Alien Armageddon [RELEASE] "showcasing sebabdukeboss20 characters with some enhancements"
#1381 Posted 04 March 2020 - 11:23 PM
#1382 Posted 05 March 2020 - 01:23 AM
Jim, on 04 March 2020 - 11:23 PM, said:
No special version. It ships with r8642 which it has been tested with, but I think they fixed the recent save/load crash bug so it should work with the very latest revision.
#1383 Posted 05 March 2020 - 10:02 PM
Just tested it a bit and it runs fine.
I started it with copied cfg files from the previous version and also with the default cfg files. In both cases I have a pure black skybox in the Life's a Beach-Episode. Is this intentional or a bug, as the last version of AA still had the light blue skybox?
Does anybody else have this?
If yes. Is there a client side fix (i.e.: copy tilesXY.art from previous version or so)?
As said. I only started it to see if it runs. So I cannot say how the new Episode is. But the beginning I saw is very, very promising.
Thanks for the great mod.
This post has been edited by Northrawn: 05 March 2020 - 10:26 PM
#1384 Posted 05 March 2020 - 10:43 PM
Northrawn, on 05 March 2020 - 10:02 PM, said:
Does anybody else have this?
.
No it's definitely still supposed to be the normal skybox. Nothing changed there.
#1385 Posted 05 March 2020 - 11:31 PM
#1386 Posted 06 March 2020 - 02:35 AM
Me stupid: I first installed it and immediately copied the cfg from version 2 into the new folder (cause I hate rebinding keys and moues in eDuke32). Then I copied the new cfg files over my old ones.
A fresh install solved the problem.
And the ribinding is also done.
#1387 Posted 06 March 2020 - 10:09 AM
- changed the random swinelord spawn when playing older episodes with randomized enemies on, now the swinelords can only replace Battlelords and never pigcops
- Added the censcored tiles folder for people who want to replace the R rated tiles with PG
#1389 Posted 07 March 2020 - 12:50 PM
#1391 Posted 07 March 2020 - 03:36 PM
max_nukem, on 07 March 2020 - 02:29 PM, said:
Have you looked in the viewscreens that are unlocked by the keycards yet? You need to find the doorways opened by the keycards.
You would probably get a quicker answer in the Discord: https://discord.gg/JUypdU6
This post has been edited by Trooper Dan: 07 March 2020 - 03:54 PM
#1392 Posted 07 March 2020 - 04:17 PM
I just beat the 1,000 years ago battlelord and maybe completed a match after. It says to continue the story but I don’t know where to go.
#1393 Posted 07 March 2020 - 05:46 PM
stumppy84, on 07 March 2020 - 04:17 PM, said:
I just beat the 1,000 years ago battlelord and maybe completed a match after. It says to continue the story but I dont know where to go.
From your description, I can't tell whether you have actually reached the point where you need to do another story progression mission (doesn't sound like it though), or whether you exposed some kind of bug. I'm on Discord, and the link is above.
EDIT: The reason it's hard to tell from your description is, once you get access to the 1,000 year ago fight, you can choose to ignore it for a while and do more matches. So potentially the next ancients fight could be what you have to do next, or it could be that something got messed up. I would need to know more details, like whether you have a keycard in your possession, whether you have checked the main elevator that goes to the arena (not just the teleporter) and exactly which match you had done last.
This post has been edited by Trooper Dan: 07 March 2020 - 05:54 PM
#1394 Posted 07 March 2020 - 10:28 PM
#1395 Posted 07 March 2020 - 10:45 PM
stumppy84, on 07 March 2020 - 10:28 PM, said:
Glad to hear it wasn't a bug.
#1396 Posted 08 March 2020 - 03:01 AM
scripts/NEWSOUNDS.CON:2100: warning: sound 1655 already defined (sounds/sparking1.wav)
This is happening due to these defs:
define SPARKING1 1655 definesound SPARKING1 sounds/sparking1.wav 0 0 72 0 0 define SPARKING2 1656 definesound SPARKING1 sounds/sparking2.wav 0 0 72 0 0
As you can see, "SPARKING1" in the last line should obviously be "SPARKING2". Probably a classic copy-paste error.
Other than that... I didn't have the time to check this out since the very first release, but it seems a lot of contents has accumulated by now so that it's pretty much mandatory to finally catch up. This has always been a highly professional release which rivals commercial products and it's great to see it growing even more over time.
This post has been edited by NightFright: 08 March 2020 - 03:40 AM
#1397 Posted 08 March 2020 - 10:27 AM
https://www.twitch.tv/mistercopper
#1398 Posted 08 March 2020 - 02:46 PM
Trooper Dan, on 08 March 2020 - 10:27 AM, said:
https://www.twitch.tv/mistercopper
Just watched the end of it. Gotta say it was an otherwordly feeling hearing my voice at the end. Thanks for bringing me on board for Duke's voice. It was really fun to record those two lines. I'd play the mod if I could run it, but it looked excellent.
#1399 Posted 08 March 2020 - 02:49 PM
#1400 Posted 09 March 2020 - 02:45 AM
#1401 Posted 09 March 2020 - 10:44 AM
Doomfrost, on 09 March 2020 - 02:45 AM, said:
Enemies will specifically target the turrets now, whereas they did not in previous versions. So yeah, the turrets seem much more fragile now -- I should probably boost their health. The only issue is that their health is used not just for taking damage but to determine how many shots they can still fire.
Anyway, there is a plan to add two more playable characters in a future update. Those are characters that are featured in the new episode, so if you play it you can probably guess who they are.
#1402 Posted 09 March 2020 - 01:26 PM
Otherwise, it was a smooth playthrough and the old maps felt a lot fresher with new enemies and weapons.
This post has been edited by NightFright: 09 March 2020 - 01:29 PM
#1403 Posted 09 March 2020 - 02:14 PM
NightFright, on 09 March 2020 - 01:26 PM, said:
I think that's unlikely because that map has such a small number of sprites to begin with, it would take a ridiculous number to push it over the limits. Plus, the log would say "too many sprites spawned" or something like that. We have horde maps where you can nuke dozens of enemies with lots of sprites being spawned and don't get crashes; I think if this was a too many sprites issue we would have seen it in those much more intense situations than anything you could produce in episode 1.
#1405 Posted 09 March 2020 - 10:14 PM
Regarding my crash: I will keep playing through the classic episodes and see what will happen. It might also be hardware related.
This post has been edited by NightFright: 09 March 2020 - 10:17 PM
#1406 Posted 09 March 2020 - 10:32 PM
#1407 Posted 10 March 2020 - 04:53 AM
NightFright, on 09 March 2020 - 10:14 PM, said:
Actually, Raze based on early revision of EDuke32, but take out somethings, also using codes from other ports like Rednukem for accurate vanilla Duke/other Build games supports.
The README.ME of Raze's repo in GitHub clearly said that.
Quote
But they haven't make any of works on EDuke32 mod supports so even it's based on EDuke32, something still in broken state after they replaced some stuffs or/and changed some EDuke32 functions, like replacing keybind functions for other use that AA and some other mods needed to function.
So just don't expect Raze will run on those recent EDuke32 mods.
This post has been edited by Player Lin: 10 March 2020 - 04:57 AM
#1408 Posted 10 March 2020 - 06:52 AM
#1409 Posted 10 March 2020 - 02:29 PM
This post has been edited by comorbidity: 10 March 2020 - 03:01 PM
#1410 Posted 10 March 2020 - 03:43 PM
comorbidity, on 10 March 2020 - 02:29 PM, said:
So you press interact to give up when downed, then you say N to load save, then you end up getting reset in the current match. I'll check this out when I get home. Thanks for the bug report. I'll fix that and add it to the update which will come out on Thursday.