WGR2: SIEGEBREAKER 1.2 RELEASED!
#31 Posted 05 March 2011 - 07:00 AM
#32 Posted 05 March 2011 - 09:32 AM
Mikko_Sandt, on Mar 5 2011, 07:00 AM, 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?
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.
#33 Posted 05 March 2011 - 09:49 AM
DeeperThought, on Mar 5 2011, 07:32 PM, said:
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.
#35 Posted 05 March 2011 - 11:11 AM
@ 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.
#37 Posted 05 March 2011 - 11:39 AM
@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.
#38 Posted 05 March 2011 - 08:40 PM
This post has been edited by VinsaneOne: 05 March 2011 - 08:40 PM
#39 Posted 06 March 2011 - 05:13 AM
#40 Posted 06 March 2011 - 01:10 PM
Ryan Cordell, on Mar 6 2011, 08:13 AM, said:
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.
#41 Posted 06 March 2011 - 06:37 PM
DeeperThought, on Mar 5 2011, 02:39 PM, said:
Cool, I fixed the post.
#42 Posted 07 March 2011 - 11:35 PM
#43 Posted 07 March 2011 - 11:56 PM
E.C.S, on Mar 7 2011, 11:35 PM, said:
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
#44 Posted 10 March 2011 - 07:13 AM
#45 Posted 10 March 2011 - 11:50 AM
Mikko_Sandt, on Mar 10 2011, 10:13 AM, said:
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.
#46 Posted 10 March 2011 - 12:18 PM
#47 Posted 10 March 2011 - 12:22 PM
Forge, on Mar 10 2011, 12:18 PM, said:
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.
#48 Posted 10 March 2011 - 12:39 PM
#49 Posted 10 March 2011 - 12:57 PM
Mikko_Sandt, on Mar 10 2011, 12:39 PM, said:
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
#50 Posted 10 March 2011 - 05:55 PM
#51 Posted 11 March 2011 - 09:38 AM
#52 Posted 11 March 2011 - 08:15 PM
Any suggestions?
#53 Posted 11 March 2011 - 08:39 PM
Micky C, on Mar 11 2011, 08:15 PM, said:
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.
#54 Posted 23 May 2011 - 04:02 AM
Something that bothers me is that horiz is reset whenever you jump. Does it serve and purpose?
#55 Posted 23 May 2011 - 08:25 AM
Helixhorned, on 23 May 2011 - 04:02 AM, said:
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?
#56 Posted 23 May 2011 - 02:06 PM
#57 Posted 23 May 2011 - 02:17 PM
Micky C, on 23 May 2011 - 02:06 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?
#58 Posted 23 May 2011 - 02:45 PM
#59 Posted 23 May 2011 - 02:48 PM
DeeperThought, on 23 May 2011 - 02:17 PM, said:
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.
#60 Posted 23 May 2011 - 04:42 PM
Helixhorned, on 23 May 2011 - 02:45 PM, said:
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.