[REL] Nuclear Showdown v2.1 "new release!"
#61 Posted 21 November 2016 - 03:53 PM
#62 Posted 22 November 2016 - 05:19 AM
TheDragonLiner, on 21 November 2016 - 01:43 PM, said:
I've added that in yeah
HMNuke93, on 21 November 2016 - 03:53 PM, said:
Yeah, they're fantastic and I'm glad to have a use for them, thanks for making them!
oporix, on 21 November 2016 - 01:45 PM, said:
Thanks, they've definitely aged pretty poorly compared to most of Duke's other enemies. With auto-aim on they're pretty trivial but boring to fight, with auto-aim off they're a bigger nuisance to hit and take too much damage.
This post has been edited by Jblade: 22 November 2016 - 05:23 AM
#63 Posted 22 November 2016 - 07:20 AM
Like the "size does matter, piggy piggy piggy" or "you're a disease and I'm the cure" ... I don't remember hearing them in the PS1 games or DNF or other O_o
#64 Posted 22 November 2016 - 08:25 AM
#65 Posted 22 November 2016 - 10:14 AM
You're the disease and I'm the cure. I'm twice the Duke I used to be. Now that's a force to be reckoned with. I ain't got time to bleed. Duke's on the ball, ready for action. Think I'll climb aboard. In a perfect world, you one-eyed freak, you'd already be dead -- what are you waiting for?
#66 Posted 22 November 2016 - 10:21 AM
#67 Posted 22 November 2016 - 12:54 PM
https://youtu.be/KdYChStzJgM
#68 Posted 22 November 2016 - 01:21 PM
Jblade, on 22 November 2016 - 12:54 PM, said:
https://youtu.be/KdYChStzJgM
Awesome update, already having a blast. Again, thanks for including my map!
*psst* I wanna see you play them!!
#69 Posted 22 November 2016 - 02:33 PM
grpinfo
{
name "Nuclear Showdown"
scriptname "icdgame.con"
size 25040553
crc 701293553
}
I've also tried to make a .dat with the oporix maps and the optional music .def for have no files around, but apparently it's still a thing detected only if inside the .grp or into a folder as always.
#70 Posted 25 November 2016 - 05:24 PM
I wanted to point out the bug: when you picked plasmagun and have no freezer, there is no way to re-wield it back after holstering, and I was too late, it has been fixed in v2.1
But still, cycling through weaponry is still not correct:
- When you have got plasmagun and haven't got freezer, there is still impossible to wield plasmagun by cycling weaponry;
- You can wield freezer with 0 ammo even if you haven't yet found it just because you've got plasmagun, or you can use fully-functional freezer if you have found only plasmagun and freezeammo.
But the majority of bugs is gone, project is alive, and I hope it will be developing!
What about maps?
1) blockignite.map - I've encountered two HOMs at the open area after the elevator; one behind the lizman above and the second visible if you're looking forward to the door leading outside of this area.
2) lunarburn.map - the corners around first airlock door are impassable.
Other than that, the maps are nice and small and seems to be bug-free.
Jblade, If you plan to add new features, fix some core con bugs, maybe consider applying of some NightFright's con fixes? There are nice enhancements like realistic rotation of rotating turrets, gore color/behaviour fixes, realigning of some projectiles, etc etc.
EDIT:
blockignite map HOMs:
first hom: http://imgur.com/a/0IZVs
second hom: http://imgur.com/a/QVkqg
Software renderer: both homs are present. Polymost renderer: only 2nd hom is present but only at certain angles
This post has been edited by Mere_Duke: 25 November 2016 - 05:46 PM
#71 Posted 25 November 2016 - 07:08 PM
#72 Posted 25 November 2016 - 07:20 PM
Mere_Duke, on 25 November 2016 - 05:24 PM, said:
I wanted to point out the bug: when you picked plasmagun and have no freezer, there is no way to re-wield it back after holstering, and I was too late, it has been fixed in v2.1
But still, cycling through weaponry is still not correct:
- When you have got plasmagun and haven't got freezer, there is still impossible to wield plasmagun by cycling weaponry;
- You can wield freezer with 0 ammo even if you haven't yet found it just because you've got plasmagun, or you can use fully-functional freezer if you have found only plasmagun and freezeammo.
But the majority of bugs is gone, project is alive, and I hope it will be developing!
What about maps?
1) blockignite.map - I've encountered two HOMs at the open area after the elevator; one behind the lizman above and the second visible if you're looking forward to the door leading outside of this area.
2) lunarburn.map - the corners around first airlock door are impassable.
Other than that, the maps are nice and small and seems to be bug-free.
Jblade, If you plan to add new features, fix some core con bugs, maybe consider applying of some NightFright's con fixes? There are nice enhancements like realistic rotation of rotating turrets, gore color/behaviour fixes, realigning of some projectiles, etc etc.
EDIT:
blockignite map HOMs:
first hom: http://imgur.com/a/0IZVs
second hom: http://imgur.com/a/QVkqg
Software renderer: both homs are present. Polymost renderer: only 2nd hom is present but only at certain angles
Block Ignite requires Polymer . The corners were made like the on purpose because of a bug with airlock doors, sorry about that!
#73 Posted 25 November 2016 - 09:11 PM
#74 Posted 25 November 2016 - 09:25 PM
oporix, on 25 November 2016 - 07:20 PM, said:
Ok. Thanx for the maps, I like it when you give me a pipe/toolbox and I should decide where to apply it with the greatest benefit!
#75 Posted 25 November 2016 - 10:35 PM
Mere_Duke, on 25 November 2016 - 09:25 PM, said:
I think you're the first one to figure out my terrible secret! Congrats
#76 Posted 26 November 2016 - 02:47 AM
P.S.: The revision of eduke32 that I run the mod (v2.1) on is r5938 64-bit.
P.P.S.: A bit off-topic (regarding the post itself) but thanks to Oporix for his maps! I hope you'll keep building levels for NS.
This post has been edited by Polunka: 26 November 2016 - 02:55 AM
#77 Posted 15 February 2017 - 04:55 AM
Btw, I think someone has already mentioned the non-functioning ceiling switch in the same map.
This post has been edited by Polunka: 15 February 2017 - 04:56 AM
#78 Posted 10 September 2017 - 02:19 AM
Good to see all the new weapons, quotes and HUDs (though I just realized you can switch to classic menus anyway) the Desert Eagle REALLY kicks ass!
You gonna add support for Nuclear Winter and Duke! Caribbean?
#79 Posted 15 March 2019 - 06:16 AM
#81 Posted 15 March 2019 - 10:06 AM
Edge, on 15 March 2019 - 06:16 AM, said:
ICDGAME.con:2395: error: symbol `ifvare' is a keyword.
Maybe some CON variable of this mod has become a keyword (I don't thinks so, but it's not unprecedented), or current EDuke32 versions are more picky when compiling code. The offending line number may be misleading and the actual problem is somewhere above.
Really, almost every less trivial map, TC, or mod, and their dog, seem to need their very own Eduke32 version to work properly. Because later builds mess up in some way. Will this ever stop?
In the end, NSD's CON code will have to be adapted to comply to current synthesis builds.
This post has been edited by LeoD: 15 March 2019 - 10:06 AM
#82 Posted 15 March 2019 - 10:26 AM
Apparently, r7392 doesn't accept the addlog command any more. The offending code is:
case HEAVYHBOMB addlog ifvare BOMBSELECTED 1 setactor[THISACTOR].picnum 5308 break
My guess is, they introduced "addlog" as a shortcut for the "addlogvar" command, which takes a parameter. Looking for the parameter, it finds "ifvare" which is not a valid parameter, and so it spits out the standad misleading error code about that.
#83 Posted 15 March 2019 - 11:52 AM
Cheers, lads.
#84 Posted 16 March 2019 - 04:16 PM
#85 Posted 28 April 2020 - 12:00 AM
This post has been edited by necroslut: 28 April 2020 - 12:00 AM