Duke4.net Forums: Alien Armageddon [RELEASE] - Duke4.net Forums

Jump to content

Hide message Show message
Welcome to the Duke4.net Forums!

Register an account now to get access to all board features. After you've registered and logged in, you'll be able to create topics, post replies, send and receive private messages, disable the viewing of ads and more!

  • 42 Pages +
  • « First
  • 39
  • 40
  • 41
  • 42
  • You cannot start a new topic
  • You cannot reply to this topic

Alien Armageddon [RELEASE]  "showcasing sebabdukeboss20 characters with some enhancements"

User is online   Trooper Dan 

  • Duke Plus Developer

#1201

View Postrazgriz, on 07 August 2019 - 02:25 AM, said:

I can't create a save file.

Any help?

I followed the instructions via readme and I'm unable to save my progress.


Every once in a while when we get an influx of new players, we get a report like this. It seems to be an Eduke32 thing (not mod specific) that can manifest depending on where you install. I made a thread about it in 2018:

https://forums.duke4...-save-the-game/

I don't know the root cause, but I have 3 suggestions:


1) Post your eduke32.log file here (use spoiler tags around the text because it will be long)
2) Try moving your install folder to your desktop
3) Try using the most recent version of EDuke32 from here: https://dukeworld.co...ke32/synthesis/
0

#1202

View Postrazgriz, on 07 August 2019 - 02:25 AM, said:

I can't create a save file.

Any help?

I followed the instructions via readme and I'm unable to save my progress.

Are you using the eduke32 provided in the mod?
0

User is offline   Ninety-Six 

#1203

It is done. I know I said I would have this months ago, but unfortunately, while I was still playing, I hit serious burnout. I had been playing Duke Nukem for months beforehand, half of which was in anticipation of the February/March release of Alien Armageddon itself. Not only that, but I had burned out so much that I didn't even want to touch any FPS for a while. And that's the genre nearest and dearest to my heart.

What can I say? I love Duke Nukem 3D. I dunno what you want from me.

Wall of text ahead:

Spoiler

2

#1204

https://media.moddb.com/images/mods/1/38/37251/AA3posterQ4.jpg
9

User is offline   razgriz 

#1205

View Postsebabdukeboss20, on 07 August 2019 - 06:19 AM, said:

Are you using the eduke32 provided in the mod?


Yes I am.
0

User is online   Trooper Dan 

  • Duke Plus Developer

#1206

View Postrazgriz, on 07 August 2019 - 04:20 PM, said:

Yes I am.


Did you try the things I suggested?
0

User is online   Trooper Dan 

  • Duke Plus Developer

#1207

View PostNinety-Six, on 07 August 2019 - 07:32 AM, said:

Bug List (Arranged in order by what I consider most to least serious):
[spoiler][list]

[*]Music order is screwed up in some places (Episode 4's intro cutscene plays stalker; DC's music goes completely out of order starting with Top Secret)



Some of these bugs have been fixed since the last public release. Some I fixed today after reading your post. Some things are still broken. When I say something has been "fixed", I mean it's fixed in the development build which you don't have. Here's some info.

The music order I'm pretty sure is fixed, but I'll give it another look.

View PostNinety-Six, on 07 August 2019 - 07:32 AM, said:

[*]Alternate Sentry Drone is immune to the "No Randomizations" toggle


The toggle is really for no NEW enemies, not for turning off any kind of variation on old enemies. But I see your point.

View PostNinety-Six, on 07 August 2019 - 07:32 AM, said:

[*]Autoaim is broken except when it isn't


Probably still an issue. autoaim has to be turned off whenever the player is using a scope (to avoid hilariously stupid results) and in certain other situations, and then switched back to its original setting on the fly. What could go wrong? (plenty) I don't use autoaim and honestly I kind of want to remove it from the game entirely, but it's in the menu which can't be modified.
0

User is online   Trooper Dan 

  • Duke Plus Developer

#1208

View PostNinety-Six, on 07 August 2019 - 07:32 AM, said:

[*]In Toxic Dump, I've consistently been unable to be reshrunk in the switch room. I do toggle steroids immediately as I enter the room, but the "unshrinkable" effect lingers after the steroids end. It resets on loading the next level though.



Weird. AA doesn't mess with the steroids effect or do anything that should stop the player from getting shrunk. However, I added a few checks that might help with this; hasn't been tested yet.

View PostNinety-Six, on 07 August 2019 - 07:32 AM, said:

[*]Terminators (Dukeinators?) will march towards a holoduke but their projectiles will always go toward the player. Likewise, the swat pigs will shoot the holoduke, but charge the player. There are probably some other enemies like this.



I worked on this today and the Holoduke issues are mostly fixed. I haven't checked for all enemies.

View PostNinety-Six, on 07 August 2019 - 07:32 AM, said:

[*]In Going Postal with randomization on, the big assault wave tends to break with the new enemy types somehow getting stuck in the walls


I have no idea what that's about.

View PostNinety-Six, on 07 August 2019 - 07:32 AM, said:

[*]Right-facing shrinkers (as sometimes dropped by the red enforcer variant) cannot be picked up, but left-facing ones (standard sprite) can.


Fixed.
0

User is online   Trooper Dan 

  • Duke Plus Developer

#1209

View PostNinety-Six, on 07 August 2019 - 07:32 AM, said:

[*]New Invasion ending screen still borked.



Still displays fine for me. Just to be clear: You mean that the screen is too zoomed and some of the text is cut off, right?

View PostNinety-Six, on 07 August 2019 - 07:32 AM, said:

[*]Kill counter is broken



It's never really been a goal of mine to have a correct one. Still annoying, though. I'm pretty sure that killing enemies always counts as kills on the counter. So, I guess you mean that there is more in the total at the end than there were actual enemies in the map. This raises a question: if an enemy respawn never gets a change to spawn, should it count towards the total?

View PostNinety-Six, on 07 August 2019 - 07:32 AM, said:

[*]Are the aliens supposed to target the parasite-zombie-alien things in the DC campaign?


Yes. Zombies are not allied with the aliens, they are feral.

View PostNinety-Six, on 07 August 2019 - 07:32 AM, said:

[*]Assault rifle's iron sights don't line up with where the bullets actually go


That's very fixed now. We have an entirely new weapon models and new iron sites model.

View PostNinety-Six, on 07 August 2019 - 07:32 AM, said:

[*]Swapping characters in Carribbean tends to trigger the sector overlap warp glitch (Alien Remains and Wavemistress being the most common) I dunno what can be done but is worth noting since it makes swapping characters impossible. Sometimes the AI partner will warp through and start killing things, and waking them up, and probably dying where you can't reach them unless you fancy sequence breaking.



Yeah, fucking SOS bugs. This might be fixed in recent snapshots with all the changes.
0

User is online   Trooper Dan 

  • Duke Plus Developer

#1210

View PostNinety-Six, on 07 August 2019 - 07:32 AM, said:

[*]Returning from New Invasion's secret level with the upgrades doesn't have them apply until the next level (they fire at their normal rates). The Devastator also began firing Railgun rounds until the 8 key was pressed several times


This might be fixed now. I added an additional weapon settings check for when a level reloads.

View PostNinety-Six, on 07 August 2019 - 07:32 AM, said:

[*]When switching characters while night-vision is active, the "heat sensor" part remains active, but the green palette/brightness change does not


Fixed.

View PostNinety-Six, on 07 August 2019 - 07:32 AM, said:

[*]AI partner lacks self-preservation and tends to get as close to enemies as possible, making explosive weapons or especially Shelly's incendiary weapons usually greatly harm or outright kill the bot


This won't be much of an issue now. There is more friendly fire protection.

View PostNinety-Six, on 07 August 2019 - 07:32 AM, said:

[*]Encountered a weird bug where Shelly refused to pee (what a weird sentence) even though it had been several levels since the previous time. No I wasn't at full health.


It could be the angle you were facing. Since she has to turn around, I make it check the angle to the toilet. If the sprite is placed oddly, that would would cause an issue.

View PostNinety-Six, on 07 August 2019 - 07:32 AM, said:

[*]The railgun enemies initialize as tiny. Not only are they hard to spot if they're behind a short wall, they leave behind a tiny corpse. This is even when killed at full-size.


Fixed.
0

User is online   Trooper Dan 

  • Duke Plus Developer

#1211

View PostNinety-Six, on 07 August 2019 - 07:32 AM, said:

[*]Went to fight Proton solo (left the partner in the main hall) just to try my hand at fighting him unassisted; noticed he seemed to be taking explosive damage (in his 2nd form) from something that wasn't me. Are his own rockets detonating against himself somehow?



He was probably taking damage from the missile turrets that he plants sometimes, because the missiles were hitting him by accident.

View PostNinety-Six, on 07 August 2019 - 07:32 AM, said:

[*]Sometimes when killed, pressing "use" to reload doesn't work. It just spawns gibs. For some reason?



No idea. Probably trying to spawn you outside the play area. Did it happen after the zombie secret level?

View PostNinety-Six, on 07 August 2019 - 07:32 AM, said:

[*]Collecting a set of rolly turrets while one is deployed, and then picking that up, can net you more than 50.


Fixed.


View PostNinety-Six, on 07 August 2019 - 07:32 AM, said:

[*]Jumping in the air and doing a forward kick under a low ceiling lets you fly. This one's actually kinda cool.



I'm pretty sure that's an eduke32 revision related thing that has been addressed with newer snapshots.


View PostNinety-Six, on 07 August 2019 - 07:32 AM, said:

[*]Pistol laser dot has a rare tendency to slide all over the screen for absolutely no discernible reason


The laser pistol dot is no longer on by default and I don't use it anymore. So I consider it an optional feature that no one will use.

View PostNinety-Six, on 07 August 2019 - 07:32 AM, said:

[*]Floor and ceiling textures within the railgun's scoped view break at certain angles


Engine thingy I can't do anything about.

View PostNinety-Six, on 07 August 2019 - 07:32 AM, said:

[*]Pig head gib is not upscaled


Meh. Eventually it will all be upscaled, not the highest priority.
0

User is online   Trooper Dan 

  • Duke Plus Developer

#1212

View PostNinety-Six, on 07 August 2019 - 07:32 AM, said:

[*]When shrinking a pig cop, its sprite is replaced with a tank for a few frames


Fixed.

View PostNinety-Six, on 07 August 2019 - 07:32 AM, said:

[*]In Shop-N-Bag, the aisle number walls function as vending machines


They must be using the cola machine texture, but only part of it, and my code treats them as vending machines. I'll have to detect that somehow. Probably not fixed (but hard to say, lots of things have changed)

View PostNinety-Six, on 07 August 2019 - 07:32 AM, said:

[*]After firing, the rolly turrets very often remain stuck in their firing frame


Fixed.


I've read the rest, but for the most part they aren't bugs.
0

User is offline   Ninety-Six 

#1213

View PostTrooper Dan, on 07 August 2019 - 10:53 PM, said:

The toggle is really for no NEW enemies, not for turning off any kind of variation on old enemies. But I see your point.


Well the red enforcers never showed up, so I assumed it was a complete disablement.

View PostTrooper Dan, on 07 August 2019 - 10:53 PM, said:

Probably still an issue. autoaim has to be turned off whenever the player is using a scope (to avoid hilariously stupid results) and in certain other situations, and then switched back to its original setting on the fly. What could go wrong? (plenty) I don't use autoaim and honestly I kind of want to remove it from the game entirely, but it's in the menu which can't be modified.


I sort of had a feeling, but the reason I play with it on is because of the sometimes-wonky hitboxes that won't register a hit even if you point right at it. Most notably the slimers, which are already next to impossible to hit even with autoaim on.

View PostTrooper Dan, on 07 August 2019 - 10:55 PM, said:

I have no idea what that's about.


I don't either but it's happened every time I've played that level with randomizations on. 3 for 3.

View PostTrooper Dan, on 07 August 2019 - 10:55 PM, said:

Still displays fine for me. Just to be clear: You mean that the screen is too zoomed and some of the text is cut off, right?


Yes. I have no idea why it doesn't work on my end or others'.

View PostTrooper Dan, on 07 August 2019 - 10:55 PM, said:

So, I guess you mean that there is more in the total at the end than there were actual enemies in the map. This raises a question: if an enemy respawn never gets a change to spawn, should it count towards the total?


Yes to the former, and I'd argue no to the latter. If it never spawns, it shouldn't count because it can't be killed.

View PostTrooper Dan, on 07 August 2019 - 10:55 PM, said:

Yes. Zombies are not allied with the aliens, they are feral.


Just to clarify, I am speaking specifically of the ones with the red tentacle facehugger head things. Not the undead ones. If that's still the case, that's fine, but I wanted to specifically make sure I was clear on which variety I was talking about (the ones that pose as NPCs).

View PostTrooper Dan, on 07 August 2019 - 10:57 PM, said:

No idea. Probably trying to spawn you outside the play area. Did it happen after the zombie secret level?

No. It happened on several occasions, actually. And I wasn't near walls or anything. I think I was up against battlelords, if that's of any help. The last one I definitely was; can't remember for certain with the others.


EDIT: Okay I remember for certain that the one before the last one also involved Battlelords.

EDIT 2: Actually I think I also remember one where I was up against one of the commando pigs. ...Whatever they're called.

This post has been edited by Ninety-Six: 07 August 2019 - 11:55 PM

0

User is offline   Phredreeke 

#1214

View PostNinety-Six, on 07 August 2019 - 07:32 AM, said:

I did play with the upscaled sprites (as a side-note, the only provided batch is for 64-bit eDuke and not 32-bit. It's easy enough to change, but not everyone knows how batch files work). I was honestly kinda amazed how well they fit. I honestly stopped noticing them until I would turn on a different Duke mod without them. And that's how you know they're quality: they fit in without being obvious, until they're gone.


Thank you. The current version has an issue with fullbrights being incorrectly applied, this has already been fixed and should be in the next release. I've also upscaled the pigcop head gib.
1

User is offline   razgriz 

#1215

Got it running by Run As Administrator.

I could use some High Def girlie posters like in the HRP.
0

User is online   Trooper Dan 

  • Duke Plus Developer

#1216

View Postrazgriz, on 11 August 2019 - 02:55 PM, said:

Got it running by Run As Administrator.


So you can save games now?
0

User is online   Mike Norvak 

  • Music Producer

#1217

 sebabdukeboss20, on 07 August 2019 - 09:07 AM, said:

https://media.moddb.com/images/mods/1/38/37251/AA3posterQ4.jpg


Awesome! Can't wait for new content.

I hope Forge will make an underwater area with bubbles instead of scuba, just so I can complain.
0

User is online   Trooper Dan 

  • Duke Plus Developer

#1218

View PostMike Norvak, on 12 August 2019 - 02:31 PM, said:

I hope Forge will make an underwater area with bubbles instead of scuba, just so I can complain.


Uh, you do realize that there's an entire level in AA made by Jblade that's just like that, right?
0

User is online   Mike Norvak 

  • Music Producer

#1219

 Trooper Dan, on 12 August 2019 - 03:15 PM, said:

Uh, you do realize that there's an entire level in AA made by Jblade that's just like that, right?


Yes. I complained a lot.
0

User is offline   Forge 

#1220

View PostMike Norvak, on 12 August 2019 - 02:31 PM, said:

I hope Forge will make an underwater area with bubbles instead of scuba, just so I can complain.

I did, but it had to be thrown in the trash because bots don't know how to get out
0

User is offline   razgriz 

#1221

View PostTrooper Dan, on 11 August 2019 - 05:35 PM, said:

So you can save games now?


Yes.
0

User is online   Mike Norvak 

  • Music Producer

#1222

 Forge, on 12 August 2019 - 04:42 PM, said:

I did, but it had to be thrown in the trash because bots don't know how to get out



Well it seems I won't have something to moan about then.
0

User is offline   Forge 

#1223

View PostMike Norvak, on 12 August 2019 - 06:13 PM, said:

Well it seems I won't have something to moan about then.

Lets not jump to conclusions. This is me we're talking about. I'm pretty creative when it comes to making maps shitty.
0

User is online   Mike Norvak 

  • Music Producer

#1224

 Forge, on 12 August 2019 - 07:07 PM, said:

Lets not jump to conclusions. This is me we're talking about. I'm pretty creative when it comes to making maps shitty.


"Forge" and "shitty maps" shouldn't be in the same sentence.
0

User is offline   Forge 

#1225

just for that I slap you with a pic of some unused underwater section

https://i.imgur.com/4rmIEbh.jpg
5

User is online   Trooper Dan 

  • Duke Plus Developer

#1226

It's not thrown in the trash, it's part of a backlog of stuff that hasn't been integrated into the game yet. Now that polymost is more optimized, I'm looking forward to trying a big map like that full of bot paths.
0

User is offline   Forge 

#1227

'trash' is a euphemism for worthless and unusable - which it was at the time of completion.
(& the bots still don't know how to do water)

Now it is revealed that this bit of water is part of a larger world with much more potential to be "shitty" than simply a few air bubbles in a puddle. Thanks Dan. :sick:


(I'm joking around - i have to post this because Dan hits me behind closed doors)

This post has been edited by Forge: 13 August 2019 - 05:17 PM

0

User is offline   Ninety-Six 

#1228

Dunno why but that underwater shot reminds me sharply of the moat from the first/second level of the original WGRealms.
0

User is offline   Forge 

#1229

okay.
I posted this about 11 months ago. same thing, just no lighting effects or texturing

https://i.imgur.com/o8iHIiW.jpg
1

User is offline   Marya 

#1230

View PostForge, on 13 August 2019 - 12:40 PM, said:

just for that I slap you with a pic of some unused underwater section

https://i.imgur.com/4rmIEbh.jpg
looks nice, there arn't any hidden torture chambers there are there?
0

Share this topic:


  • 42 Pages +
  • « First
  • 39
  • 40
  • 41
  • 42
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks are property of their respective owners. Instead of reading this text, you could be playing Ion Fury! ;) © 2019 Voidpoint, LLC

Enter your sign in name and password


Sign in options