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Beta Testing Thread for version 2.00

User is online   Trooper Dan 

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#1

Beta testers: Go ahead and post your observations in this public thread. I'm not concerned about spoilers.
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User is offline   Gambini 

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#2

This seems like a good idea, BTW:

Spoiler


My maps

eat my shorts
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User is offline   xenoxols 

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#3

I've only played part of the first level and it's pretty great. On the topic of actual problems, the DL-44 doesn't light up when you fire and also the music loops very badly. And a personal complain is that the DL-44 has a model number, when none of the other weapons do. But still, what I played was good.
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User is online   Trooper Dan 

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#4

View Postxenoxols, on 15 March 2017 - 06:09 AM, said:

I've only played part of the first level and it's pretty great. On the topic of actual problems, the DL-44 doesn't light up when you fire and also the music loops very badly. And a personal complain is that the DL-44 has a model number, when none of the other weapons do. But still, what I played was good.


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.
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User is offline   Fantinaikos 

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#5

I encountered a major problem with control configuration: The option use/open does not appear in the assignment list, the new option of force powers activation appears in it's place. Further pointed out by the command console that says "gamefunc-open is not a Valid command or cvar". That logically prevent any chance to progress .

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.
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User is offline   Gambini 

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#6

In moontang.map there's a mirror at the start. I've noticed that when you select the fists duke stops having a reflection (i assume it´s because he becomes a vampire, but vampires and star wars dont go well together).

My maps

eat my shorts
2

User is online   Trooper Dan 

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#7

View PostFantinaikos, on 15 March 2017 - 12:25 PM, said:

I encountered a major problem with control configuration: The option use/open does not appear in the assignment list, the new option of force powers activation appears in it's place. Further pointed out by the command console that says "gamefunc-open is not a Valid command or cvar". That logically prevent any chance to progress .

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?
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User is offline   Gambini 

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#8

modern games use INTERACT

My maps

eat my shorts
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User is online   Trooper Dan 

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#9

View PostGambini, on 15 March 2017 - 07:31 PM, said:

modern games use INTERACT


:lol: I'll try that!

I guess a force choke could be considered interaction.
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User is offline   Forge 

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#10

View PostTrooper Dan, on 15 March 2017 - 07:46 PM, said:

:lol: I'll try that!

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

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User is online   Trooper Dan 

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#11

View PostForge, on 15 March 2017 - 08:01 PM, said:

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


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.
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User is offline   Gambini 

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#12

A very elegant way of solving it would be putting the assigned key character on screen (next to the hand icon) when using the force or activating something becomes available (example, you´re in front of a door, or an enemy in choke range is on your sight). I doubt it´s possible to read which character the user assiged the key to (even if its default) but if so, it´d be the most noob friendly way.

My maps

eat my shorts

This post has been edited by Gambini: 15 March 2017 - 08:49 PM

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User is online   Trooper Dan 

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#13

View PostGambini, on 15 March 2017 - 08:49 PM, said:

A very elegant way of solving it would be putting the assigned key character on screen (next to the hand icon) when using the force or activating something becomes available (example, you´re in front of a door, or an enemy in choke range is on your sight). I doubt it´s possible to read which character the user assiged the key to (even if its default) but if so, it´d be the most noob friendly way.


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).
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User is offline   Fantinaikos 

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#14

Wasn't about the "confusing" name actually, I was talking about the action itself that wasn't working. Then I just tried to associate the exacty same key even if It result assigned already in the list and all worked out. It was simply the same Eduke32 common pseudo-bug with controls anytime someone passes to different mods.

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.

Quote

In moontang.map there's a mirror at the start. I've noticed that when you select the fists duke stops having a reflection.


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

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User is online   Trooper Dan 

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#15

I have just released a new version to all the beta testers. I did not get around to fixing everything yet, but I want you guys to test this before I make any more changes.

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:
Posted Image

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.
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User is offline   Forge 

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#16

offhand, don't know the texture it replaced, but in this context it doesn't look very good.

map: CHERENKOV
CONLOGVAR: L=5729 picnum (Global) =5290

Attached File  duke0002.png (340.44K)
Number of downloads: 9
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User is offline   Fantinaikos 

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#17

Another texture bug, this was also in 1.0 actually, is into the Hollywood Holocaust cinema insigna. Totally sure it depends by the "not 128x128, 64x128 256x256, ecc..." texture thing. It is probable that every texture that not get resized will behave in the same way.

Attached File  Insigna bug.png (314.25K)
Number of downloads: 9

The bullet in the shotgun reloading animation (2619.png) still red.
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User is offline   Hendricks266 

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#18

Is there anything you need fixed in EDuke32? I have some time I can focus on the project.
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User is online   Trooper Dan 

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#19

View PostForge, on 16 March 2017 - 02:26 PM, said:

offhand, don't know the texture it replaced, but in this context it doesn't look very good.


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.

View PostFantinaikos, on 16 March 2017 - 02:48 PM, said:

The bullet in the shotgun reloading animation (2619.png) still red.


Cool I'll fix that when I get home. The texture size problems will be a lot harder.

View PostHendricks266, on 16 March 2017 - 03:15 PM, said:

Is there anything you need fixed in EDuke32? I have some time I can focus on the project.


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.
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User is offline   Forge 

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#20

Do those new (zero-g?) troopers drop ammo?
opinion: concussion or bowcaster ammo.

This post has been edited by Forge: 16 March 2017 - 04:33 PM

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User is offline   Forge 

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#21

opinion: sandpeople randomly drop armor


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

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User is online   Trooper Dan 

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#22

View PostForge, on 16 March 2017 - 04:33 PM, said:

opinion: sandpeople randomly drop armor


The game has no armor, only shields now :unsure:

View PostForge, on 16 March 2017 - 04:33 PM, said:

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.


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.
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User is offline   Mark. 

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#23

There is only 1 model in the clipshape0 map of a space ship. And it was made incorrectly. Is there another clipshape map embedded somewhere?

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

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User is online   Trooper Dan 

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#24

View PostMark., on 16 March 2017 - 05:32 PM, said:

I downloaded 1.1 or whatever it was from the Moddb page for the project. Is that obsolete?


yeah we are doing beta testing for 2.0 now
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User is offline   Mark. 

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#25

OK, I was gonna check the clipshape real quick but I couldn't.
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User is offline   Forge 

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#26

View PostTrooper Dan, on 16 March 2017 - 05:10 PM, said:

The game has no armor, only shields now :unsure:

there are no sandpeople, only tusken raiders :rolleyes:

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.



Quote

Have you ever used the clipshape.map feature?

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

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User is offline   Hendricks266 

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#27

Where can I find a working copy of the beta? If you tell me the picnums of the actor and projectile that exhibit the problem, I'll debug it as-is.
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User is offline   Forge 

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#28

After further testing, the issue is a lot more blatant with 'projectile' weapons (e.g. thermal detonator (hand grenade), mortar, rocket from assault cannon), but if the player is standing far enough away (which really isn't that far - about 20m in real-life scale), pretty much any type of round will go through the 'windshield' (more specifically anything from the duel-turret and up) without hitting the walker.

This post has been edited by Forge: 16 March 2017 - 06:33 PM

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User is offline   Forge 

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#29

Also, did you want the walker to have "contact" damage?
Although it is slightly amusing to stand underneath it and dance with its legs while taking no damage.
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User is online   Trooper Dan 

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#30

View PostHendricks266, on 16 March 2017 - 06:19 PM, said:

Where can I find a working copy of the beta? If you tell me the picnums of the actor and projectile that exhibit the problem, I'll debug it as-is.


I couldn't send you a PM for some reason, but I sent an email with a link just now.
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