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AMC TC general

User is offline   Rhaisher 

#541

View PostRaritysretainer, on 02 November 2015 - 08:51 AM, said:

And how do I get at the weapon box in Sang's section of the Mars Colony level?

Spoiler


Edit: Damn, tdl answered quicker. :P I'm leaving my post here just in case you find his indications a bit 'imprecise'.

This post has been edited by Rhaisher: 02 November 2015 - 10:28 AM

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#542

Hey I'm a living aircraft, no wonder I've been faster ^_-



BTW since I don't yet know how to use that "spoiler" feature I tend not to be too specific in order for the person to have a small deal of searching or interpreting or whatever ^^

This post has been edited by thedrawliner: 02 November 2015 - 10:44 AM

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User is offline   Rhaisher 

#543

View PostJblade, on 08 October 2015 - 01:58 PM, said:

Just saw another YouTube video of the TC, some people recorded a let's play with voiceovers of Megabase - you can watch it here. Hopefully they do some more vids of the TC!


They've released a second video. This time (as expected) playing through Dis Base and The Abyss (so they're following EP1's plot :)) - I'm leaving here a link just in case anybody wants to check it. :P
Despite having beaten the game, you might find it entertaining thanks to the voiceovers. Seriously, they're hilarious most of the time (especially if you watched the previous video). :D

"Oh, god! I'm bleeding out! I better drink my Nespresso!" :) Guess which character they're playing as? :P
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User is offline   Jblade 

#544

I've been keeping up with the videos, they only seem to release them bi-weekly (if there is a schedule) but it's nice to hear the banter about the TC :)
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User is offline   Rhaisher 

#545

What enemy drops those coolant capsules that are usable in weapons that can overheat? It's my only equipement left to research in order to have a full loadout. :P
I'm pretty sure that both those flying robots and those fuckers cultists (?) who fire a single meson that is devastating drop them but, for some reason, they haven't dropped a single one in two playthroughts of the Arsia Mons mission. :P

Edit: Nevermind, just got 'em. :) (Dropped by the meson cultist :))

This post has been edited by Rhaisher: 06 November 2015 - 05:30 AM

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User is offline   Jblade 

#546

Cool - just as a tip the Meson cultists (called Elders as far as story is concerned) have a limited amount, so if you kill them quickly they have more chance to drop them. The drop chance is also affected by difficulty (but the odds can be slightly increased with one of the luck artifacts)
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User is offline   Rhaisher 

#547

Oh, yeah... I forgot to check the wiki to see what they were called. My bad. :P
It makes sense. For some reason I thought that it was positive for the drop chance to have lots of used Heat Sinks scattered around the floor. :)

Anyway... talking about enemy names. Are 'The Chosen' used in EP2? My guess is that they are that enemy that throws a... fireball or meteor or something at you that inflicts a massive amount of damage, but I'm not sure. They seem to be vulnerable against electricity (based on the 'special' impact animation displayed when an electricity-based attack reaches them) as 'Strange and Mystical Creatures' describe, but it could be a coincidence.

Out of curiosity, can we expect a patch before EP3 or do we have to deal with the known bugs for a little longer? :) (I'm fine with dealing with the known bugs for a little longer, no rushing intention implied in my questions. Take all the time necessary to keep aggrandizing this masterpiece. :P)
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User is offline   Jblade 

#548

View PostRhaisher, on 06 November 2015 - 02:06 PM, said:

Anyway... talking about enemy names. Are 'The Chosen' used in EP2? My guess is that they are that enemy that throws a... fireball or meteor or something at you that inflicts a massive amount of damage, but I'm not sure. They seem to be vulnerable against electricity (based on the 'special' impact animation displayed when an electricity-based attack reaches them) as 'Strange and Mystical Creatures' describe, but it could be a coincidence.

Those guys are called Infernals :) They're not vulnerable to electricity - what you're seeing there is a bonus damage effect when an enemy is hit with a lightning effect whilst standing on a metal surface. It also deals extra damage underwater, so if you see that shock effect you've done extra damage to an enemy.

Quote

Out of curiosity, can we expect a patch before EP3 or do we have to deal with the known bugs for a little longer? :) (I'm fine with dealing with the known bugs for a little longer, no rushing intention implied in my questions. Take all the time necessary to keep aggrandizing this masterpiece. :P)

I'm not sure - it may happen but I can't promise anything yet as I'm sure you guys understand Ep3 work is much more important. I won't rule it out though!
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#549

Personally I'd say the current bugs are perfectly manageable ALTHOUGH I'm getting pissed off by that infamous Galil glitch of mine especially since I recently tried the HK levels with Zaxtor and the Galil's ZML didn't work whereas the last time I did a few months ago it had worked perfectly fine ...

Well instead of releasing a new patch you can still modify the current one, which is actually what you guys did with the new EDF missions and Sang's F2000 for instance ^_-
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User is offline   Rhaisher 

#550

I know I'm a tad retarded for not knowing this by now, but... :P

Does the GDF Plasma Gun break through supernatural defences? I know John Mason uses it to kill warlocks in 'For Providence', but, IIRC, I heard the 'blocking attack sound' when I used it on them. I may be mistaken - or hit another enemy while shooting warlocks. :)

My intention (if it does affect supernatural enemies) is to assign it to Zaxtor to kill those annoying (but awesome) ghosts and warlocks he faces in 'Jungle Base' on higher difficulties. :)
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User is offline   Jblade 

#551

View PostRhaisher, on 14 November 2015 - 05:58 AM, said:

I know I'm a tad retarded for not knowing this by now, but... :P

Does the GDF Plasma Gun break through supernatural defences? I know John Mason uses it to kill warlocks in 'For Providence', but, IIRC, I heard the 'blocking attack sound' when I used it on them. I may be mistaken - or hit another enemy while shooting warlocks. :)

My intention (if it does affect supernatural enemies) is to assign it to Zaxtor to kill those annoying (but awesome) ghosts and warlocks he faces in 'Jungle Base' on higher difficulties. :)

It does yeah - it might of not worked in EP1 but the mechanics are more robust so they should definitely work :P
1

#552

I think there is also a weird protection mechanic with the Warlocks because if they take too many shots at once they block even if it's effective, the best example being using the alternate fire of the Tommy Gun at point blank range with the Silver Bullets
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#553

Hey there !!

I would like to ask 3 questions if that's not too much ^^
1 that is a curiosity about the mod in general and 2 that are level related ...


1_ I've recovered an old GRP of the first episode of AMC (V1 if you prefere) and while peeking in it I found some MIDI tracks named "RNTheme", "GTheme" or "MTheme" ... It looks like these are themes for most OCs of the mod and so my question is :

What was the intended purpose(s) of those ? When was it supposed to play in your first intentions ?


2_ I have noticed that near the end of "Repent Base" we get ammo for our slot 7 gun, and since I always have 2 out of 3 secrets you can guess that my question is :

Can I have a clue on that last secret and/or that hypothetic slot 7 gun ?


3_ Same story for "The Wharf", out of all HK levels it is the only level where I constantly have 6 out of 7 secrets. Just like in "Repent Base" I have DNcliped everywhere and even used DNShowMap but I just can't locate it T_T. Since I can't list the ones I found for obvious spoiling reasons (and not knowing how the feature works on the forum) I'll ask my question this way :

Can I have a clue on the secret that you think is the hardest/the most concealed one of the level ?



They are the only levels in which I miss secrets and that MIDI question is curiosity because I especially like those 3 tracks I mentionned ^^
I thank thee in advance for thy answers !

BYEEE !!!
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User is offline   Jblade 

#554

Quote

1_ I've recovered an old GRP of the first episode of AMC (V1 if you prefere) and while peeking in it I found some MIDI tracks named "RNTheme", "GTheme" or "MTheme" ... It looks like these are themes for most OCs of the mod and so my question is :

What was the intended purpose(s) of those ? When was it supposed to play in your first intentions ?

Originally when you picked a character in a usermap, they would play a different midi for each character. This was very very early in development, I removed it as it was taking up space for tracks in episode one. I haven't added it back in since it was all basically just pop-songs and stuff like that - the dynamic soundtrack that plays for usermaps is much better I think. It would be nice to have original tracks for characters in the TC but that requires a musician lol.

Some more trivia for you btw - Geoffrey was originally a second magic character but he preferred to be a sci-fi guy, and Highwire was originally just going to be a normal soldier dude but he wanted to become a psuedo-Russian character.

Quote

2_ I have noticed that near the end of "Repent Base" we get ammo for our slot 7 gun, and since I always have 2 out of 3 secrets you can guess that my question is :

Can I have a clue on that last secret and/or that hypothetic slot 7 gun ?

That's a left-over from my original version of the map for PyP TC. When I ported it over I didn't take those out since originally the MIA was a slot 7 weapon in that TC.

There's a secret hidden in each vent you go through in the map (One is a door, the other is a panel you can shoot - look for differences) last one is in the underwater cave bit :)

Quote

3_ Same story for "The Wharf", out of all HK levels it is the only level where I constantly have 6 out of 7 secrets. Just like in "Repent Base" I have DNcliped everywhere and even used DNShowMap but I just can't locate it T_T. Since I can't list the ones I found for obvious spoiling reasons (and not knowing how the feature works on the forum) I'll ask my question this way :

Can I have a clue on the secret that you think is the hardest/the most concealed one of the level ?

The one you've most likely missed is in the bathhouse where you find my auto-crossbow - those two sauna/pools have a false floor in the middle you can swim down and connecting them is a tunnel with a nuke in it :)

This post has been edited by Jblade: 15 November 2015 - 09:01 AM

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#555

Oh I see :)
I was thinking that it might have been a sort of victory theme in Multiplayer or something like that, but since usermaps used MIDI files I suppose that makes sense as well. They sure would have been intrusive since now the whole game uses OGG files except for "Hydrostation".

PyP ? What is this ?
So it looks like the secret I miss is the door one because the breakable vent and the water pond are the ones I found. I'll take a closer look !
A false floor ? Yikes I would have NEVER thought of that O_o Since it looks to be a secret hidden in a secret itself I could have spent ages non-finding it. Thanks a lot :)
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User is offline   Jblade 

#556

Pray your Prayers 2000, it's a good classic Duke mod you should check out if you haven't already.
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#557

It looks interesting indeed, besides I hear it has 11 levels which is fine by me.

I'm especially interested in the map of that screenshot : http://dukertcm.com/...d/pyp2000-2.jpg
It reminds me a bit of a usermap from the V1 AMC (you know the map set in Antartica) ^^
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User is offline   Rhaisher 

#558

View PostJblade, on 15 November 2015 - 08:58 AM, said:

The one you've most likely missed is in the bathhouse where you find my auto-crossbow - those two sauna/pools have a false floor in the middle you can swim down and connecting them is a tunnel with a nuke in it :)

Argh! I have an habit of crouching inside every pool I come across, so I already knew about that one (that nuke is useful to annihilate the enemy swarm that appears when you return with the purple keycard). :P
Now I'm curious to know which ones I'm missing (I just played the level, got 5/7). I'll list them with that neat spoiler feature (@tdl 'Help' -that icon that appears when you are redacting your post that resembles this --> (?)- helps you deal with the forum features but, anyway, a quick explanation: ['spoiler']The 'spoiling' text between them['/spoiler'] Just remove the ' :P).
Spoiler

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User is offline   Jblade 

#559

View PostRhaisher, on 15 November 2015 - 11:19 AM, said:

Argh! I have an habit of crouching inside every pool I come across, so I already knew about that one (that nuke is useful to annihilate the enemy swarm that appears when you return with the purple keycard). :)
Now I'm curious to know which ones I'm missing (I just played the level, got 5/7). I'll list them with that neat spoiler feature (@tdl 'Help' -that icon that appears when you are redacting your post that resembles this --> (?)- helps you deal with the forum features but, anyway, a quick explanation: ['spoiler']The 'spoiling' text between them['/spoiler'] Just remove the ' :P).
Spoiler


Spoiler

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#560

What about the
Spoiler
?


Thanks Raisher BTW ^^
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User is offline   Rhaisher 

#561

View PostJblade, on 15 November 2015 - 11:24 AM, said:

Spoiler

Spoiler

thedrawliner, on 15 November 2015 - 08:37 PM, said:

What about the
Spoiler
?


Thanks Raisher BTW ^^

Spoiler

Such 'spoiling' post. :)
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#562

Sure thing Raisher :)

Spoiler

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User is offline   Zaxtor 

#563

Is the download in http://www.moddb.com...episode-two-v10
The latest, stable and most bugs fixed one?
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User is offline   Rhaisher 

#564

View PostZaxtor, on 28 November 2015 - 03:14 PM, said:

Is the download in http://www.moddb.com...episode-two-v10
The latest, stable and most bugs fixed one?

It is for us, players. As you are a dev/mapper you should ask James abut the one he is currently using to develop EP3. :)
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User is offline   Zaxtor 

#565

is the EP 2 I'm after.
I meant the stable version of EP2, bug free etc.
I'm the one who made the Zaxtor character.
Made 2 maps for the MOD

This post has been edited by Zaxtor: 29 November 2015 - 11:28 AM

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User is offline   Rhaisher 

#566

View PostZaxtor, on 29 November 2015 - 11:27 AM, said:

is the EP 2 I'm after.
I meant the stable version of EP2, bug free etc.
I'm the one who made the Zaxtor character.
Made 2 maps for the MOD

Well... if EP2 is what you're looking for... then yeah, the version you linked in your previous post is the one you should download alongside this patch. :)

Yes... I know that you are THAT Zaxtor. :) I enjoyed both your maps. Hope to see more from you in future episodes! :P
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User is offline   Rhaisher 

#567

Las night I beat 'Jungle Base' in Professional. So far so good, I'm planning on doing a full playthrough of both episodes (for now) in Armageddon whenever I finish EP2 in Professional. Is the difficulty increment noticeable between difficulties? I mean... yeah, the reload time remains the same as other difficulties (contrary to what happened in EP1). The crosshair is gone (as expected) as well as the 'mag' counter (not the second barrel of the KSG-12, BTW). So... do enemies inflict more damage upon us, or something like that? :)
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#568

View PostRhaisher, on 02 December 2015 - 01:57 AM, said:

Las night I beat 'Jungle Base' in Professional. So far so good, I'm planning on doing a full playthrough of both episodes (for now) in Armageddon whenever I finish EP2 in Professional. Is the difficulty increment noticeable between difficulties? I mean... yeah, the reload time remains the same as other difficulties (contrary to what happened in EP1). The crosshair is gone (as expected) as well as the 'mag' counter (not the second barrel of the KSG-12, BTW). So... do enemies inflict more damage upon us, or something like that? :)



Oh yes they inflict much more dammage, and there are also a few new enemies as well especially in red variants.
For instance I think I remember that in MegaBase after you use the green keycard there is a pigcop that shoots explosive rounds at you while it's not here in Pro IIRC ...

Needless to say that you'll have to use accurate AP weapons and make sure you loose as few armor points as possible and also save very often and only when alone. (BTW I used auto-aim).
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User is offline   Jolteon 

#569

View Postthedrawliner, on 02 December 2015 - 08:23 AM, said:

For instance I think I remember that in MegaBase after you use the green keycard there is a pigcop that shoots explosive rounds at you while it's not here in Pro IIRC ...


Actually Those pigcops that fire explosive rounds are still there on professional. They can really mess you up if you're not prepared.

View Postthedrawliner, on 02 December 2015 - 08:23 AM, said:

(BTW I used auto-aim).


You're not the only one, I also used auto-aim as well. :)
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#570

Oh I just had a feeling I was saying something wrong, been so long I couldn't remember accurately, thanks Jolt ^^ And indeed one shot of those sets a full armor to 0 on that difficulty, the blastard ...

I suppose you too de-activate auto-aim when back to a lower difficulty than Pro ?
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