 

  • Duke Plus Developer

#839

View PostShadow 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.
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#840

View PostTrooper Dan, on 04 May 2014 - 09:48 AM, said:

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.


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