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Alien Armageddon [RELEASE] "showcasing sebabdukeboss20 characters with some enhancements"
#841 Posted 07 March 2019 - 05:49 AM
#842 Posted 07 March 2019 - 06:52 AM
minime637, on 07 March 2019 - 05:49 AM, said:
I considered overhauling the original episodes and putting them in along with other visual enhancements, but the problem is those episodes are still part of a product that's being sold, so I can't really touch them without risk.
#843 Posted 07 March 2019 - 08:43 AM
sebabdukeboss20, on 07 March 2019 - 06:52 AM, said:
Okay but you can put it with the secrets in the level or just give cheat to spawn them in mostly because I feel like they didn't put any effort in the secrets in the original episodes at times mostly one because of the prison level in my opinion
#844 Posted 07 March 2019 - 09:41 AM
minime637, on 07 March 2019 - 08:43 AM, said:
it doesn't work that way
They can't edit the non-shareware episode maps and re-distribute them. They are still owned and being actively sold by a copyright holder.
As far as spawning upgrade sprites - that can be done with the console.
This post has been edited by Forge: 07 March 2019 - 09:44 AM
#845 Posted 07 March 2019 - 10:54 AM
#846 Posted 07 March 2019 - 11:41 AM
minime637, on 07 March 2019 - 10:54 AM, said:
I've thought about a third playable character, but it wouldn't be Lo Wang, and I don't want to port in a bunch of SW stuff.
#847 Posted 07 March 2019 - 11:49 AM
minime637, on 07 March 2019 - 10:54 AM, said:
there are other projects if you want SW stuff in Dukeverse
https://www.moddb.co...tion-multiverse
This post has been edited by Forge: 07 March 2019 - 11:50 AM
#848 Posted 07 March 2019 - 12:28 PM
Forge, on 07 March 2019 - 09:41 AM, said:
They can't edit the non-shareware episode maps and re-distribute them. They are still owned and being actively sold by a copyright holder.
Doesn't AA still require the GRP file? Shouldn't that be enough to keep the copyright sharks at bay since you still need to own the original product in order to use the tweaks?
#849 Posted 07 March 2019 - 12:48 PM
Ninety-Six, on 07 March 2019 - 12:28 PM, said:
using that logic, I can extract everything out of the grp file and distribute it. Eduke32 still needs a grp file to run the game, so I'm good to go.
Think I'll stick with what seems like common sense and not risk having the project shut down.
This post has been edited by Forge: 07 March 2019 - 12:54 PM
#850 Posted 07 March 2019 - 12:52 PM
Forge, on 07 March 2019 - 12:48 PM, said:
I'm not saying a GRP I'm saying the GRP. If it can only be used in this context, with the assets already owned and required for use...
I mean, technically speaking, given that a lot of the enemy sprites are modified versions of the originals (or at least use bits and pieces thereof), is it that different than map data?
#851 Posted 07 March 2019 - 01:04 PM
Now, a complete re-imagining of the original episodes with brand new maps that were similar in theme to the originals would be far more interesting. As an example, what DanM did in the first level of DNE, with a movie theater level built from scratch that was similar to E1L1 thematically. However, I personally wouldn't have much involvement in that other than doing some general scripting that could be used for it.
#852 Posted 07 March 2019 - 01:07 PM
Ninety-Six, on 07 March 2019 - 12:52 PM, said:
If you want to extract all the maps out of Your The A grp file and distribute them here on this forum, be my guest.
This post has been edited by Forge: 07 March 2019 - 01:08 PM
#853 Posted 07 March 2019 - 01:11 PM
Trooper Dan, on 07 March 2019 - 01:04 PM, said:
I would love to see a level pack like this myself.
#854 Posted 07 March 2019 - 01:12 PM
![Posted Image](https://i.imgur.com/AvbbdGS.png)
#855 Posted 07 March 2019 - 01:17 PM
Phredreeke, on 07 March 2019 - 01:12 PM, said:
![Posted Image](https://i.imgur.com/AvbbdGS.png)
Honestly, PnP would probably be one of the episodes that could really use the treatment they gave DC with level tweaks and such, though probably a bit more involved make it a bit more balanced. Though I imagine it would be much tougher to do so, not the least of which is its existing format.
#856 Posted 07 March 2019 - 06:03 PM
sebabdukeboss20, on 07 March 2019 - 06:52 AM, said:
#857 Posted 07 March 2019 - 10:10 PM
![Posted Image](https://forums.duke4.net/public/style_emoticons/default/laugh.gif)
Btw, there are things that you probably know already, purpose/balance or not, i'll write them here just in case, the following weapons uses 2 ammo: Desert Eagle, Explosive Shotgun Shells (yea i know, this one is very obvious that is for balance), Rolling Turrets, Grenade Launcher (Shelly's devastator), this last one make no frontal damages to her, this mean that she can run straight away like a rhino in very close combats against monsters (which i like very much honeslty
![:)](https://forums.duke4.net/public/style_emoticons/default/biggrin.gif)
This post has been edited by The Battlelord: 07 March 2019 - 10:12 PM
#858 Posted 07 March 2019 - 10:37 PM
#859 Posted 08 March 2019 - 04:05 AM
It's minor, but I noticed during the usual intro cutscene, Stalker was playing instead of Briefing. I actually tried to fix it myself, but when I opened the user con... it looks like it should be working but for some reason it isn't.
#860 Posted 08 March 2019 - 05:50 AM
Trooper Dan, on 07 March 2019 - 10:37 PM, said:
I dunno if this is a bug or not but speaking of that you can blow yourself up with shelly's devastator ,but it seems like you have to not be at 100 health.....
This post has been edited by Marya: 08 March 2019 - 06:18 AM
#861 Posted 08 March 2019 - 03:29 PM
#862 Posted 08 March 2019 - 04:02 PM
minime637, on 08 March 2019 - 03:29 PM, said:
Their charge & shield loss behavior is determined by how much damage they've taken.
The surrounding architecture can effect their movement - there's no real way to predict every environment - just general things, Do X if encountering Y. Funny behavior may be encountered under certain circumstances and situations.
The health for each enemy is pre-set. I don't think there's a realistic way to give them more or less health based on what other enemy they are with. I don't think vampirism is a consideration for that particular enemy.
#864 Posted 08 March 2019 - 04:51 PM
minime637, on 08 March 2019 - 04:30 PM, said:
that they should randomly drop medic kits, or that they should be able to heal themselves and other pigs?
Could it be coded for them to drop healing items? Yes.
Could enemies be coded to be nurses? Probably.
Neither of those questions are for me to answer, though. Not my lane.
This post has been edited by Forge: 08 March 2019 - 04:52 PM
#865 Posted 08 March 2019 - 05:18 PM
#866 Posted 08 March 2019 - 05:28 PM
As far as the armored pigs jumping a lot:
Making an actor jump when it is bumping against an obstacle is a lazy way to try to get it unstuck. It works fine if the obstacle is something short, but fails in other cases. The old jumping enemies use this, and I have followed suit with the new jumping enemies in AA.
I have coded a path node system, and a rudimentary version of it is used in a few places in the refurbished DC maps, but generally it's not used in the released content. It will be featured heavily in the next big update, though. A pathing system makes it much easier for actors to navigate the environment. Otherwise, it takes a lot of calculations and guesswork.
#867 Posted 08 March 2019 - 05:35 PM
(not that it mattered since I spent literally an entire hour scouring every last corner of the map for the final secret, and found nothing. Not even when I started cheating with DNSHOWMAP and an infinite jetpack could I find it.)
#868 Posted 08 March 2019 - 06:11 PM
Ninety-Six, on 08 March 2019 - 05:35 PM, said:
(not that it mattered since I spent literally an entire hour scouring every last corner of the map for the final secret, and found nothing. Not even when I started cheating with DNSHOWMAP and an infinite jetpack could I find it.)
#869 Posted 08 March 2019 - 06:39 PM
Marya, on 08 March 2019 - 06:11 PM, said:
If there was somewhere to go I would have used it.
#870 Posted 08 March 2019 - 07:35 PM
The first time I beat the first level, I had Shelly stuck on one side and Duke on the other, and when I started the next map and saw it was Shelly on her own, I thought it was intentional to explain why Duke was taking Forever (cue unenthusiastic laughtrack).