Alien Armageddon [RELEASE] "showcasing sebabdukeboss20 characters with some enhancements"
#211 Posted 27 August 2018 - 09:38 AM
BTW simply getting out of the water has the same effect, any health lost due to drowning will be restored as soon as you reach the surface.
Which is why there's no scuba in Hard Rain.
This post has been edited by Merlijn: 27 August 2018 - 09:40 AM
#212 Posted 27 August 2018 - 09:48 AM
#213 Posted 27 August 2018 - 10:09 AM
#214 Posted 27 August 2018 - 10:14 AM
Merlijn, on 27 August 2018 - 09:38 AM, said:
BTW simply getting out of the water has the same effect, any health lost due to drowning will be restored as soon as you reach the surface.
Which is why there's no scuba in Hard Rain.
And since Mike cruelly compared the bubble system to Sonic, I will point out that getting health lost to drowning restored on the surface was inspired by Mario 64.
#215 Posted 27 August 2018 - 10:21 AM
Trooper Dan, on 27 August 2018 - 10:14 AM, said:
I thought that looked familiar....
#216 Posted 27 August 2018 - 11:22 AM
-Like in Mario games, if there are invincible enemies you can simply run away, is quite easy to swim away from scuba tropers if you are too lazy to turn auto aim off .
-The next thing is probably useless as is quite easy to notice and not under water related: the mini-battlelords can't be shrinked, or at least does not work for me.
This post has been edited by The Battlelord: 27 August 2018 - 11:32 AM
#217 Posted 27 August 2018 - 11:34 AM
The Battlelord, on 27 August 2018 - 11:22 AM, said:
In AA I put a health check on shrinking. Unless the enemy is below 500 health it won't work on them (it will do 30 damage instead). I think that's fair because otherwise the shrinker makes minibosses too easy.
#218 Posted 27 August 2018 - 01:30 PM
Trooper Dan, on 27 August 2018 - 10:14 AM, said:
I assumed it was inspired by Source engine games like TF2, since it works the same there.
I would have compared it to Mario 64 though if you regained all lost health by simply swimming on the surface
#219 Posted 27 August 2018 - 02:22 PM
Forge, on 27 August 2018 - 08:28 AM, said:
some people just don't like underwater maps, regardless of the amount of scuba-tanks. It is what it is, that's just the nature of things.
Well, you win! Maybe I just had a bad weekend and need someone to blame.
Please treat my next underwater maps like I treat Hard Rain and Sunk city if I ever release one in the future, be as nitpicking as possible. You can quote me on that.
Trooper Dan, on 27 August 2018 - 09:48 AM, said:
Yeah, it was pretty weird, I can provide some snapshots and log files if that's necessary.
Doom64hunter, on 27 August 2018 - 01:30 PM, said:
I would have compared it to Mario 64 though if you regained all lost health by simply swimming on the surface
Is not like I don't like Mario64 underwater level, or Sonic's bubbles, but is just that the system doesn't fit in Duke to my tastes. Last thing I'm gonna say about it, I don't want to ruin this thread.
This post has been edited by Mike Norvak: 27 August 2018 - 02:53 PM
#220 Posted 27 August 2018 - 02:32 PM
Mike Norvak, on 27 August 2018 - 02:22 PM, said:
Don't worry about providing files. I do have a question, though: were you able to damage or destroy the invisible SUV, and if so what happened afterwards?
#221 Posted 27 August 2018 - 02:49 PM
Trooper Dan, on 27 August 2018 - 02:32 PM, said:
Yeah, I noticed there was a SUV because the smoke effect and sound, but the sprite it self was invisible. I had to shot blasts of RPG nearby to make it explode, a car plate flyed in front of me, then some pigs got out.
#222 Posted 27 August 2018 - 02:50 PM
Mike Norvak, on 27 August 2018 - 02:22 PM, said:
there's a different map of yours I'd rather discuss.
#223 Posted 27 August 2018 - 03:03 PM
Forge, on 27 August 2018 - 02:50 PM, said:
Sunstroke! You know it starts to look like HL3 in my head. Rather not be finished.
#224 Posted 27 August 2018 - 07:11 PM
#225 Posted 28 August 2018 - 12:09 AM
#226 Posted 28 August 2018 - 05:14 AM
MetHy, on 25 August 2018 - 10:48 PM, said:
It's a long, long standing issue that's been around for ages. I don't play in polymost so I've never really put much effort into tracking down a cause.
#227 Posted 28 August 2018 - 09:08 AM
https://www.dsogamin...th-new-enemies/
https://www.ausgamer...several-updates
I think you guys should put a trailer together.
#228 Posted 28 August 2018 - 10:25 AM
Trooper Dan, on 26 August 2018 - 09:26 PM, said:
I found the cause.
When bombshell spawns with her parachute, as soon as she lands the maximum enemy count begins counting down for some reason, leading to an unsigned 16-bit integer overflow.
That's why you see enemy counts in the tens of thousands in those screenshots.
Also, I have another bug to report. The super octabrains shrink twice when hit with the shrinker, once when you hit them, where they will walk back and forth as in vanilla duke, and a second time right after they grow back.
The second time they retain the intended behavior when shrunk (i.e. they still attempt to attack, but with weak, shrunk projectiles)
This post has been edited by Doom64hunter: 28 August 2018 - 10:28 AM
#229 Posted 28 August 2018 - 11:04 AM
Doom64hunter, on 28 August 2018 - 10:25 AM, said:
When bombshell spawns with her parachute, as soon as she lands the maximum enemy count begins counting down for some reason, leading to an unsigned 16-bit integer overflow.
That's why you see enemy counts in the tens of thousands in those screenshots.
Thanks, I actually found that and fixed it yesterday. It was an underflow -- Bombshell is defined as an enemy because enemies have better clipping and movement. To compensate she subtracts one from the enemy count when spawning. But due to my mistake she would keep subtracting until you walk up to her.
Doom64hunter, on 28 August 2018 - 10:25 AM, said:
The second time they retain the intended behavior when shrunk (i.e. they still attempt to attack, but with weak, shrunk projectiles)
Thanks, I'll look into this and fix it. Here's my list so far of things that are fixed for version 1.02:
Quote
-switching to and from laser pistol now works like all other weapons (instead of dropping it)
-prevent Bombshell AI companion from saying various lines while under water
-prevent tougher enemies from being one-shotted when they are asleep
-fixed bug which could prevent weapon switching to and from railgun if switching key was spammed
-fixed bug which caused the game to report that the first level has over 65000 enemies to kill
#230 Posted 29 August 2018 - 05:32 AM
https://tweakers.net...mpagne-toe.html
Congratulations, you've reached the frontpage on Dutch news!
PS, I still have to finish the mod and I will provide feedback when I've done that. So far I'm really enjoying it.
#231 Posted 29 August 2018 - 07:09 AM
#232 Posted 29 August 2018 - 12:38 PM
That's what we get for having still not made a trailer, I guess.
#233 Posted 29 August 2018 - 12:44 PM
by Mr. Rumble Roses (playlist) https://www.youtube.com/playlist?list=PL3QEZeTZzqGvPg0V4wffJZU2Mr8MnVu7h by David Nestel https://www.youtube.com/watch?v=R0GJ_MYRTPw by GeneralLotz https://www.youtube.com/watch?v=m40gVkTdQuA by pagb666 https://www.youtube.com/watch?v=bWbCM_5ZaUo by Crazy Glitch https://www.youtube.com/watch?v=QTDEFQyLzPU by Forsete https://www.youtube.com/watch?v=-bSNfd2lbUM by PingoForce https://www.youtube.com/watch?v=qCmgQNMDG8k
This post has been edited by supergoofy: 29 August 2018 - 12:53 PM
#234 Posted 29 August 2018 - 02:01 PM
It's brilliant, but very small.
#235 Posted 29 August 2018 - 02:08 PM
#236 Posted 29 August 2018 - 02:39 PM
Once you take damage it is then immediately healed until your health cache runs out. I also noticed that picking up an air bubble removes the excess health.
This post has been edited by Doom64hunter: 29 August 2018 - 02:39 PM
#237 Posted 29 August 2018 - 02:59 PM
Doom64hunter, on 29 August 2018 - 02:39 PM, said:
Once you take damage it is then immediately healed until your health cache runs out. I also noticed that picking up an air bubble removes the excess health.
Thanks for the bug report. Just in time to have the fixes included in the 1.02 patch this weekend.
Most people hate drowning though so aren't likely to exploit this.
#238 Posted 29 August 2018 - 04:12 PM
- Bubbles can revive you after you died from drowning.
- Something is wrong with the screw-attack protector drones. In rare instances they cycle through strange sprites, one being a dead EDF marine I think.
- The women tied to these green alien pillars that have decomposed (more green than the others) leave behind indestructible pillars.
- The specimen in the final hallway right before the final boss sink into the ground after a while. making them impossible to see.
- In the final map, the door leading to the area full of cocooned women opens too slowly, allowing you to simply walk in, instead of switching characters as intended.
- Despite having installed the patch, the buzz saw was still taken away from me when returning from the secret level. Strangely enough, upon dying, the mighty foot was replaced with the sprite of the buzzsaw, but retaining the behavior of the foot.
- The grenade launcher is still called devastator as the pickup. Intentional? Likewise, the devastator ammo sprite still shows up as rockets when playing as bombshell.
- The grenade launcher seems awfully powerful, being able to one-hit assault commanders and the pig boss enemies.
- In one instance I was able to get over 150 devastator ammo as duke. Haven't been able to reproduce it though.
- The enemies spawn slightly too early in the final battle. Make them spawn a few seconds later so the speech can properly finish.
- The final boss tends to hit himself with the turrets he lays down.
- The first time I beat the final boss I was walking forward and skipped all the ending cutscenes accidentally.
- Enemies and NPCs behave inconsistently when hit with the shrinker. Some retain the old Duke3D behavior of walking back and forth and becoming invulnerable for the duration of being shrunk, while others retain their normal behavior. There seems to be no clear pattern on how they act, best to just load a test map and experiment with the shrinker on each actor.
- The mini-overlord stays frozen indefinitely. I think this may be a vanilla bug.
There's probably more but I've been sloppy at noting things down, eh.
Did you credit the people who worked on this anywhere? If that hasn't been done yet, it really should. People should get recognized for the great job done here, it's absolute lightyears ahead of Alien World Order in terms of content.
I also would like to know who did the voices for which characters. Whoever did the proton voice did a great job. Bombshell's is a bit more on the amateurish side, but it's fine. And Clint from LGR does a fine Duke Nukem.
This post has been edited by Doom64hunter: 29 August 2018 - 04:17 PM
#239 Posted 29 August 2018 - 08:01 PM
Doom64hunter, on 29 August 2018 - 04:12 PM, said:
Fixed. Also, health buffering when drowning is fixed. (The fix was uncommenting a single line of code which never should have been commented).
Doom64hunter, on 29 August 2018 - 04:12 PM, said:
Most likely this is fixed now. I think I found and closed the loophole, but with a rare bug it's hard to verify.
Doom64hunter, on 29 August 2018 - 04:12 PM, said:
Is that different from other pillars left behind by other actors? I think I was just using the default pillar actor to leave behind, which happens to be indestructible. But maybe I'm missing something.
Doom64hunter, on 29 August 2018 - 04:12 PM, said:
You must have been afk for a while to notice that, it takes quite a while for the rounding errors on the sine function to accumulate to that point In any case, I am reducing the amount of error so it will take much longer now.
Doom64hunter, on 29 August 2018 - 04:12 PM, said:
The enemies spawn slightly too early in the final battle. Make them spawn a few seconds later so the speech can properly finish.
The next update will include some map revisions. Those two issues will probably be addressed, but I can't guarantee it.
Doom64hunter, on 29 August 2018 - 04:12 PM, said:
I believe this is now "fixed". The player is now force fed a max ammo chainsaw upon returning. If anyone is interested, the underlying issue still baffles me:
Doom64hunter, on 29 August 2018 - 04:12 PM, said:
Let's call those both intentional laziness.
Doom64hunter, on 29 August 2018 - 04:12 PM, said:
Yeah, it's being nerfed in the update. It's still going to be very powerful, though. It's harder to aim than the regular devastator.
Doom64hunter, on 29 August 2018 - 04:12 PM, said:
Ammo quantities between characters have to be translated -- e.g. Bombshell's pistol is twice as powerful (with lower rof), but she can only hold half the ammo. When you switch characters the amounts have to be adjusted. Evidently I missed a loophole somewhere. I have just added some checks for this kind of situation so hopefully that will be fixed now.
#240 Posted 29 August 2018 - 08:01 PM
Doom64hunter, on 29 August 2018 - 04:12 PM, said:
Yeah, screw that guy. He's not as smart as he thinks he is.
Doom64hunter, on 29 August 2018 - 04:12 PM, said:
I'm not sure how you did that but I just added an extra button press to advance the first screen so hopefully that's not an issue in the future.
Doom64hunter, on 29 August 2018 - 04:12 PM, said:
Why must you reveal my secret shame? Yeah, the new shrinking system has not been applied to all of the new monsters yet. There are some technical difficulties in getting it to work smoothly, it requires a fair amount of tinkering with sound pitches and whatnot. This will not be addressed in the next patch.
Doom64hunter, on 29 August 2018 - 04:12 PM, said:
Yup, just fixed that for the patch.
Doom64hunter, on 29 August 2018 - 04:12 PM, said:
There's a credit screen in the main menu which credits the big contributors. What we haven't done yet, to our shame, is also have a separate credit file that lists every single person and what they did. EDIT: to clarify, the people not listed on the credits did not actually work on the project as such, but they did make stuff that we used (mostly in the community stockpile)