Duke Nukem: War of Attrition "Discussion thread for DT's War of Attrition mod"
#241 Posted 05 June 2010 - 01:59 PM
weaposn with slow fire rate have a % chance of spawning a sheild around duke for a few seconds (invulnerable to damage or deflect shots?) for example rpg has a 10% chance to spawn a sheild that lasts 2 seconds or so
radioactive aura, enemies very close to duke take damage
#242 Posted 05 June 2010 - 06:23 PM
#243 Posted 06 June 2010 - 05:01 AM
#244 Posted 06 June 2010 - 07:49 AM
http://fissile.duke4...ion/attcons.rar
Oh, and the download at Mod DB is awaiting authorization again, so in the meantime the full version can be downloaded here:
http://fissile.duke4...n/attrition.rar
This post has been edited by DeeperThought: 06 June 2010 - 07:57 AM
#245 Posted 06 June 2010 - 07:58 AM
If you don't mind I would like to use the same art tile for my mod?
#246 Posted 06 June 2010 - 08:11 AM
The Commander, on Jun 6 2010, 08:58 AM, said:
If you don't mind I would like to use the same art tile for my mod?
Yes, go right ahead.
#247 Posted 06 June 2010 - 07:47 PM
am also gettinga lot of warnings in the eduke log about attruition cons but duno if thats reUsing config file 'attrition/att.cfg'.
[/code] Including: attrition/attcons/ATTDEFS.CON (142004 bytes) Including: attrition/attcons/ATTUSER.CON (41430 bytes) Including: attrition/attcons/LIGHTS.CON (2368 bytes) Including: attrition/attcons/ATTHUD.CON (53253 bytes) Including: attrition/attcons/ATTPLAYER.CON (76473 bytes) attrition/attcons/ATTPLAYER.CON: In state `kludges': attrition/attcons/ATTPLAYER.CON:1777: warning: `nullop' found without `else' Including: attrition/attcons/ATTMON.CON (274375 bytes) attrition/attcons/ATTMON.CON: In state `monsterai': attrition/attcons/ATTMON.CON:2722: warning: symbol `motionblur' already used for game variable. attrition/attcons/ATTMON.CON:2952: warning: symbol `motionblur' already used for game variable. attrition/attcons/ATTMON.CON:2953: warning: symbol `motionblur' already used for game variable. attrition/attcons/ATTGAME.CON: In event `EVENT_GAME': attrition/attcons/ATTGAME.CON:11651: warning: found local gamevar `framerate' used within a synced event; expect multiplayer synchronization issues. attrition/attcons/ATTGAME.CON:11651: warning: found local gamevar `framerate' used within a synced event; expect multiplayer synchronization issues. attrition/attcons/ATTGAME.CON: In event `EVENT_PROCESSINPUT': attrition/attcons/ATTGAME.CON:12751: warning: found `ifsound' outside of a local event. attrition/attcons/ATTGAME.CON:12760: warning: found `ifsound' outside of a local event. attrition/attcons/ATTGAME.CON: In event `EVENT_LOADACTOR': attrition/attcons/ATTGAME.CON:13732: warning: found `else' with no `if'. attrition/attcons/ATTGAME.CON:13762: warning: found local gamevar `rendmode' used within a synced event; expect multiplayer synchronization issues. Found 10 warning(s), 0 error(s). Resizing code buffer to 96794*4 bytes Script compiled in 40ms, 96786*4b, version 1.4+ 2862/11264 labels, 692/2048 variables 291 quotes, 46 strings, 37 events, 359 actors Initialized 32.0M cache Loading 'att_hrp.def' Warning: Failed including highres/music.def on line duke3d_hrp.def:2 Warning: Failed including highres/screen.def on line duke3d_hrp.def:3 Warning: Failed including highres/skyboxes.def on line duke3d_hrp.def:4 Warning: Failed including highres/sprites.def on line duke3d_hrp.def:5 Warning: Failed including highres/textures.def on line duke3d_hrp.def:6 Warning: Failed including highres/projections.def on line duke3d_hrp.def:7 Warning: Failed loading MD2/MD3 model "highres/sprites/characters/1405_duke.md3" Warning: Failed loading MD2/MD3 model "highres/sprites/firstperson/2524_pistol.md3" Warning: Failed loading MD2/MD3 model "highres/sprites/firstperson/2530_clip.md3" Warning: Failed loading MD2/MD3 model "highres/sprites/firstperson/2532_cliphand.md3" Warning: Failed loading MD2/MD3 model "highres/sprites/firstperson/2544_rpg.md3" Definitions file 'att_hrp.def' loaded. RTS file DUKE.RTS was not foundlevent[code]
This post has been edited by king karl: 06 June 2010 - 07:48 PM
#248 Posted 06 June 2010 - 08:28 PM
To play with the HRP, you need to have the HRP installed (i.e. in the autoload folder) AND you need to start Attrition using the provided attrition_HRP.bat. From your log I can see that you are using the correct .bat, which makes me wonder why the HRP stuff is failing to load. You do have the HRP installed in your autoload folder, right?
This post has been edited by DeeperThought: 06 June 2010 - 08:30 PM
#249 Posted 06 June 2010 - 08:46 PM
EDIT
not sure if this is related but hte first time i played the game i had a 3d shotgun, which im assuming u included with the mod, the 2nd itme ( i crasehd the game with minimizing and trying to reopen) i had the original shotgun model
also some of your liztroops (i think their all the custom ones but IDK) like to walk on water
This post has been edited by king karl: 06 June 2010 - 09:15 PM
#250 Posted 06 June 2010 - 09:40 PM
#251 Posted 06 June 2010 - 09:43 PM
#252 Posted 06 June 2010 - 10:42 PM
king karl, on Jun 6 2010, 10:43 PM, said:
#253 Posted 06 June 2010 - 11:32 PM
EDIT
it looks like theirs more on my eduke32 startup window than i can actually see, it is cutoff after *custom content directory (even that is halfway cutoff) by teh bottom part of the window, and i see now way to maximize it
This post has been edited by king karl: 06 June 2010 - 11:35 PM
#254 Posted 06 June 2010 - 11:51 PM
"NoAutoLoad = 1"
Change the 1 to a 0
"NoAutoLoad = 0"
#255 Posted 06 June 2010 - 11:59 PM
king karl, on Jun 7 2010, 12:32 AM, said:
EDIT
it looks like theirs more on my eduke32 startup window than i can actually see, it is cutoff after *custom content directory (even that is halfway cutoff) by teh bottom part of the window, and i see now way to maximize it
That usually only happens if you increase the font size on older OSes that don't really support it correctly, like Windows XP.
#256 Posted 07 June 2010 - 02:43 AM
(Hmm, it's mean I can't using my old savegame...)
EDIT: No, I can... and it isn't crash anymore! Thanks TX!
This post has been edited by Player Lin: 07 June 2010 - 02:48 AM
#257 Posted 07 June 2010 - 02:15 PM
Quote
__________________
how do i fix it? i have windows 7
#258 Posted 07 June 2010 - 03:06 PM
#260 Posted 07 June 2010 - 03:51 PM
king karl, on Jun 7 2010, 04:46 PM, said:
Dude, this isn't supposed to be a forum on how to use your computer. Just use Google like I did and find the information you need:
http://www.recipester.org/Recipe:Change_DP...dows_7_25979243
#261 Posted 07 June 2010 - 08:32 PM
iv gotten a weird lag a few times (with and without HRP) theirs nothing onscreen that would suggest a big lag llike no excess sprites or anything
id post a log but not sure how
#262 Posted 07 June 2010 - 09:08 PM
king karl, on Jun 7 2010, 09:32 PM, said:
iv gotten a weird lag a few times (with and without HRP) theirs nothing onscreen that would suggest a big lag llike no excess sprites or anything
id post a log but not sure how
Is that the terrible hitching lag that starts after you've been playing for a while (like 30+ minutes)? If so, don't bother posting a log because it will reveal nothing. I have noticed it with recent snapshots and there's nothing I can do about it. When it happens to me I can sometimes manage to save and quit, and when I come back it's fine again for a while.
#263 Posted 07 June 2010 - 10:08 PM
#264 Posted 07 June 2010 - 10:31 PM
king karl, on Jun 7 2010, 11:08 PM, said:
Yep. Sometimes the frames advance a little bit, and sometimes you can wait it out and things go back to normal long enough to save. My theory is that it's a different manifestation of the EDuke32 sound bug which causes stopsound to cease working after a while -- my only evidence for that is the fact that I have yet to see that sound bug happen in the new snapshots, but I have seen this happen instead, and at around the same time that the sound bug used to happen.
I'm curious as to whether this happens in other mods or in vanilla Duke. Quite possibly it does, and the only reason we don't hear about it is that they aren't being played for as long as Attrition (or they are not using snapshots as recent).
#265 Posted 08 June 2010 - 12:40 AM
DeeperThought, on Jun 8 2010, 02:31 PM, said:
I'm curious as to whether this happens in other mods or in vanilla Duke. Quite possibly it does, and the only reason we don't hear about it is that they aren't being played for as long as Attrition (or they are not using snapshots as recent).
I only get this problem(BIG DELAY and eduke32 didn't respones for a while) on your mod. It always happens when I save/load many times and the max. of textures count in loading screen will increase when everytime I load savegame, but sometimes, it didn't increase, when it reach about near 20000+, I will encounted the BIG LAG problem.
This problem sometimes will self-fixed, like restart level, save/load game more times or after waited some minutes.
But you can save your game, then quit. And restarting eduke32, load your savegame, then it back to fine... for a while...
I noticed it will easy to happens when I gibbed a lot of monsters, but not always happens.
(EDIT : I'm not really sure what's going on, but I'm sure it happens me for a while.)
This post has been edited by Player Lin: 08 June 2010 - 12:48 AM
#266 Posted 08 June 2010 - 04:18 AM
Player Lin, on Jun 8 2010, 01:40 AM, said:
This is a really long-living bug I must say : I remember I posted this issue when the first episode of WGR2 was out.
#267 Posted 08 June 2010 - 05:43 AM
Headless_Horseman, on Jun 8 2010, 08:18 PM, said:
But I don't get that problem when I play WGR2... I think that was not the same bug as now.
#268 Posted 14 June 2010 - 08:37 AM
#269 Posted 25 June 2010 - 01:47 PM
http://fissile.duke4...n/attrition.rar
1.04 6-25-10
• Attrition now works with the software renderer, so those using non Open-GL devices can play!
• The random mission episodes have been overhauled. Lots of new levels have been added, and now ALL 90 levels are pooled and may come up regardless of which random episode is selected.
• The HUD now has better support for widescreen
• Death Rage lasts longer and increases the player’s damage more.
• Cage’s laser pistol art now has a pickup sprite.
• Includes new and improved EDuke32.
• Other minor tweaks and bug fixes
#270 Posted 25 June 2010 - 03:04 PM
EDIT: My is the base mouse sensitivity stuck? I cant move the slider
This post has been edited by Lunick: 25 June 2010 - 03:10 PM