Beta Testing Thread for version 2.00
#1 Posted 14 March 2017 - 01:08 AM
#3 Posted 15 March 2017 - 06:09 AM
#4 Posted 15 March 2017 - 09:50 AM
xenoxols, on 15 March 2017 - 06:09 AM, said:
I'm not sure what to do about the music. Just to be 100% sure: you are talking about complete tracks looping badly, and you are not talking about the transitions between the exploration music and the action music when enemies show up, right? Because yeah, the transitions are not smooth at all. However, the complete tracks are long enough that I didn't think bad looping would be very noticeable.
#5 Posted 15 March 2017 - 12:25 PM
I'm using the latest eduke32 for the test, the version included in the beta testing, that I don't know if resolve this, result unexecutable and generate a win32 error.
#6 Posted 15 March 2017 - 04:41 PM
#7 Posted 15 March 2017 - 07:06 PM
Fantinaikos, on 15 March 2017 - 12:25 PM, said:
I'm using the latest eduke32 for the test, the version included in the beta testing, that I don't know if resolve this, result unexecutable and generate a win32 error.
The function FORCE ACTIVATE does both. It is just the Open function with a different name. The same key uses the force and activates (opens doors etc). I wanted to name it FORCE / ACTIVATE but Eduke32 wouldn't allow that.
Does anyone have an idea for what to name the key, so that it's clear it is used for both force powers and for normal activation?
#9 Posted 15 March 2017 - 07:46 PM
Gambini, on 15 March 2017 - 07:31 PM, said:
I'll try that!
I guess a force choke could be considered interaction.
#10 Posted 15 March 2017 - 08:01 PM
Trooper Dan, on 15 March 2017 - 07:46 PM, said:
I guess a force choke could be considered interaction.
only if you stop in time before you pass out and end up hanging yourself in a closet with a belt while wearing women's panties.
i don't think that's canon
This post has been edited by Forge: 15 March 2017 - 08:03 PM
#11 Posted 15 March 2017 - 08:23 PM
Forge, on 15 March 2017 - 08:01 PM, said:
i don't think that's canon
It's probably going to be canon for General Hux in episode 8. They'll find him in a closet wearing a Trump hat.
I have added the message for the landspeeder and I'll add blocking walls to the landspeeder section to prevent the player from seeing the unfinished areas. I don't know when I'll get time to make any major improvements to that section, though. The player drives through the whole thing in about 30 seconds anyway.
I should have another update ready with some significant changes in a few days.
#12 Posted 15 March 2017 - 08:49 PM
This post has been edited by Gambini: 15 March 2017 - 08:49 PM
#13 Posted 15 March 2017 - 10:11 PM
Gambini, on 15 March 2017 - 08:49 PM, said:
Displaying the specific key that the player has assigned to the function is possible and I have done that before in other mods. Deciding when to display it is trickier. There's only a very few situations where the player might need that kind of guidance to progress, and I already have quotes being displayed for those cases which should be clear enough. The problem Fantinaikos was having wasn't about needing hints, it was about the confusing name I gave to the command (which your earlier suggestion should fix).
#14 Posted 16 March 2017 - 06:54 AM
It is a good idea chance ACTIVATE to INTERACT anyway.
There is a gameplay balancing reason for Zero G trooper thrown no grenades? According this schematic it is capable to do it (2), seems strange that does not use to his advantage.
Not that necessary but to give more impact to the wampscare scene, I would implement all the frames of the paw scratch.
I have the impression that sometimes the enemy blast shots randomly surpass the force fields, expecially when they when they are close. The portable one (although it is obviously a different thing) do not appear to be affected by this.
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Same, but I thought that was a map bug more than a graphic bug.
This post has been edited by Fantinaikos: 16 March 2017 - 08:20 AM
#15 Posted 16 March 2017 - 12:41 PM
changes:
Added voice taunts to sith; I did them myself and I hope they are ok
more AI changes to sith
blocking a shot with your saber now only drains 1/2 of a charge from it, instead of a full charge
added in some sprite replacements for Babe Land level that Fantinaikos did a long time ago
put Amidala's head on the statue that flashes its boobs
replaced palm trees with an alien plant -- some people won't like this, consider it a placeholder
dl-44 brightens while firing
the landspeeder will now display a message letting you know you can board it
Interact now replaces "Force activate" -- you will need to update your keyboard/mouse settings
Tusken raiders can no longer replace newbeast, and when they appear they will always have their default color; also, they will not spawn on snow textures
Switches at start of _moontag.map are now much easier to use (only 2 are required to open all doors) -- thanks, Gambini!
Added blocking walls in landspeeder section to prevent player from going on to water area
probably some other stuff that i don't remember
The biggest addition:
The classic shotgun (with a few minor aesthetic tweaks) will be included as a perk that you can earn early in the game. For now, you will have it on weapon slot 3 whenever you have the stormtrooper rifle (easier for testing).
Why? Because I missed it, and because I realized it is an integral part of Duke 3D. A lot of what makes a character in an old school fps is their weapon loadout -- by changing the loadout 100%, I kind of lost the Duke gameplay feel. So, with this perk, you can get that feeling back, and it's very satisfying to use on the SW enemies.
#16 Posted 16 March 2017 - 02:26 PM
map: CHERENKOV
CONLOGVAR: L=5729 picnum (Global) =5290
duke0002.png (340.44K)
Number of downloads: 13
#17 Posted 16 March 2017 - 02:48 PM
Insigna bug.png (266.94K)
Number of downloads: 14
The bullet in the shotgun reloading animation (2619.png) still red.
#18 Posted 16 March 2017 - 03:15 PM
#19 Posted 16 March 2017 - 03:37 PM
Forge, on 16 March 2017 - 02:26 PM, said:
Yeah, I think that's a case where I should NOT use Duke palette on that texture, since some of the red is being converted to fullbright red.
Fantinaikos, on 16 March 2017 - 02:48 PM, said:
Cool I'll fix that when I get home. The texture size problems will be a lot harder.
Hendricks266, on 16 March 2017 - 03:15 PM, said:
There is at least one thing, but I can't give you a proper bug report on it at this time (I am writing this at work). When enemies fire their lasers, they sometimes hit themselves before the laser has a chance to move. TerminX added a change that was supposed to fix this some time ago, but it didn't work. I have tried various solutions such as making the enemy sprite non-hittable during the firing instant, without success. My current solution has unwanted side-effects: I move the enemy sprite forward a small distance, fire the shot, and then immediately return the enemy to its original position. This results in the projectiles not hitting the sprite which fired them, but it means the projectiles start at a location somewhat forward of the originating sprite, allowing them to bypass certain barriers if the enemy is pressed up against the barrier when firing.
#20 Posted 16 March 2017 - 03:50 PM
opinion: concussion or bowcaster ammo.
This post has been edited by Forge: 16 March 2017 - 04:33 PM
#21 Posted 16 March 2017 - 04:33 PM
having the hit area in the legs on those walkers is weird - shooting them in the head, which seems like the thing to do, is a miss.
This post has been edited by Forge: 16 March 2017 - 04:35 PM
#22 Posted 16 March 2017 - 05:10 PM
Forge, on 16 March 2017 - 04:33 PM, said:
The game has no armor, only shields now
Forge, on 16 March 2017 - 04:33 PM, said:
Have you ever used the clipshape.map feature? I could have sworn that I had made a clipshape for the ATPT. If you know how, you could fire up mapster and check it out. There may be a problem with the clipshape. Regardless, shooting the empty space between the legs will hit them (even with a clipshape) -- I don't think it's possible to make the right kind of clipping area for this actor. Headshots should work, though.
#23 Posted 16 March 2017 - 05:32 PM
I downloaded 1.1 or whatever it was from the Moddb page for the project. Is that obsolete?
This post has been edited by Mark.: 16 March 2017 - 05:35 PM
#24 Posted 16 March 2017 - 05:40 PM
Mark., on 16 March 2017 - 05:32 PM, said:
yeah we are doing beta testing for 2.0 now
#26 Posted 16 March 2017 - 05:49 PM
Trooper Dan, on 16 March 2017 - 05:10 PM, said:
there are no sandpeople, only tusken raiders
my terminology, my apologies
when i say armor, i'm talking about the item that replaced armor in duke3d, so as there won't be any confusion between that and the portable barrier the player carries as a usable item along with the bacta tank, etc.
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no.
the instance involved the mortar launcher putting a round through the walker's head - had to aim at it's feet.
don't know if it's weapon exclusive, I'd have to do further testing.
This post has been edited by Forge: 16 March 2017 - 05:55 PM
#27 Posted 16 March 2017 - 06:19 PM
#28 Posted 16 March 2017 - 06:32 PM
This post has been edited by Forge: 16 March 2017 - 06:33 PM
#29 Posted 16 March 2017 - 06:39 PM
Although it is slightly amusing to stand underneath it and dance with its legs while taking no damage.
#30 Posted 16 March 2017 - 07:40 PM
Hendricks266, on 16 March 2017 - 06:19 PM, said:
I couldn't send you a PM for some reason, but I sent an email with a link just now.