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AMC TC general

#1051

View PostKillerBudgie, on 29 July 2019 - 04:20 PM, said:

I hate to be a pest, but the bug that affects James' shotguns still continues to be a buzzkill.


On my end it's Highwire's 870 which still suffers from the ammo glitch I had reported long ago. And Mikko's Golden Shotgun also still suffer from its glitch which prevents any use of it, though I found a way arround it.

Since we can now train at the shooting range (excellent idea BTW) you just take the golden shotgun there and see if it works. If it doesn't then change it briefly for something else, then take it again, and there you go !

This post has been edited by TheDragonLiner: 29 July 2019 - 10:17 PM

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User is offline   Jblade 

#1052

I don't know what you guys are doing to trigger these bugs.
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#1053

For me, it is when I use the KSG-12 and shoot at Abyssal enemies. Reserve ammo depletes along with the ammo in the tube.
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#1054

For some strange reasons, I don't get the KSG bug O_o

And for Highwire's 870 I have no idea either. I had told you that I would look and test as much as possible and I can't tell you anything apart from this simple fact >> Just acquiring the gun, either legitimately or cheatingly, with or without upgrade, triggers the bug. Simple as that.

KillerBudgie, does Highwire's default shotgun glitch on your end ? Would be interesting if it doesn't ....

For Mikko's Golden Shotgun, I'm not too sure. I believe the accuracy upgrade for the default gun favorises the triggering of the bug but it's not always the case. If I use it very early in a new game it almost always works but if I use it later then it glitches more than half the times >_>

This post has been edited by TheDragonLiner: 30 July 2019 - 02:59 AM

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#1055

Sorry I double post but there's a huge problem with Revolution, and I wish I could upload freaking images.

Basically, after you crossed the bridge and descended, the road to the right elevates itself O_o Up to the bridge's height. The road from that point up to the bridge itself and passed the bridge, up to near the pallace. And it's not over yet, if you come back onto the bridge in order to climb on the elevated road, it sinks back to the normal level, but if you walk on something like a car or a crate, then it elevates itself again.

It's a big hinderance when you want to go right after the bridge >_>
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#1056

Also, I keep the autoaim disabled in the menu. Not sure if that plays a part in causing the glitches.
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#1057

View PostKillerBudgie, on 30 July 2019 - 08:35 AM, said:

Also, I keep the autoaim disabled in the menu. Not sure if that plays a part in causing the glitches.


Technically, autoaiming shouldn't cause any trouble. At least it never did on my end.
So does Highwire's default shotgun glitch on your end ? I believe it may help them have a clue for solving the problem ...
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#1058

It doesn't seem to glitch if you go to the shooting range. Must happen when you face live enemies.
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User is offline   king karl 

#1059

View PostJblade, on 21 July 2019 - 02:08 AM, said:

You know I only have so much time to put content into the mod right?



that's alright, its just I want to show this mod to as many people as possible and one of the things i find is among those who don't play build engine games the base can very very confusing and has some extremely unintuitive mechanics. I often don't know what I unlocked, the menus constantly require me to re toggle the settings i picked, and I still have no idea how to unequip artifacts and its really weird to lose upgrades after beating an episode (you did actually reward me with a rec room and other free upgrades at the end of episode one BUT you didn't tell me that in game, you should let the player know he is rewarded so he thinks highly of you)

so these are small issues but they do happen in the base, and that's the first thing new players see. so it is worth pointing out
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User is offline   SonicB00M 

#1060

All of the issues you are describing are essentially things that would exist in a game which came out in 1997 :dukecigar: Ambitious games of that era would often come with an extensive manual. Maybe that could be a goal for the future? A manual-like illustrated pdf which could ease newcomers into the experience.
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#1061

Sometimes, the glitch occurs when I try to switch shell types. I wonder if that plays a role in triggering it.
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User is offline   Sangman 

#1062

For those of you who aren't following the Discord: we're still in a testing phase, but the AMC TC appears to work mostly correctly in the current Eduke revision under Polymost.

There's some (small) problems we're still discovering and fixing that stem from the changes in the way Eduke32 handles clipping, but these are all resolved quickly without needing any fixing in Eduke32 itself so I have reasonable confidence it'll turn out ok.

We don't have a release window for this - we need to retest every map in the mod to make sure they aren't broken, this will take some time.
Provided we don't hit any sudden major roadblocks, this is something to look forward to for the people who were holding out because of poor framerates or motion sickness as a consequence of looking up/down.

Until then, the classic renderer is still mandatory of course ;-)

This post has been edited by Sangman: 31 July 2019 - 03:21 PM

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User is offline   king karl 

#1063

hey so i'm not sure if this is a glitch or if i unlocked this. I played as snowfall and he has a yellow shield that goes upt o 25 right that constantly recharges? well when i switched characters again after a few levels with him that yellow shield with a max of 25 comes with me to other characters, always max 25 and always with the same sounds and lights.

Did I unlock that or is it something that wasn't supposed to transfer between characters?
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#1064

View Postking karl, on 05 August 2019 - 12:25 PM, said:

hey so i'm not sure if this is a glitch or if i unlocked this. I played as snowfall and he has a yellow shield that goes upt o 25 right that constantly recharges? well when i switched characters again after a few levels with him that yellow shield with a max of 25 comes with me to other characters, always max 25 and always with the same sounds and lights.

Did I unlock that or is it something that wasn't supposed to transfer between characters?


The Energy Shield comes by default with Snowfall, that's no glitch. You have to MIA Gun an enemy in order to unlock it for other characters.

The fact the shield is ported over to other characters after Snowfall is a glitch, I had reported it long ago and it was supposedly fixed (it is on my end at least). Are you sure you're using the latest version ?
Or maybe the glitch will fix itself whenever you'll have managed to unlock its research project, ...

This post has been edited by TheDragonLiner: 05 August 2019 - 10:25 PM

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User is offline   king karl 

#1065

View PostTheDragonLiner, on 05 August 2019 - 10:24 PM, said:

The Energy Shield comes by default with Snowfall, that's no glitch. You have to MIA Gun an enemy in order to unlock it for other characters.

The fact the shield is ported over to other characters after Snowfall is a glitch, I had reported it long ago and it was supposedly fixed (it is on my end at least). Are you sure you're using the latest version ?
Or maybe the glitch will fix itself whenever you'll have managed to unlock its research project, ...


yea i downloaded the mod in full only in the last 30 days so it must be the latest version. What enemy do I MIA gun to unlock the project?
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#1066

View Postking karl, on 06 August 2019 - 02:38 PM, said:

yea i downloaded the mod in full only in the last 30 days so it must be the latest version. What enemy do I MIA gun to unlock the project?


You remember those big Enforcers who shoot blue lasers ?

You'll find them in either "X64-2" or in the EDF Mission called "Perejil" (in Spain). You can also get a permanent upgrade similarly in Geoffrey's specific mission (near the end), but I strongly advise you do the Enforcer first.
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User is offline   king karl 

#1067

View PostTheDragonLiner, on 06 August 2019 - 10:58 PM, said:

You remember those big Enforcers who shoot blue lasers ?

You'll find them in either "X64-2" or in the EDF Mission called "Perejil" (in Spain). You can also get a permanent upgrade similarly in Geoffrey's specific mission (near the end), but I strongly advise you do the Enforcer first.


oh then we can absolutely say its a glitch because i'm only halfway through episode 2 i haven't done any of those missions yet, but i still have the shield
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User is offline   king karl 

#1068

sorry to double post but i wanted to bring this up


on an unrelated note is there any plans to add some special tribute to zaxtor now that he's gone? I really liked his work and was sad to see him go. Maybe a replacement gun that uses the oblivion crystals from his other mod? or a community made level for an EDF mission that is inspired by his work? I dunno just spitballing but something
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User is offline   Sangman 

#1069

There is something in the mod already, thanks for the input though. ;-)
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#1070

I got some new bugs to report


1_ In Ep2, Micky's "Ghost Ship". In the blue flashing room where you find the 7th gun. There is supposed to be a switch that opens the exit, but that switch no longer appears. You are therefore permanantly stuck. (tested twice)

2_ In Arsia Mons, with Sang. The door to the arms dealer just never opens, despite using the password. I had thought it was due to lags but no. Permanantly stuck again. (tested 3 or 4 times)

3_ Highwire's Golden Shotgun. Firstly it doesn't show the usual golden gun crosshair. Secondly you can load alternate shells with it, but it won't fire them and still function normally.


4_ Micky's default AR doesn't give you any grenade when you pick it up. Highwire's AK doesn't have the issue.


BTW, it seems that most human bodies that are placed as scenery/decoration are oversized.
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#1071

A few more issues to report (if only I could upload images T_T)

1_ In Ep3, Sang's new loading screen shows his old sprite instead of the new one.

2_ Part of Geoffrey's old sprite can be seen behind his new one in his loading screen. I suspect its visibility varries on the resolution. (Seen in 1024 and 1280)

3_ In Ep3, early in Pipedream, close to the switch combination. There is a HUGE Geoffrey sprite where the Pigcop is to come from.

4_ In Ep3, Micky's University. The fight with Dumas' robot doesn't trigger. It just stands there doing nothing. It can't even be harmed ! Fortunately it doesn't impede our progression. (tested with and without skipping the scene)


BTW, Jane is completely glitched. The left side of her HUD is a mess of numbers and you can't use any of her weapons. I assume it means you guys are preparing something special with her for the next episode ^_-
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#1072

Quote

1_ In Ep2, Micky's "Ghost Ship". In the blue flashing room where you find the 7th gun. There is supposed to be a switch that opens the exit, but that switch no longer appears. You are therefore permanantly stuck. (tested twice)


Confirmed. In addition the bloody "DIE" on the wall that materialize behind does not appear.
Attached Image: Ghost Ship bug.png
We can ask a quick micro-correction for continuing the story instead of wait for a cumulative patch? If it's a map bug, can work replace G_SHIP1/2 maps with the same from previous AMC version?

I also came across a weird specific save bug on EP1 at Sandt Indutries that I don't know if it is reproducible: In the area between Sandt usurped office and the adjacent lab, if you save in front of lab entrance (or possibly in the entire zone) and you load ingame, it crashes and exit. The only thing that allowed me to go on is that state was perfectly loadable from main menu and after you clean the room from enemies (or rescue main scientist?) save&load return to working normally even where this bug occurred.

This post has been edited by Fantinaikos: 14 August 2019 - 04:43 PM

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#1073

It should also be noted, that if you use a synthesis build higher than r7395, you can no longer go under narrow gaps with the sliding dash.
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User is offline   Forge 

  • Speaker of the Outhouse

#1074

It should also be noted that the TC is released with a specific snapshot for a reason
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#1075

I know that. I just wanted to see how far I can go with synthesis builds before it breaks something.
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#1076

Attached Image: AMCcollectorsposter.jpg
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User is offline   Jblade 

#1077

Episode 4 poster, once again by sebab - some screenshots are already on our discord and moddb, I'll post some more here in due course.

Attached thumbnail(s)

  • Attached Image: Ep4poster.jpg

6

User is offline   Player Lin 

#1078

That poster looks bad ass. :)

I hope the EP4 release can still be played with old savegames(I know it already in past), I decided to stop playing EP3 since EDuke32 recently fixed some longstanding gameloop-related stuttering/frame pacing problems but the supplied "customized" EDuke32 still have these problems(since it was from long ago and I did remembered latest EDuke32 snapshots doesn't works well with AMC TC 3.6), so I guess I have to wait again even I have lot of times for playing games recently months...(Already finished Ion Fury and Shadow Warrior 2)

Or there is a newer EDuke32 build for the AMC TC? ;)
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User is offline   Jblade 

#1079

the data and config stuff is still safe but save games will always be invalidated with version changes.
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User is offline   Player Lin 

#1080

View PostJblade, on 20 May 2020 - 05:25 AM, said:

the data and config stuff is still safe but save games will always be invalidated with version changes.


Understand. Well, I actually mean the data and config stuff, EDuke32 savegames won't working between snapshots.
0

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