[RELEASE, Update] CrackDown "Second level's up"
#31 Posted 01 October 2011 - 03:09 AM
#32 Posted 01 October 2011 - 05:25 AM
Still, it's a quaint little mod, and I'll be looking forward to playing more maps by you in the future!
#33 Posted 01 October 2011 - 05:57 AM
James, on 30 September 2011 - 12:39 PM, said:
Good suggestions! The enemies actually do have pain states, but they rarely enter them. Despite how it may seem, they can't take much firepower (the strongest enemy is the assault marine and he only has 75 HP), so often times they end up dying before the pain state can happen. I went ahead and made the ifrnd command that determined that just a little higher in light of this. I also decided to improve the accuracy for the assault rifle and uzi if the player's standing still/crouching. The screenrolling on strafing, however, stays. I like it too much
Captain Awesome, on 30 September 2011 - 05:28 PM, said:
You must've been playing the very first (very buggy) version I released. The captain and dignitary NPC's didn't have an ifpdistl check for initializing the dialog (I thought they did, but I was wrong) so you could end up accidentally triggering it anywhere on the map as long as you were facing the NPC in question. That should be fixed now, though. In fact, with this latest update, all issues with the dialog should be resolved. The problem with the distance check failing in the update yesterday was put to rest with the addition of a simple ifp pstanding check, so now the NPC's and the terminal will only initialize the dialog if the player's within the right distance and standing still.
Micky C, on 01 October 2011 - 05:25 AM, said:
Still, it's a quaint little mod, and I'll be looking forward to playing more maps by you in the future!
Thanks, scaling is something I'm going to make sure I balance out a bit better in the future. As far as this project is concerned, I think I've done just about everything I want to do with it, aside from fixing any other bugs/glitches that may crop up. Apart from that, I'll be moving on to bigger and better stuff, and I'm glad I decided to release something of this scale first, because it's been a good learning experience.
Helixhorned, on 01 October 2011 - 03:09 AM, said:
I appreciate your taking the time to explain all of this, but it isn't quite clicking. To be clear, I noticed there was a problem with those sectors, but I left them that way on the assumption that nothing could be done about them; TROR is still kind of a new thing for me, so I don't quite know all of its odds and ends. Though I think I get the gist of the solution you're suggesting, I'm not having much luck getting it to work out.
So, I've got to get the caps at one end of the pipes to be the same sector as the area that's surrounding them. I figure the best way to go about it is to delete one of the caps. This is what happens when I try...
I go ahead and delete the other two caps, though, and then delete the sectors that surround the area, so the three pipes are just an island now...
After that point I figure I can just start redrawing the surround area, and everything'll work out...One of two things will happen once that's done...
I either get this, or the pipes appear to be an independent sector just floating out in the middle of the hallway. I'm guessing this is because the newly created surrounding sector isn't extended, but there's nothing I can do for that, either. Do I have to just start over with it?
#34 Posted 01 October 2011 - 06:18 AM
Attached File(s)
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cyprus_trorfix.zip (105.3K)
Number of downloads: 174
#35 Posted 01 October 2011 - 02:28 PM
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Cool - I respect your decision on the rolling since at least it feels very different to standard Duke movement, even if I don't agree with it
#36 Posted 02 October 2011 - 02:14 AM
#37 Posted 02 October 2011 - 05:36 AM
Helixhorned, on 01 October 2011 - 06:18 AM, said:
It's funny, in all the time I've been mapping (the better part of a decade), I don't think I've ever used that 'join' command till just now Well, in any event the fixed map is uploaded, so with that out of the way, the only concern I still have is how this mod runs with Linux (if at all). I've yet to hear anything else about it after the first release, so I'm kinda in the dark on this.
James, on 01 October 2011 - 02:28 PM, said:
TBH, I'm not even sure why I find it so cool, it just is. Maybe because it breaks a little bit of the mold, like you observed.
necroslut, on 02 October 2011 - 02:14 AM, said:
Maybe one day, but for the time being, I'm going to start working on something else.
#38 Posted 02 October 2011 - 08:50 AM
EmericaSkater, on 02 October 2011 - 05:36 AM, said:
/me echoes the
The mod works great out-of-the-box on Linux now, thx for taking the time!
#39 Posted 02 October 2011 - 03:37 PM
EmericaSkater, on 02 October 2011 - 05:36 AM, said:
Well, I guess that's even better.
#40 Posted 03 October 2011 - 05:53 AM
* The angle check should NOT be required to exit the dialogue or read further. I was trying to speedrun and because I pressed the use key too early and I ended up not looking at him, I was stuck on dialogue screen. (I mean the captain)
* The weapon switching is a bit off. Doesn't feel right.
* I somehow still can't find the gun with the scope. I noticed the pickup sprites for the laser rifle is the one that has a scope on it. Isn't it for the gun with that actual scope that shows the view ?
* Dignitary should say something different when you skip him and clean everyone then go to him.
* I have no problem with this but the laser rifle doesn't kill the armored guys in 1 shot at times. Shouldn't it be that strong ?
* Shotgun and Assault Rifle seem to be the best weapons to use so far, looking forward to more levels from you ! (Although I think you said you won't keep making things for this)
Anyway, keep up the good work !
This post has been edited by XThX2: 03 October 2011 - 05:54 AM
#41 Posted 04 October 2011 - 06:33 AM
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The angle check shouldn't be causing any problems at all. The second you engage the NPC, your angle locks out so there's no possible way to change it, and you have to be facing them in order to engage them in the first place, so the value should always be valid. When I originally updated the mod with the second level, there was a really nasty glitch that would cause you to get stuck in a dialog loop if you were moving around when engaging the NPC. Your movement would lock out, but you'd still wind up sliding away, so the distance check that was required to talk to an NPC would end up failing, and you wouldn't be able to proceed. You may be describing that, but it was fixed with the last update. Either way, I spent over twenty minutes trying to force an error with the angles, and couldn't make it happen.
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This sounds like something that was happening with the older versions that didn't have auto weapon switching. When you were on a weapon that didn't have any ammo, the weapon scrolling would occasionally hang, though you'd still hear the
WOOSH sound. I never found out what specifically was causing it, but when I re-enabled auto switching, everything seemed to work just fine.
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* Dignitary should say something different when you skip him and clean everyone then go to him.
These were just some odds and ends that I was too lazy to deal with, but they've been fixed with this latest update. Thanks for calling me on that, otherwise I might never have bothered.
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Nope, it shouldn't. The only weapon that I want to be capable of one-shotting assault marines is the plasma cannon, and that's only if you charge it up enough.
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Aren't they always? I'm glad you liked it. Along with DT, you were one of the first people to help me start learning this stuff by answering my retarded questions, so your input's really valuable.
#42 Posted 04 October 2011 - 10:43 AM
#43 Posted 04 October 2011 - 11:08 AM
To elaborate the weapon switching thing, it was my bad I used the wrong words. I mean, when you switch between weapons, they first lower and then come up. It doesn't feel right and I've had the same problem before. I'm not sure how I fixed it as I was too far away from my code for quite some time but if you want I can try to help you.
One more thing, you need to decrease the y offset of pistol and shotgun by 1, they go over the hud when you walk fast.
Note : I just love this so much, I play this every 2 days, it's so fun and short, pretty satisfactory. I don't recall doing this for any mod I've played other than WGR2.
Another Note : Where are the musics from ?
This post has been edited by XThX2: 04 October 2011 - 11:15 AM
#44 Posted 09 October 2011 - 06:10 AM
Loved the shotgun and the machine gun, in fact I pretty much only used those 2 weapons. The futuristic laser guns looked cool but I almost never used them. They weren't very effective in close combat and against these type of enemies.
The levels looked very good, great trimwork and it all looked very polished and well designed. I also liked the fact that both levels were mission based, it just adds an extra element to it all. Great job!
#45 Posted 11 October 2011 - 11:54 AM
Radar1013, on 04 October 2011 - 10:43 AM, said:
In all the feedback I've gotten, the difficulty's been the most reoccurring thing, but I've never once heard anyone say that it was aggravating or overwhelming, which is good. Makes me think I found a good balance between casual and challenging gameplay.
XThX2, on 04 October 2011 - 11:08 AM, said:
Note : I just love this so much, I play this every 2 days, it's so fun and short, pretty satisfactory. I don't recall doing this for any mod I've played other than WGR2.
Another Note : Where are the musics from ?
I'm flattered
It had a pretty rough start with all the buggy initial releases, but it's really great to know that it was that enjoyable past all those technical faults. The track for the first level and end level scenes ("bonus" music, or whatever) came from some old SNES game called Doom Troopers, which had something to do with that Mutant Chronicles franchise. Never got into it myself, but that game was alright, and the sound track was pretty good. I honestly can't tell you where the track for the second level came from, other than it was off some god-awful PSX wrestling game my brother bought from a bargain bin back when I was a kid. Me and him only played it once or twice (and that was nearly 15 years ago), and never picked it up again after that. However, my brother noted that it had a pretty good soundtrack so he ripped all of the music files off the CD, and they've just kinda floated around from one hard drive to another all this time. If you want, I can maybe zip that stuff up and attach it here or something. It's pretty good music, and deserves to be appreciated a little more than it is right now.
Merlijn, on 09 October 2011 - 06:10 AM, said:
Loved the shotgun and the machine gun, in fact I pretty much only used those 2 weapons. The futuristic laser guns looked cool but I almost never used them. They weren't very effective in close combat and against these type of enemies.
The levels looked very good, great trimwork and it all looked very polished and well designed. I also liked the fact that both levels were mission based, it just adds an extra element to it all. Great job!
Laser-type weapons just aren't my thing, and I think the functionality they had in this mod reflected that. I do think the laser-rifle has some practical purpose in longer-range firefights, but like you, I typically wound up just sticking with the shotgun and assault rifle, partly for effectiveness and partly for aesthetic, since IMO they also just look a whole helluva lot better than the laser weapons. It's good to hear you liked the level design, since that's what held this mod's release up for so long. I originally designed part of the Cyprus map (the main street, at least) six or seven months ago, but sort of abandoned it. When I started working on this mod (which was originally just supposed to be a weapons/enemies replacement), I figured I'd go ahead and pick that map back up since it had a pretty decent beginning. I didn't think it'd take very long, but urban map design isn't my forte', nor is it something I particularly enjoy doing, so a 1-2 month job wound up turning into damn near six. It's good to know that it still met a veteran mapper's standards/expectations, despite all the redesigning and other crap I did (or didn't do) to it.
#46 Posted 24 November 2011 - 06:36 PM
i didn't read through all this, so if i repeat something already said, i don't mean to beat a dead horse
used the snapshot that came with it and got several visual glitches. nothing that detracted from game play. if it's related to tror, then maybe the latest snapshot would fix it
the only thing that really messed me up, the barrels of the weapons weren't pointing anywhere near center ( i turned vsync on), so i had to use the crosshairs as aiming reference (which i'm not used to except for sniping long distance with the pistol in regular duke)
three weapons did about the same damage and were rather redundant (laser rifle, m-14, & automatic pistol)
i found the game play challenging and rather enjoyable. it was tough keeping the health at a level where a few good shots wouldn't kill me, but it was far from frustrating, rather, it added to the excitement
the level was well designed and i enjoyed the environment
i'd like to see more of this project
#47 Posted 28 November 2011 - 08:31 AM
Forge, on 24 November 2011 - 06:36 PM, said:
i didn't read through all this, so if i repeat something already said, i don't mean to beat a dead horse
used the snapshot that came with it and got several visual glitches. nothing that detracted from game play. if it's related to tror, then maybe the latest snapshot would fix it
the only thing that really messed me up, the barrels of the weapons weren't pointing anywhere near center ( i turned vsync on), so i had to use the crosshairs as aiming reference (which i'm not used to except for sniping long distance with the pistol in regular duke)
three weapons did about the same damage and were rather redundant (laser rifle, m-14, & automatic pistol)
i found the game play challenging and rather enjoyable. it was tough keeping the health at a level where a few good shots wouldn't kill me, but it was far from frustrating, rather, it added to the excitement
the level was well designed and i enjoyed the environment
i'd like to see more of this project
Thanks for the feedback. Out of curiosity, did you pickup the latest version when you played through this, or did you download it way back when it was in it's first few releases? You only mentioned playing through one level, so I'm not sure. Either way, how do you figure the laser rifle is like the m-14/uzi? It's essentially a single-shot railgun type of weapon in the last version, and it can instantly kill two of the enemies. IMO it's nothing like either of them, but I know other people's mileage can vary. Either way, good to hear you liked it.
#48 Posted 28 November 2011 - 08:51 AM
EmericaSkater, on 28 November 2011 - 08:31 AM, said:
The copy i played has only one map
#49 Posted 28 November 2011 - 08:52 AM
#50 Posted 28 November 2011 - 08:55 AM
EmericaSkater, on 28 November 2011 - 08:52 AM, said:
downloaded. i have a little on my plate right now, but i'll check it out when my current obligations have been fulfilled.
#51 Posted 14 January 2012 - 09:51 PM
The enemies, items and weapons are functional, nice and simple. They do their work abd blend excellently with each other, sounds included. I could not appreciate how smart the enemies was because it was a matter of "It´s me or you" at the very first glance, so most times they didnt even have time to move from their original position. The map as i said is very good looking and with a straightforward layout, which reminds me again to Alejandro´s maps. Funnily that i had to save my game and restart because I didn´t pay attention to my partner´s speech in the beginning (it was too long) but after cleaning the area and going back to the bank manager i didnt know what to do.
Great mod, wish it were longer (y)
This is the game i´m talking about.
#52 Posted 16 January 2012 - 05:52 AM
Gambini, on 14 January 2012 - 09:51 PM, said:
The enemies, items and weapons are functional, nice and simple. They do their work abd blend excellently with each other, sounds included. I could not appreciate how smart the enemies was because it was a matter of "It´s me or you" at the very first glance, so most times they didnt even have time to move from their original position. The map as i said is very good looking and with a straightforward layout, which reminds me again to Alejandro´s maps. Funnily that i had to save my game and restart because I didn´t pay attention to my partner´s speech in the beginning (it was too long) but after cleaning the area and going back to the bank manager i didnt know what to do.
Well, "cute" wasn't necessarily the summary I was going for, but I guess between the dialogue, the enemies and the snarky obits, it's a pretty reasonable way to size it up. It's good that you enjoyed it. It's even better that you compared the maps with Alejandro's because, while his stuff's never been an inspiration, I've pretty much enjoyed every map he's ever put out and always found the design something worth aspiring to.
This post has been edited by EmericaSkater: 16 January 2012 - 06:12 AM