Alien Armageddon [RELEASE] "showcasing sebabdukeboss20 characters with some enhancements"
#661 Posted 18 February 2019 - 07:59 AM
so much cooler Music doesn't just make a movie, it also makes a game.
#662 Posted 18 February 2019 - 08:05 AM
This post has been edited by NightFright: 18 February 2019 - 08:11 AM
#663 Posted 18 February 2019 - 08:36 AM
Forge, on 18 February 2019 - 07:49 AM, said:
I fixed them anyway & they'll show up in some future patch.
Of course, I understand everything now
#664 Posted 18 February 2019 - 09:07 AM
NightFright, on 18 February 2019 - 08:05 AM, said:
I will definitely check those out.
#665 Posted 18 February 2019 - 11:13 AM
Forge, on 18 February 2019 - 07:49 AM, said:
I fixed them anyway & they'll show up in some future patch.
#666 Posted 18 February 2019 - 11:37 AM
Marya, on 18 February 2019 - 11:13 AM, said:
polymost
it should be classic compatible, but it wasn't thoroughly tested. (afaik)
it's not polymer compatible.
the text file: "ALIEN ARMAGEDDON START" is in your game's top directory
This post has been edited by Forge: 18 February 2019 - 11:40 AM
#667 Posted 18 February 2019 - 11:40 AM
Though I'm kinda surprised you didn't alter the end of Capitol Punishment, having to go back out through the manhole with a jetpack. I thought maybe I'd been playing it wrong all these years and there
was another way out, but suppose the player didn't have a jetpack? He'd be stuck in the sewers
#668 Posted 18 February 2019 - 11:46 AM
darkprince227, on 18 February 2019 - 11:40 AM, said:
Though I'm kinda surprised you didn't alter the end of Capitol Punishment, having to go back out through the manhole with a jetpack. I thought maybe I'd been playing it wrong all these years and there
was another way out, but suppose the player didn't have a jetpack? He'd be stuck in the sewers
that's why there are now two jetpacks in the sewer accessed section of the map.
if you use up two jetpacks in that part of the map - you deserve to get stuck.
(but I agree, it would have played a lot smoother if there wasn't all that backtracking. With the exception of smithsonian I was hesitant to make the non-cosmetic changes I did, because then the purists would complain)
smithsonian was edited because a significant amount of people found the map too open, which led to wandering around forever until the yellow key was accidentally stumbled upon - then the endless searching for the blue and red locks from halfway across the map when the corresponding keys were finally acquired. We decided to make it a little more linear and utilize sections of the level that didn't need to be visited in the original.
While not totally unavoidable, modifying the path also helped reduce the amount of non-action walking around time due to lack of monsters because areas had already been cleared.
This post has been edited by Forge: 18 February 2019 - 12:07 PM
#669 Posted 18 February 2019 - 04:19 PM
Question though, for the weapon upgrades, do they have fixed spawns or are they random? I ask because when I played DC, I found the Incinerator upgrade in Smithsonian, but later found it again the secret map. I also found Duke's Freezethrower upgrade in the secret map, but didn't see it in a non-secret level unless I missed it (I believe I found every other secret, including the sewer one with Krang's mech suit).
#670 Posted 18 February 2019 - 04:41 PM
John Brown, on 18 February 2019 - 04:19 PM, said:
fixed.
some are duplicates some are only provided once.
#671 Posted 18 February 2019 - 05:18 PM
Forge, on 18 February 2019 - 04:41 PM, said:
some are duplicates some are only provided once.
Thank you.
#672 Posted 19 February 2019 - 02:03 AM
Wasn't too sure about the ending. Call me old fashioned, I just preferred the single Cycloid Emperor as the boss and the original end cutscenes.
All in all, I was impressed! Maybe in the future, we'll see Nuclear Winter or Duke!Zone II added to the fray?
#673 Posted 19 February 2019 - 02:43 AM
#674 Posted 19 February 2019 - 03:52 AM
I tried True Coolor on and of but it only works in classic.
This post has been edited by fuegerstef: 19 February 2019 - 03:52 AM
#675 Posted 19 February 2019 - 07:04 AM
darkprince227, on 19 February 2019 - 02:03 AM, said:
All in all, I was impressed! Maybe in the future, we'll see Nuclear Winter or Duke!Zone II added to the fray?
We do have story going on in our mod. It will involve 1 or 2 more episodes. DC isn't just going to be a one and done thing.
VERY unlikely to add crappy expansions. Just because it's a Duke expansion doesn't mean we're going to add it in because. We like quality. No quantity. Nuclear Winter is quite inferior compared to DC and Caribbean. Duke Zone 2 I barely remember existed.
This post has been edited by sebabdukeboss20: 19 February 2019 - 07:04 AM
#676 Posted 19 February 2019 - 07:36 AM
#677 Posted 19 February 2019 - 08:21 AM
DZ2 looks like it was made in 6 hours by a roving gang of eight-year olds with ADD and hopped up on mountain dew and pizza rolls.
If I'm going to map I would rather make something for the new episode, not repair someone else's cheap work.
But I'm not in charge and easily replaceable, so go with what the art director and coder have to say about it.
This post has been edited by Forge: 19 February 2019 - 11:54 AM
#678 Posted 19 February 2019 - 11:00 AM
fuegerstef, on 19 February 2019 - 03:52 AM, said:
I tried True Coolor on and of but it only works in classic.
The transparency may have been removed by accident when I removed the bobbing crosshairs (I just added it back on my end), but the sprite is definitely the same picnum and I don't see any black pixels.
EDIT: I've seen the black pixels phenomenon before, but never in this mod. It's a glitch, but it's not a scripting code thing. Try deleting your cached textures and see if that helps.
This post has been edited by Trooper Dan: 19 February 2019 - 11:42 AM
#679 Posted 19 February 2019 - 11:16 AM
NightFright, on 19 February 2019 - 02:43 AM, said:
I have no idea bout DZ2
To be honest, World tour was underwhelming and boring the only thing they did was bring back the incinerator and add an enemy that droped it the Incenrator used in world tour is a slight revamp of a weapon that was in the duke 3d Beta (yay for orginality!) At least Bombshells flamthrower has a new model, while the Alien world order flame thrower is a retextured freezethrower.
This post has been edited by Marya: 19 February 2019 - 11:22 AM
#680 Posted 19 February 2019 - 11:22 AM
Marya, on 19 February 2019 - 11:16 AM, said:
DZ2 was literally broken, which puts it miles below Nuclear Winter in my opinion.
#681 Posted 19 February 2019 - 11:48 AM
I think it would be nice to put together a winter themed episode to release near the end of the year. There are some good winter themed maps that have been released in the community over the years...maybe some of them could be refurbished? Add a few wintery effects and easter eggs, sexy ladies in santa hats, falling snow, etc. Maybe add in a short and simple new map or two if mappers are willing.
#682 Posted 19 February 2019 - 11:50 AM
I actually liked Nuclear Winter myself (I'm just a sucker for Christmas) and the last few levels of Arctic Assault. Other than that, DZ2 was nothing really special.
In all serious though, some new episodes following Duke it out in DC sounds pretty cool
#683 Posted 19 February 2019 - 12:24 PM
darkprince227, on 19 February 2019 - 11:50 AM, said:
I actually liked Nuclear Winter myself (I'm just a sucker for Christmas) and the last few levels of Arctic Assault. Other than that, DZ2 was nothing really special.
In all serious though, some new episodes following Duke it out in DC sounds pretty cool
I should be the one apologizing. I overreacted a little. I just don't want people assuming because we adapted Caribbean and DC that we will do all the expansions (and World Tour like Jblade said). Those two were of great quality and could benefit from enhancing and being part of AA's story.
#684 Posted 19 February 2019 - 01:34 PM
#685 Posted 19 February 2019 - 02:01 PM
sebabdukeboss20, on 19 February 2019 - 12:24 PM, said:
World Tour would be hella better if it had the AA treatment.
but i don't feel like having my assets seized
#686 Posted 19 February 2019 - 05:11 PM
#687 Posted 19 February 2019 - 06:21 PM
Forge, on 19 February 2019 - 02:01 PM, said:
but i don't feel like having my assets seized
#688 Posted 19 February 2019 - 06:51 PM
Trooper Dan, on 19 February 2019 - 11:00 AM, said:
EDIT: I've seen the black pixels phenomenon before, but never in this mod. It's a glitch, but it's not a scripting code thing. Try deleting your cached textures and see if that helps.
I was just about to say, I've been having a similar issue too, since I installed 2.02 (went straight from 2.00). I didn't see it in DC (which I played with 2.00), but occasionally Duke's pistol's laser is either duplicated, or duplicated with one of the dots having black... almost like "lock on" crosshair brackets around it. I tried to get a screenshot but it seems both dots are rapidly flickering so each screenshot only shows one dot, and I couldn't get one with the black outlines.
Here are my attempts at recreating them with MS Paint, if it helps at all:
#689 Posted 19 February 2019 - 07:12 PM
#690 Posted 19 February 2019 - 07:20 PM
Ninety-Six, on 19 February 2019 - 05:11 PM, said:
WT art files would conflict with AA art files.