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WGR2: SIEGEBREAKER 1.2 RELEASED!

User is offline   Mikko 

  • Honored Donor

#31

I was about to complain about not being able to get rid of having strafe assigned to Alt (which I use for altfire), so that Duke goes strafing every time I use altfire, but I was able to get rid of this by modifying wgr2_settings.cfg. Still, it should be so that whatever you assign in the in-game settings menu should stand. Now wgr2_settings apparently overrides any such attempts.
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User is offline   Trooper Dan 

  • Duke Plus Developer

#32

View PostMikko_Sandt, on Mar 5 2011, 07:00 AM, said:

I was about to complain about not being able to get rid of having strafe assigned to Alt (which I use for altfire), so that Duke goes strafing every time I use altfire, but I was able to get rid of this by modifying wgr2_settings.cfg. Still, it should be so that whatever you assign in the in-game settings menu should stand. Now wgr2_settings apparently overrides any such attempts.


Are you saying that the game is not saving your settings and is then reverting back to what was in wgr2_settings.cfg before?

The included wgr_settings.cfg is simply copied from the one generated when I ran the game once and modified a few settings. There's nothing I did that would cause it to override anything you set yourself. So I guess you are reporting an eduke32 bug? I could opt to not include wgr2_settings.cfg with the TC, but it will be created the first time you run it and if what you are saying is correct, the problem would still exist.
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User is offline   Mikko 

  • Honored Donor

#33

View PostDeeperThought, on Mar 5 2011, 07:32 PM, said:

Are you saying that the game is not saving your settings and is then reverting back to what was in wgr2_settings.cfg before?


Yes and no. The in-game settings menu shows that Alt is not assigned to strafe, because I unassigned it so apparently the setting is saved somewhere. However, before modifying the cfg manually Alt would still be assigned to strafe, despite the in-game menu telling otherwise.
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User is offline   Jhect 

#34

Could someone say where that darn cave entrance is?
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User is offline   Taamalus 

#35

I posted in the bug report elaborating on my post 11, too many spoilers will be here.

@ Mikko_Sandt. When I import the original cgf files, I get similar issues. My suggestion for now: This TC is awesome, just write down your entire key setup, and enter it manually, it takes a couple of minutes, but you will get hours of game play.

@ Deeper Thought I posted your TC on the IndieDB forum, as beta. This game is too good to ignore. If you object, lemme know and I delete it. - Meanwhile, I have too much real work, so I will give a full report next weekend. Sorry, but I have to feed my girls.

@Jhect Fuck No. Look around a little, it's not Killzone, where all you need to do is shoot. :huh:
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User is offline   Jhect 

#36

I ran around over an hour. What the hell is going on here lol.
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User is offline   Trooper Dan 

  • Duke Plus Developer

#37

@Mikko: The included cfgs don't change strafe or any other movement function from the default setup. Alt-fire has been assigned to right mouse, and backspace (because it replaces the TURN AROUND function). I don't know how that could result in alt-firing while strafing. If you use the same eduke33.exe to run vanilla Duke or other mods, that could explain why you are having problems. I do remember an eduke bug where it keeps resetting controls if you go back and forth between mods.

@Hank: Thank you. It's not really a beta, though. It is the release version, it just has a few tiny bugs that I'm going to fix before uploading it to Mod DB. Also I will include the latest eduke32.exe which has some important improvements that happened in the last few days.
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User is offline   VinsaneOne 

#38

After modifying your cfg files you can set them to 'read only' and they won't change settings.

This post has been edited by VinsaneOne: 05 March 2011 - 08:40 PM

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#39

Let me just say that the final boss is.. fricking insane. I could beat the two Wyverns (I think) using POW and Spirit Goggles no problem, but sadly I had to cheat for him. ;)
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#40

View PostRyan Cordell, on Mar 6 2011, 08:13 AM, said:

Let me just say that the final boss is.. fricking insane. I could beat the two Wyverns (I think) using POW and Spirit Goggles no problem, but sadly I had to cheat for him. ;)


I was able to take down the final boss and I was playing on "It's a Good Day to Die" difficulty. Mind you, I walked in fully stocked up and saved my POW for the boss itself.
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User is offline   Taamalus 

#41

View PostDeeperThought, on Mar 5 2011, 02:39 PM, said:

It's not really a beta, though. It is the release version, it just has a few tiny bugs that I'm going to fix before uploading it to Mod DB. Also I will include the latest eduke32.exe which has some important improvements that happened in the last few days.

Cool, I fixed the post. ;)
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User is offline   E.C.S 

#42

I feel inspired to make a (dumb) WG realms 2 map, it's will be good for me, last time I used mapster32 was like a year ago, basically the idea of the map is a (bad) reconstruction of the map Corridor of Death from Serious Sam Second Encounter, it will be use the original music (if there isn't problem). I will see what happen...
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User is offline   Trooper Dan 

  • Duke Plus Developer

#43

View PostE.C.S, on Mar 7 2011, 11:35 PM, said:

I feel inspired to make a (dumb) WG realms 2 map, it's will be good for me, last time I used mapster32 was like a year ago, basically the idea of the map is a (bad) reconstruction of the map Corridor of Death from Serious Sam Second Encounter, it will be use the original music (if there isn't problem). I will see what happen...


Cool, don't forget to use the mapster.bat that comes with it so it loads the skyboxes and the png art. Also, in mapster after you press V on a sprite to get the tile selection screen, press T to bring up the tile groups for WGR2. All the effects should be documented in WGR2MapsterHelp.htm
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User is offline   Mikko 

  • Honored Donor

#44

So, why the hell does the final boss regenerate its health pretty much right after you have wasted every BFG cell you had left?
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#45

View PostMikko_Sandt, on Mar 10 2011, 10:13 AM, said:

So, why the hell does the final boss regenerate its health pretty much right after you have wasted every BFG cell you had left?


Actually the boss itself has several meters worth of life (meaning that if one meter is emptied, another takes it's place). The boss has a LOT of health in reality.
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User is offline   Forge 

#46

I thought the same thing. The boss doesn't regenerate. The health meter is "zoomed in on" when it reaches a certain point.
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User is offline   Trooper Dan 

  • Duke Plus Developer

#47

View PostForge, on Mar 10 2011, 12:18 PM, said:

I thought the same thing. The boss doesn't regenerate. The health meter is "zoomed in on" when it reaches a certain point.



Yes, that's correct.

The battle can be quick and fairly easy if you go about it the right way. Using the quad damage (which does respawn after a while) is pretty important. There is also respawning ammo, and a potentially infinite supply of health in the battle zone.
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User is offline   Mikko 

  • Honored Donor

#48

Well good, because I got frustrated and called it quits when I thought it was regenerating its health. Still, a bit tedious fight if you ask me. All you need to do is run around in a circle and wait for the BFG cell to respawn.
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User is offline   Trooper Dan 

  • Duke Plus Developer

#49

View PostMikko_Sandt, on Mar 10 2011, 12:39 PM, said:

Well good, because I got frustrated and called it quits when I thought it was regenerating its health. Still, a bit tedious fight if you ask me. All you need to do is run around in a circle and wait for the BFG cell to respawn.



Note that alt-fire BFG is a much more efficient way of damaging the boss (or any other single monster) than regular fire BFG. Plasma is also very effective, especially if coupled with quad damage.

By the way, I fucked something up in the last patch and caused a couple of the big bosses to NOT end the level when they die. I will be posting a patch in another thread in a minute, but that won't help with saved games. In terms of gameplay it doesn't matter though.

EDIT: To end the level in s saved game after the big boss is dead, open the console and type "setvar testnodes 1".

This post has been edited by DeeperThought: 10 March 2011 - 01:14 PM

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User is offline   E.C.S 

#50

Okey, stuck trying to create simple towers, later I will create a new topic for a little help in user map and level editing discussion sub-forum. Meanwhile I will start with the translation of the mod, the only problem is there isn't accents for the vocals in Duke Nukem ( ), but that is not a really problem for me jeje.
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User is offline   Mikko 

  • Honored Donor

#51

I liked the final battle in DanM's map. So many easy-to-kill enemies that you were able to replenish your POW easily. I found the second Quad & BFG about midway through fighting the Cyberdemon torso. All in all, the map took me 40 minutes.
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User is offline   Micky C 

  • Honored Donor

#52

I'm finding the final boss battle of the WGRealms episode impossible with Jedrick, and that's on Piece of Cake! It doesn't help that I'm having difficulty actually getting the atomic healths and the quad damage in the first place even with jump boots. It's mainly because most of Jedrick's weapons are melee, and those that are ranged all have some kind of time delay on them, so when the boss is in its transparent stage, I just don't know how to tackle it.

Any suggestions?
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User is offline   Trooper Dan 

  • Duke Plus Developer

#53

View PostMicky C, on Mar 11 2011, 08:15 PM, said:

I'm finding the final boss battle of the WGRealms episode impossible with Jedrick, and that's on Piece of Cake! It doesn't help that I'm having difficulty actually getting the atomic healths and the quad damage in the first place even with jump boots. It's mainly because most of Jedrick's weapons are melee, and those that are ranged all have some kind of time delay on them, so when the boss is in its transparent stage, I just don't know how to tackle it.

Any suggestions?


Reaching the main quad damage that is in the center pit should be easy with Jedrik because he can dash jump. You don't need jump boots for that one, and it respawns.
Mainly you need to use the Armageddon Sword (weapon slot 7). Start him off with the special attack (tap back 3 times while the shield is raised). That will take off 1/2 of his life right there. After that, use regular attack with it while on quad damage. It can hit from far away and you are safe when doing it, although you will have to time the attacks. The other good attacks on that boss are the axe special attack and the Watcher Sentries (you should put those all around the arena when you first walk in, but you can do it during the battle, too). The Necrosword special is not that great against the boss himself, but it should destroy his minions if they are harassing you, so if you have Necrosword charges, use them on that. If you have multi-arrows, it's not a bad idea to stick them in the boss, because like any other arrows that stick, they continue to cause bleeding damage over time, and they will work when he is phased.

And then of course there is POW if you have it.
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User is offline   Helixhorned 

  • EDuke32 Senior Developer

#54

Holy crap, I just discovered episode 4 (and had a blast playing it)! I guessed I missed it the first time because it showed the Duke3D cutscene at the beginning...

Something that bothers me is that horiz is reset whenever you jump. Does it serve and purpose?
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User is offline   Trooper Dan 

  • Duke Plus Developer

#55

View PostHelixhorned, on 23 May 2011 - 04:02 AM, said:

Holy crap, I just discovered episode 4 (and had a blast playing it)! I guessed I missed it the first time because it showed the Duke3D cutscene at the beginning...

Something that bothers me is that horiz is reset whenever you jump. Does it serve and purpose?


The Duke3D cutscene only shows if you have DUKE3D.GRP in your directory, which isn't supposed to be there. Remember, this is a standalone game and it has its own GRP file. The horiz should not be getting reset. Maybe you have CENTER VIEW bound to the same key as jump?
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User is offline   Micky C 

  • Honored Donor

#56

I also noticed a horizontal reset whenever the player took some significant damage. It's really annoying in the boss fights because you constantly have to re-aim at the enemies. Perhaps the horizontal reset only occurs because the player takes damage?
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User is offline   Trooper Dan 

  • Duke Plus Developer

#57

View PostMicky C, on 23 May 2011 - 02:06 PM, said:

I also noticed a horizontal reset whenever the player took some significant damage. It's really annoying in the boss fights because you constantly have to re-aim at the enemies. Perhaps the horizontal reset only occurs because the player takes damage?


I have played the game a whole lot and never noticed that. Are you using the eduke32.exe it comes with, or a newer revision?
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User is offline   Helixhorned 

  • EDuke32 Senior Developer

#58

You were right for the horiz for me btw, DT. Nastily, it was hidden in binds.cfg and thus invisible in the game key assignment menu.
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User is offline   Micky C 

  • Honored Donor

#59

View PostDeeperThought, on 23 May 2011 - 02:17 PM, said:

I have played the game a whole lot and never noticed that. Are you using the eduke32.exe it comes with, or a newer revision?


Hmm it's been a while since I played it, it might have been a newer version, but I can confirm that the Duke3d.grp was not present.
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User is offline   Trooper Dan 

  • Duke Plus Developer

#60

View PostHelixhorned, on 23 May 2011 - 02:45 PM, said:

You were right for the horiz for me btw, DT. Nastily, it was hidden in binds.cfg and thus invisible in the game key assignment menu.


That IS nasty. And ideally, that shouldn't even be possible. The whole configuration system is kind of a mess, if you ask me. But that's a topic for another thread, I guess.
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