Before the Storm - Map for StarShip Troopers TC
#1 Posted 21 October 2017 - 05:06 PM
I can't seem to finish it because there is a blocked wall between me and the exit. Is this intended or is this someone playing a mean trick?
This post has been edited by Paul B: 21 October 2017 - 05:07 PM
#2 Posted 23 October 2017 - 01:09 AM
This post has been edited by NightFright: 23 October 2017 - 01:18 AM
#3 Posted 24 October 2017 - 09:30 AM
NightFright, on 23 October 2017 - 01:09 AM, said:
Man what a wonderful collection you are putting together. I only wish I knew about this sooner it would have saved me a lot of time. Anyway, I extract that map from the Starship Troopers group file and noticed that your version has the same blockable wall in the map as mine version does. It is possible that there might be a .CON hack that can toggle the blockable wall bit after performing a certain task? The blockable wall doesn't have any tag associated to it though so the whole thing is strange and a bit foreign to me. The map file in question is BTS.map.
Thanks,
This post has been edited by Paul B: 24 October 2017 - 09:31 AM
#4 Posted 27 October 2017 - 03:19 AM
This post has been edited by NightFright: 27 October 2017 - 03:19 AM
#5 Posted 03 November 2017 - 11:46 AM
NightFright, on 27 October 2017 - 03:19 AM, said:
Hi Nightfright, I haven't forgotten to post screenshots, I just haven't had the time. I will try and get to it this weekend I should be able to make time for this. Thanks,
This post has been edited by Paul B: 03 November 2017 - 11:46 AM
#6 Posted 05 November 2017 - 06:49 PM
This post has been edited by Paul B: 05 November 2017 - 06:56 PM
#7 Posted 06 November 2017 - 09:02 AM
#8 Posted 06 November 2017 - 11:03 AM
NightFright, on 06 November 2017 - 09:02 AM, said:
Yea its tough when you play it for the first time and don't know where to go or what switches to flip.
How I do it is:
1) I run directly to the back of the map and up the lift where the end of the level is suppose to be, flip the switch to activate the elevator (near the Alien Pod / crane).
2) Back track by staying on the second floor to cover ground ( in the direction of the alien pod). Jump down on crates to eliminate fall damage. Take the elevator you unlocked in step 1 to flip the switch on the top of that crane looking structure which opens up the three launch switches around the alien pod.
3) Head back to the maps start position & grab the BFG which spawns by this point and nuke all the aliens trapped in the bottom of the pit.
4) Flip all 3 switches around that alien pod and make a dash for the lift at the back of the map to complete it. (Only to reach an exit that is permanently blocked by an invisible blockable wall).
There are some places these aliens just can't reach. It's best to use those areas as your saving grace. =) There's an entire section off to the right of the starting position you never need to go to. There doesn't appear to be any purpose for it, other than for eye candy and taking excessive amounts of damage with an extremely slow lift.
Level reminds me a lot of Left 4 Dead style game play. It's knowing when to run like hell and when to stand your ground.
This post has been edited by Paul B: 06 November 2017 - 11:15 AM
#9 Posted 15 January 2018 - 07:40 AM
My guess is this trick would already work on the first version of the screen, but it is assumed you don't know this and just don't try because of that. I wouldn't say it is cleverly solved, but for some reason, it works. Kinda. Still, I guess it would have been better if a proper nuke button would have been raised after activating all beacons or something similar.
#10 Posted 19 January 2018 - 07:08 PM
NightFright, on 15 January 2018 - 07:40 AM, said:
My guess is this trick would already work on the first version of the screen, but it is assumed you don't know this and just don't try because of that. I wouldn't say it is cleverly solved, but for some reason, it works. Kinda. Still, I guess it would have been better if a proper nuke button would have been raised after activating all beacons or something similar.
Oh, hello NightFright! Like a year ago I downloaded your recompiled version of Starship Troopers TC and found bugs in there. The most gamebreaking was the one that breaks death sequence preventing enemies from dying in certain situations (for some bugs it happens when their hp>0 and they are higher than player) - they just run around like mad with cstat 1.
I re-obfuscated its cons and fixed all those bugs and also made ingame kill counters kinda work.
I want someone to test it to be sure it is working properly, and want to replace those cons in addon compilation then if everything is OK.
So the one who plays/played SSTTC would be welcome!
PS I also made my own addon compilation years ago consisting of 62 addons and 950 maps, the best of all times. I fixed most con errors too, even some of those you've missed (probably default con errors in some cases), but my addon compilation was built around windows bat files, so it's not suitable for linux unlike your one. I think now it's not necessary to release it since we have your work... So if you want help, I can help with something probably. The first thing I want is to get rid of SSTTC bugs.
#11 Posted 19 January 2018 - 11:40 PM
The new version will fix a few problems some addons were suffering from for a while, if not since day 1. I can post a list with known pending issues in the compilation thread. IIRC there were e.g. cases in Last Reaction and Water Bases where the new Octabrain was invulnerable. Gotta check that again to see if it still happens. If you want to help with that as well, I wouldn't complain, either. ^^
This post has been edited by NightFright: 20 January 2018 - 12:06 AM
#12 Posted 23 January 2018 - 02:02 PM
http://www.mediafire...nightfright.zip
And, about LR&WB mod. What exactly was that Octabrain problem? That kind of bugs like in SSTTC with invulnerable enemies?
I have fixed that mod too for myself, want to check if it happens to me as well.
#13 Posted 23 January 2018 - 02:06 PM
This post has been edited by NightFright: 23 January 2018 - 02:09 PM
#14 Posted 23 January 2018 - 07:04 PM
NightFright, on 23 January 2018 - 02:06 PM, said:
If you plan to release it with deathmatch levels available as an episode, uncomment last definevolumename and devinelevelname's in game con. Sorry, I forgot to uncomment it for you.
#15 Posted 24 January 2018 - 06:23 AM
And no worries, I noticed the DM episode being commented out.
This post has been edited by NightFright: 24 January 2018 - 06:23 AM
#16 Posted 26 January 2018 - 05:32 PM
Yes I fixed ACTORS_KILLED counter but MAX_ACTORS_KILLED variable is broken since the game uses some actors that are tagged "enemy" for different purposes.
Anyway, if you have some bugs in some mods, I can look through my repository to see if I know how to fix it. Feel free to ask, it's a really hard work to do everything alone.
This post has been edited by Mere_Duke: 26 January 2018 - 05:32 PM
#17 Posted 27 January 2018 - 05:59 AM
IIRC the boss is invulnerable until you kill a couple of brains. However, the destroyed brains would not always be recognized, getting you stuck. If there is a way to fix that in the code, it'd be amazing.
It could also happen that the boss follows you through one of the huge portals in the arena which would also break the game. I am not sure if it's possible to do this via code without making the boss stationary or something.
This post has been edited by NightFright: 27 January 2018 - 06:03 AM
#18 Posted 27 January 2018 - 10:13 AM
NightFright, on 27 January 2018 - 05:59 AM, said:
IIRC the boss is invulnerable until you kill a couple of brains. However, the destroyed brains would not always be recognized, getting you stuck. If there is a way to fix that in the code, it'd be amazing.
It could also happen that the boss follows you through one of the huge portals in the arena which would also break the game. I am not sure if it's possible to do this via code without making the boss stationary or something.
I have found the problem. It comes from some brain-related checks which are performed in BOSS actor code section. But this actor becomes idle when boss is inactive when player is too far away, and the loop stops. So if player destroyed one brain and didn't see the BOSS before destroying another, the logic breaks hard. I can try to fix it but you please tell me if it is allowed to use special eduke features like global variables or I should stick to the vanilla code? They have used an old trick to have inventory items as variables but for example if player uses DNSTUFF, it can break the logic as well.
#19 Posted 27 January 2018 - 10:22 AM
Just like always, use the con from the compilation addon, but I guess you know by now. Thanks in advance for your willingness to assist! It will not happen without honorable mentions in the readme and elsewhere.
This post has been edited by NightFright: 27 January 2018 - 10:25 AM
#20 Posted 27 January 2018 - 04:01 PM
NightFright, on 27 January 2018 - 10:22 AM, said:
Just like always, use the con from the compilation addon, but I guess you know by now. Thanks in advance for your willingness to assist! It will not happen without honorable mentions in the readme and elsewhere.
So, I have done the work with the scripts. Results based on your The Gate cons from the latest (relatively old) addon compilation v313.
Fixes:
1) The sequence of kills was implemented with the use of inventory BOOTS value as a variable. That's why when you step on a slime of a protoziod slimer, it broke the logic. Fixed.
2) If player killed one brain and then killed another one without "activating" boss actor in between, it also broke the sequence. Fixed as well. Moreover, now you hear boss screaming and see "%count% brains killed" message right after each brain is dead.
I also have applied some generic vanilla con fixes by Darkus long time ago like fixes for kill counters, frozen pigcop dropping shotgun solution, green egg's bloodpool color fix etc., etc. to the parts of code untouched by BGP team. Nothing changed from the vanilla gameplay, of course, but most of nasty vanilla bugs got removed as well.
Test it, play GATE406.MAP (the boss map, approx. 10 mins of gameplay). You need to kill all 5 brains in different areas of the map to make the boss vulnerable.
As for the boss teleporting after player, I don't know what to do with it, but it's not that big problem since you can return back to every area of the map at will. Probably there is a mapster solution, but I'm not a mapper at all And it seems ENEMYSTAYPUT doesn't restrict his ability to teleport.
Download fixed cons: http://www.mediafire...ght_thegate.zip
#21 Posted 28 January 2018 - 04:42 AM
#22 Posted 29 January 2018 - 10:03 AM
I remember how bugged this fight used to be. Brains not getting removed once you destroy them, no way knowing how many are gone, brain kills not counting at all... it's just gone with this code. The boss fight is finally doable without having to be afraid to save after the logic got broken. This is how it should have been when the mod was released. Excellent work! Well done indeed!
#23 Posted 29 January 2018 - 05:33 PM
If you need any more help, I'm ready to wipe more bugs!
When I was tinkering with you compilation I found some flaws in some cons but can't remember which ones... I'll have to try to remember.
Oh, in Haunted Nukem there is a bug when you shoot at Liztrooper's leg (preferably the left one) and then you expect to see a legless body but it spawns just a lone leg. Still exists in the sequel, I don't know how to ask author about it since he ignores my messages on moddb
Also why don't you have included Crackdown TC in compilation? (https://www.youtube....h?v=DHzFaoue1jU)