Alien Armageddon [RELEASE] "showcasing sebabdukeboss20 characters with some enhancements"
#1441 Posted 18 March 2020 - 02:06 PM
The level that gave me the most trouble was the CTF sewers map, after the emperor rebalanced the game, lot of zombies decimated my team, I run out of ammo often, and Mando Fett keep taking the flag without trouble. Even after respawning, a zombie immediately stick to you. But at least, after some retries I managed to win by camping.
Now I updated the mod to try some maps and I found a bug: I started a game in Damn I'm good skill, and when a monster respawn, it act weird, and your partner don't shoot them.
#1442 Posted 18 March 2020 - 06:45 PM
ifrespawn ife gametype 0 { addkills -1 spawn TRANSPORTERSTAR cstat 257 strength LIZSTRENGTH ai AILIZGETENEMY }
Taking a quick look at my code, it does check for gametype 0 before respawning, so I think the bug will only happen during normal campaigns (i.e. it won't affect Space Gladiators).
Inside the braces, there is supposed to be a line that says "set monstatus 1" monstatus gets set to 2 when the monster is killed, and if it stays at 2 it is treated as dead (it will act weird and no one will shoot at it). You could do a find/replace searching for "addkills -1" and fix this pretty quickly if you are interested
#1443 Posted 19 March 2020 - 11:23 PM
This post has been edited by NightFright: 19 March 2020 - 11:26 PM
#1444 Posted 19 March 2020 - 11:25 PM
From eduke32.log:
EDIT:
OK, this apparently happens if the game doesn't find duke3d.grp for some reason.
This post has been edited by NightFright: 19 March 2020 - 11:35 PM
#1445 Posted 20 March 2020 - 01:06 AM
NightFright, on 19 March 2020 - 11:25 PM, said:
Yeah, that's always been the case.
From the included ALIEN ARMAGEDDON START.rtf file:
Quote
If you own Duke Nukem 3D but Alien Armageddon will not start, it may be that you didn’t put a copy of your DUKE3D.GRP data file in the game folder. If you open the file ‘eduke32.log’ after a failed run, scroll down and find an error that says “No palette loaded”, then that is most likely the cause. In any case, make sure that you have the file DUKE3D.GRP and place a copy of it within the alien_armageddon folder where the executable resides.
#1446 Posted 20 March 2020 - 02:28 AM
Quote
scripts/AAGAME.CON: In event `EVENT_ANIMATESPRITES': scripts/AAGAME.CON:30914: warning: duplicate case ignored.
It doesn't only seem to concern that line since if you comment that one out, it will list the next line (30915), then the next and so on.
I have fixed this on my end. It was a harmless error, since it was just listed twice to do the same thing. I'm not sure why commenting it out had that result for you, but I have no duplicates now.
There's a lot of tiles listed there so that when you use nightvision goggles they will look like a different tile.
#1447 Posted 20 March 2020 - 03:10 AM
Oh, and one last thing: In newssounds.con, there are some duplicate entries, too. Because of that, some edits of existing sounds are not actually used (even though I doubt the difference can really be heard ingame).
scripts/NEWSOUNDS.CON:395: warning: sound 261 already defined (hydro43.voc) scripts/NEWSOUNDS.CON:424: warning: sound 323 already defined (aisle402.voc) scripts/NEWSOUNDS.CON:498: warning: sound 170 already defined (grind.voc) scripts/NEWSOUNDS.CON:499: warning: sound 21 already defined (shorted.voc)
This post has been edited by NightFright: 20 March 2020 - 03:43 AM
#1448 Posted 27 March 2020 - 12:03 PM
#1449 Posted 27 March 2020 - 01:42 PM
#1451 Posted 28 March 2020 - 02:04 AM
Jim, on 27 March 2020 - 10:55 PM, said:
Yes and no. I mean you could, but, it would take some scripting knowledge. Duke Hard is mostly vanilla, but it has a little code you would have to integrate into AA, and the episode defs would need to be ported in. I'm not going to do it, and I think it would probably piss off some of those involved in Duke Hard if someone did it and then released it like that. It would be fun to play though.
#1452 Posted 28 March 2020 - 04:32 AM
I ran the game just for a couple of times, first played some E1 with Bombshell only, then the Gladiators episode -- got to the hub and then played two VR levels (this was in one sitting). I quit after that and next time I started E3 with both playable characters I started getting coins, and the same with New Invasion.
#1453 Posted 28 March 2020 - 07:18 AM
#1454 Posted 28 March 2020 - 10:25 AM
You can assign a key to the portable vendor in the keyboard setup menu. Do so, and if you press the button and it says that the vendor isn't unlocked yet, that means the coins dropping is a bug.
This post has been edited by Trooper Dan: 28 March 2020 - 10:31 AM
#1455 Posted 28 March 2020 - 05:04 PM
I just attacked the blue assistant cause she was being very annoying and she called the guards, then shelly took care of them (since she can use her weapons and i dont) and after some cycles of that the assistant start saying "auto aiming"
I'm really liking this mod, keep up the good work
This post has been edited by QuickWolf: 28 March 2020 - 05:04 PM
#1456 Posted 28 March 2020 - 06:33 PM
#1457 Posted 28 March 2020 - 07:49 PM
https://www.twitch.tv/thetiger39
#1458 Posted 31 March 2020 - 04:58 PM
This post has been edited by sebabdukeboss20: 31 March 2020 - 05:22 PM
#1460 Posted 02 April 2020 - 12:45 PM
Also, Multiplayer can be real with 2 players split-screen
#1461 Posted 02 April 2020 - 06:38 PM
Darkus, on 02 April 2020 - 12:45 PM, said:
Also, Multiplayer can be real with 2 players split-screen
Yes. You're the first to mention it. I now have a newer Bombshell model to work with. But you won't see her until the next official release, along with other modified vanilla enemies.
#1462 Posted 04 April 2020 - 03:07 PM
#1463 Posted 04 April 2020 - 03:35 PM
Jim, on 04 April 2020 - 03:07 PM, said:
You assumed their gender.
#1464 Posted 04 April 2020 - 06:34 PM
If a sewer cover needs to be blown up, and shelly's turret lands on top of the sewer cover, the rockets will go crazy because they are unable to hit what is beneath them.
#1465 Posted 04 April 2020 - 07:19 PM
#1466 Posted 04 April 2020 - 11:35 PM
Trooper Dan, on 04 April 2020 - 07:19 PM, said:
I finally got around to fixing the remaining fullbrights for that update which had bugged me to no end while playing through the Gladiator episode.
This post has been edited by Phredreeke: 05 April 2020 - 12:01 AM
#1467 Posted 20 April 2020 - 06:04 AM
Trooper Dan, on 14 March 2020 - 05:05 PM, said:
I thought everyone automatically knew how to play Control / King of the hill
#1468 Posted 20 April 2020 - 02:52 PM
#1469 Posted 20 April 2020 - 06:32 PM
sebabdukeboss20, on 02 April 2020 - 06:38 PM, said:
I mean i just downloaded 3 mods that gave some characters from a kid like game (Spyro Reignited) boobs and boob physics FOR FREE!
Trooper Dan, on 20 April 2020 - 02:52 PM, said:
This post has been edited by Marya: 20 April 2020 - 06:51 PM
#1470 Posted 20 April 2020 - 06:52 PM
And noticed you guys repurposed the AMC Pleaser map I made with Maarten over a decade ago for this? I'm hyped actually, it's super cool to see such an old level brought to life and attention again. But did I miss anyone consulting us? Or did you guys only consult Maarten (who made <30% of the level, mostly the back alley/sewer section and the layout of the arcade room) as his brother Merlijn was also a contributor to the episode - did that go through via him instead? Again, it's totally cool by me, I embrace the move, the more people get to play it the better especially in such cool conditions and I'm honored you picked that map if anything, I'm really just a bit curious.
This post has been edited by ck3D: 20 April 2020 - 06:57 PM