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AMC TC released - Merry x-mas!  "One hell of a christmas present"

User is offline   Cage 

#91

View PostJames, on 28 December 2011 - 01:21 PM, said:

Sorry, I thought I added you to the credits list and didn't think you would mind. I'll replace them now but I can't change the main files straight away so hopefully you'll understand if it takes a bit of time for the mirrors to update.


Thanks. Sorry if it's a lot of fuss, but I just want the GFX for that project to stay fresh as longest as possible, I wouldn't mind at all if the project was released (It will probably picked apart, at least in the Doom community, once it's released, anyway), but it's not, and I just want to keep things from spilling out. I'd let you keep them, but you know, I consider it's for use either for everybody, or nobody.

Back on topic: I've got stuck in the palace! Got all those power plugs/keys, but I don't know what do with them. There's one door that won't open, but there's no slots for the plugs.
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User is offline   Micky C 

  • Honored Donor

#92

There should be a window somewhere above that door. Either stand on vladmir to get to it, or wall kick.
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User is offline   Jblade 

#93

View PostHelixhorned, on 28 December 2011 - 01:44 PM, said:

- The 'radioactive gas' actor sets the game palette on each tic. Why this is (edit: was/will not be anymore?) problematic is described in the recent changelog, but I still have to see whether Windows suffers from it too.

I didn't know that was bad! Still it seems you fixed a few errors there so thanks for the dilligent work :) Glad you're enjoying the TC as well!

Quote

- Some mirrors are glitchy. I just ran a small test, and the size of the sector behind the mirror does matter! I think it's the Mapping Guide that claims otherwise.

Hmm, I swore I read TX say ages ago that mirrors work like Shadow Warrior now and don't need a huge sector behind them anymore, but I must be wrong as you say.

EDIT: Cage, thanks for not being too angry about it! I understand your position 100% and I shouldn't of used them without asking anyway since it's just a common courtesy (especially since you're a member of the Duke community as well) but I was rushing things too much near the end in anycase, there's still lots of odds and ends I can see that needs improving. I've already replaced them now and I'll include it in the first proper patch I release, than I'll update the main files.

This post has been edited by James: 28 December 2011 - 02:11 PM

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User is offline   Jblade 

#94

http://www.mediafire...y58c4l5l7rm8vcd

This is a really small patch that does the following:

AMC TC v1.06
-Fixed issue with ABYSS jumppad
-Added teleport out of pit in AMCMIKKO
-Fixed keycard glitch, player movement now temporarily stopped
-Fixed bug with health research item
-Replaced Cage's textures

Since it changes CON code it won't be compatible with old saves (but of course research done and weapons bought are stored outside of save games so that won't be lost)

This post has been edited by James: 28 December 2011 - 02:19 PM

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User is offline   Jimmy 

  • Let's go Brandon!

#95

I have no idea why my method worked for me either, but like I said, I definitely wouldn't trust it.

I'm also getting a lot of the mirror bugs, and I'm playing in classic. The bugs cease once I actually get close to the mirror. I figured it was just an issue with my garbage graphics card or something.
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User is offline   Jblade 

#96

Perhaps the mirrors were 'broke' by a bug-fix or something, I'll make the rooms behind them bigger for the next patch.

Also Loke posted a video of Mikko's map to YouTube, just saw it in the comments:



Thanks for the video! :)

EDIT: Also I completely forgot to mention it anywhere (which needs fixing) but you CAN lean in the AMC TC - just hold the use key and press turn left or right (not strafe, turn) to get a peek around corners and stuff. You can't fire around them but enemies can't see you either so it's a tradeoff.

This post has been edited by James: 28 December 2011 - 03:03 PM

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User is offline   Cage 

#97

Maybe some small walkthrough? I'm stuck in Providence now :P I've started Sang's part, and I don't know where to go. No idea where are the door that I opened with a cog.

BTW. Been playing since downloading :)

This post has been edited by Cage: 28 December 2011 - 03:30 PM

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User is online   Danukem 

  • Duke Plus Developer

#98

View PostHelixhorned, on 28 December 2011 - 01:44 PM, said:

- The 'radioactive gas' actor sets the game palette on each tic. Why this is (edit: was/will not be anymore?) problematic is described in the recent changelog, but I still have to see whether Windows suffers from it too.


I'm not sure if this applies to AMC TC, but in my own coding, I have sometimes overdone it with setting game palettes because there is no way for CON code to check and see what the current game palette is. If there were a command for checking that, then it would be easy to code it so that the palette changed only if necessary. There is some struct member that is supposed to be a pointer to the current game palette, but in my tests it did not work.
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User is offline   Zaxtor 

#99

I wonder where these musics come from and who compose em?
Music in this mod.

Who made SBOSS (final boss music).
and
'DISBE (red alert escaping song).
2 are my fav d;

This post has been edited by Zaxtor: 28 December 2011 - 04:14 PM

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#100

Hey guys, i tried this mod, but after i select the character and the game loads, the play area is just black but i can see the box with ammo and health info. also, is there anyway to get right into the game without watching the intro evertime? I am using the .bat file to start the game. when the game starts its like i'm stuck in some small boxed area but u can't see anything. any help appreciated..i really wanna try this mod. :)
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User is offline   Zaxtor 

#101

Pressing space skip intro and I have no problems starting without intro.

Make sure you use batch file or otherwise it get black and not gonna work.
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User is offline   TerminX 

  • el fundador

  #102

The mirror sector size does matter, yes, but there's always the ability to use the cleaner Shadow Warrior style of mirrors that doesn't need a giant sector at all.
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#103

I completed AMCTC today. I must say that this is by far the best Duke 3D TC I've ever played. I really loved MillHaven and the last map in the snow with those scary ghosts. The mapping is well done, together with the texturing and fitting music. But sometimes the music is louder than the voice acting in sertain cutscenes. And sometimes I don't hear the voice acting at all, but gladly there are captions and it was mostly at the end of the game :P
I want to thank the people who made this true and put all the hard work into this. This is one of the most unique TC's I've ever played, and I was waiting for this since the first news came out. When it came out I expected that this was gonna be one of the best TC's ever. Damn right I was!! :) So thanks again to all the people who worked on this!

This post has been edited by Simon_Croes: 28 December 2011 - 06:37 PM

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User is offline   Zaxtor 

#104

Mirrors I do today sectors are extremely small and works fine for me.
I think if mirror sector is not same height as sectors it sees it will mess up if you dock or jump higher than mirror sector..... I think.
Also if a mirror sees a mirror even if is not facing it messes up.

Also if a mirror sector touches another mirror sector (overlap) it screws up.
etc
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User is offline   Forge 

  • Speaker of the Outhouse

#105

View PostCage, on 28 December 2011 - 03:29 PM, said:

Maybe some small walkthrough? I'm stuck in Providence now :P I've started Sang's part, and I don't know where to go. No idea where are the door that I opened with a cog.

BTW. Been playing since downloading :)


go to the garage (the one with the crate, not the truck) there's a door with a symbol on it only Sang can get through. Get the key and go to the opposite end of the hallway from where the cog lock is and unlock that door.

The cog opens one of two doors in the mines. Neither is needed to complete the mission, they let the player get some weapons and supplies depending on which door you open.
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User is offline   Jblade 

#106

I'm glad this thread is the opposite to the IW thread where it was mostly made of bug reports; now this one's mostly just 'I'm stuck!' :)

Quote

Who made SBOSS (final boss music).

It's a track called dreamenddischarger from a graphic novel called 'When the Seagulls cry'

Quote

'DISBE (red alert escaping song).

That's the Doom64 theme tune :P
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User is offline   djdori11 

#107

View PostJames, on 29 December 2011 - 12:24 AM, said:

I'm glad this thread is the opposite to the IW thread where it was mostly made of bug reports; now this one's mostly just 'I'm stuck!' :)

I don't think that people getting stuck is much better than bugs. The game should be understandable and bug free. Not bug free and confusing. I also sometimes didn't understand where to go or what to do and it's not so fun and it's giving headaches.

This post has been edited by djdori11: 29 December 2011 - 06:07 AM

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User is offline   Helixhorned 

  • EDuke32 Developer

#108

View PostDeeperThought, on 28 December 2011 - 04:05 PM, said:

There is some struct member that is supposed to be a pointer to the current game palette, but in my tests it did not work.

Huh, it turned out that the CON 'palette' member wasn't wired to the actual struct member of the same name.

View PostTX, on 28 December 2011 - 05:53 PM, said:

The mirror sector size does matter, yes, but there's always the ability to use the cleaner Shadow Warrior style of mirrors that doesn't need a giant sector at all.

That's right, but there is a caveat. In classic, mirrors work by drawing the scene from the current position mirrored at the mirror plane (duh) and then x-reversing it. The problematic part is when that start-drawing position overlaps with other map geometry. The current trueror1.map exhibits this issue, take a look at this album.
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#109

I've a problem with the "Research" feature : I'm on the "Research" computer in AMC base, some items are visualized, I got both the money and the technology level to allow the research, tried to click with the red mouse-pointer on the item and nothing happens (no sound or flashing or anything).
I have to press some specific key ?
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User is offline   Sangman 

#110

Sounds like we need to get around to writing a walkthrough or making playthrough videos or something :)

This post has been edited by Sangman: 29 December 2011 - 09:34 AM

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#111

That's strange : I quitted, then restarted and now it's working. However, I rember loading a save position in the AMC base before that bug happened.
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#112

View Postdjdori11, on 29 December 2011 - 06:04 AM, said:

I don't think that people getting stuck is much better than bugs. The game should be understandable and bug free. Not bug free and confusing. I also sometimes didn't understand where to go or what to do and it's not so fun and it's giving headaches.


Getting stuck is mostly because of mapping. The bugs are mostly because of con coding. So the two problems you mention shouldn't have anything to do with each other if that is the case.
Now i've just played through that snowy place as mikko. It's all better than the megabase which i did not like xD I've got 2 problems with this TC. Some of the features are kind of useless and i don't fully understand your item system with the PDA. The mapping is the second problem. Some of the maps lack detail like the hell level which is one of the first. The hell part is still my favorite till now, probably because of the atmosphere and the monsters, but it is also the map that lacks the most detail. But the coding for this TC is really good and it enhances the experience, and therefore this is one of the greatest mods for duke3d.
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#113

Argh ! Now I'm stuck in Milhaven :
Spoiler

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User is offline   Jblade 

#114

Quote

I don't think that people getting stuck is much better than bugs. The game should be understandable and bug free. Not bug free and confusing. I also sometimes didn't understand where to go or what to do and it's not so fun and it's giving headaches.

While I can understand your point, I disagree about this - I really really hate this recent trend to streamline everything so that everybody just breezes through it effortlessly. IW was incredibly linear, AMC TC brances out a bit more and I think everybody did a great job making stuff that wasn't just a nice looking corridoor.

View PostHeadless_Horseman, on 29 December 2011 - 10:06 AM, said:

Argh ! Now I'm stuck in Milhaven :
Spoiler


You need to get up on the hill first; have you gone into the generator and found the C4?

EDIT: If you have, there's a big sign on the hill saying Daycare, there's a car parked nearby. You can enter both buildings (but you don't need to, they just give you extra equipment)

This post has been edited by James: 29 December 2011 - 10:26 AM

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User is offline   Helixhorned 

  • EDuke32 Developer

#115

View PostJames, on 29 December 2011 - 10:23 AM, said:

While I can understand your point, I disagree about this - I really really hate this recent trend to streamline everything so that everybody just breezes through it effortlessly. IW was incredibly linear, AMC TC brances out a bit more and I think everybody did a great job making stuff that wasn't just a nice looking corridoor.

:)
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User is offline   Merlijn 

#116

Quote

]While I can understand your point, I disagree about this - I really really hate this recent trend to streamline everything so that everybody just breezes through it effortlessly. IW was incredibly linear, AMC TC brances out a bit more and I think everybody did a great job making stuff that wasn't just a nice looking corridoor.


Completely agree. I don't think any of the maps are unfair at all - they're just not holding your hand and you have to find out things for yourself. Nothing wrong with that.

I'm at the revolution level now - so far my favorite by far is Millhaven. It's a brilliant map IMO, great story line and the mapping is fantastic.
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User is offline   djdori11 

#117

View PostJames, on 29 December 2011 - 10:23 AM, said:

While I can understand your point, I disagree about this - I really really hate this recent trend to streamline everything so that everybody just breezes through it effortlessly. IW was incredibly linear, AMC TC brances out a bit more and I think everybody did a great job making stuff that wasn't just a nice looking corridoor.

I didn't mean the game has to be linear, and I didn't mean the game should tell you where to go all the time. What i said is that the game should be more a little tiny bit more self-explanatory. Cause as I said before your TC is amazing and I love it. I don't have much problem with the levels but i just wanted to give the point that people getting stuck is maybe something that need to be fixed.

This post has been edited by djdori11: 29 December 2011 - 12:27 PM

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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#118

@djdori11





This post has been edited by The Commander: 29 December 2011 - 12:16 PM

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User is offline   Forge 

  • Speaker of the Outhouse

#119

View Postdjdori11, on 29 December 2011 - 11:36 AM, said:

... I didn't mean the game should tell you where to go all the time.

View Postdjdori11, on 29 December 2011 - 11:36 AM, said:

What i said is that the game should be more self-explanatory.


these mean exactly the opposite
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User is offline   djdori11 

#120

View PostThe Commander, on 29 December 2011 - 12:15 PM, said:

@djdori11





Okay...... Thanks for showing me these funny videos.
I don't know what you want from me as i said i have no problem with AMC TC i just said that maybe it should be fixed that people getting stuck a lot.
I obviously prefer old school fps games than todays.
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