Alien Armageddon [RELEASE] "showcasing sebabdukeboss20 characters with some enhancements"
#721 Posted 21 February 2019 - 10:19 AM
#722 Posted 21 February 2019 - 10:25 AM
Mr. Nukem Roses, on 21 February 2019 - 10:19 AM, said:
probably
why? is there something wrong with it? Is it acting or looking weird?
I think there's another one in Capital Punishment as well.
if you think it's a bug - there are real eggs, and there are also sprites that are used as decoration for the ambiance (fake egg & the last two tiles in the egg-hatch animation set).
The fake egg and the other two sprites are not by themselves 'actors', so they are not destructible.
The real egg - and the subsequent hatching / hatched eggs retain their 'actor' code, so they are destructible.
This post has been edited by Forge: 21 February 2019 - 10:58 AM
#723 Posted 21 February 2019 - 10:44 AM
Forge, on 21 February 2019 - 10:25 AM, said:
why? is there something wrong with it? Is it acting or looking weird?
I think there's another one in Capital Punishment as well.
if you think it's a bug - there are real eggs, and there are also sprites that are used as decoration for the ambiance (fake egg & the last two tiles in the egg-hatch animation set). The fake egg and the two sprites are not destructible.
Marya, on 17 February 2019 - 02:24 PM, said:
This post has been edited by Marya: 21 February 2019 - 10:48 AM
Reason for edit: removed unnecessary pic
#724 Posted 21 February 2019 - 10:47 AM
Marya, on 21 February 2019 - 10:44 AM, said:
He knows how to remove it, he's just not going to.
-and you don't have to quote my post and keep the image in it if you're posting right afterwards - completely unnecessary (and slightly annoying) unless the forum has advanced your post onto a new page
This post has been edited by Forge: 21 February 2019 - 10:51 AM
#725 Posted 21 February 2019 - 10:51 AM
This post has been edited by Marya: 21 February 2019 - 10:51 AM
#726 Posted 21 February 2019 - 11:03 PM
Thanks you for this mod.
Version 1.00 was great, but 2.00 with new monsters and NPCs is something incredible! DNAA brought more fun than all modern AAA games.
New game features and art made at the highest level.
For a complete happiness I miss only some transport for Duke/Shelly and spacesuit in inventory for maps in space.
#727 Posted 21 February 2019 - 11:18 PM
Zelanto, on 21 February 2019 - 11:03 PM, said:
Thanks you for this mod.
Version 1.00 was great, but 2.00 with new monsters and NPCs is something incredible! DNAA brought more fun than all modern AAA games.
New game features and art made at the highest level.
For a complete happiness I miss only some transport for Duke/Shelly and spacesuit in inventory for maps in space.
On a side note is there any backstory for shelly? was she a dropped charater from a previous game?
This post has been edited by Marya: 21 February 2019 - 11:19 PM
#728 Posted 21 February 2019 - 11:40 PM
#729 Posted 22 February 2019 - 12:11 AM
I think of Bombshell in AA as an EDF operative who got assigned to work with Duke because they make a good team. I don't imagine that Duke works well with many others. In the beginning of New Invasion, she is working at an EDF base while Duke is on vacation -- she probably splits her time between fieldwork and administrative duties. I see her as somewhat sadistic with a bloodlust, and that comes through in some of her lines "so much blood...so beautiful!". That part of her personality was inspired by the voice actress, who I can tell you enjoys watching MMA fights when they involve a lot of blood.
I like the idea that her code name has some explanation that has nothing to do with her appearance. Maybe she did something crazy involving a bombshell once, I dunno.
#730 Posted 22 February 2019 - 06:47 AM
It's not a huge issue but I thought I'd mention it.
#731 Posted 22 February 2019 - 07:24 AM
NightFright, on 21 February 2019 - 11:40 PM, said:
#732 Posted 22 February 2019 - 11:18 AM
Trooper Dan, on 22 February 2019 - 12:11 AM, said:
I think of Bombshell in AA as an EDF operative who got assigned to work with Duke because they make a good team. I don't imagine that Duke works well with many others. In the beginning of New Invasion, she is working at an EDF base while Duke is on vacation -- she probably splits her time between fieldwork and administrative duties. I see her as somewhat sadistic with a bloodlust, and that comes through in some of her lines "so much blood...so beautiful!". That part of her personality was inspired by the voice actress, who I can tell you enjoys watching MMA fights when they involve a lot of blood.
I like the idea that her code name has some explanation that has nothing to do with her appearance. Maybe she did something crazy involving a bombshell once, I dunno.
This post has been edited by Marya: 22 February 2019 - 11:18 AM
#733 Posted 23 February 2019 - 03:54 AM
Duke it out in DC was a blast with some crazy battles, great job on the new weapons and even more new enemies. The nod to the "The thing" is appreciated!
Also nice job on Smithsonean, it looks a lot cooler with actual art and paintings.
#734 Posted 23 February 2019 - 04:42 PM
#735 Posted 24 February 2019 - 12:08 AM
#737 Posted 24 February 2019 - 12:36 AM
EDIT2: wow, this map is shitty
This post has been edited by Trooper Dan: 24 February 2019 - 12:41 AM
#738 Posted 24 February 2019 - 01:30 AM
Trooper Dan, on 24 February 2019 - 12:36 AM, said:
Haha, it wouldn’t surprise me if many maps we thought were brilliant a decade or two ago are regarded as trash by today’s standards.
#739 Posted 24 February 2019 - 01:39 AM
In this case the construction of the towers is disappointing.
This post has been edited by Trooper Dan: 24 February 2019 - 01:40 AM
#740 Posted 24 February 2019 - 02:30 AM
Trooper Dan, on 24 February 2019 - 01:39 AM, said:
In this case the construction of the towers is disappointing.
I always wanted to make a sort of alien babe factory where babes would go into a supposed machine on one end and out the other came the captured babes ,but since i never got into maps for duke 3d i never made it nor do i know if you can put babes on a conveyer and drop them off with the crane without killing them.
#741 Posted 24 February 2019 - 09:24 PM
#742 Posted 24 February 2019 - 09:40 PM
EDIT: I meant little update as in an update that is in progress and will be done within the week; I wasn't implying that 2.0 was "little"
This post has been edited by Trooper Dan: 24 February 2019 - 09:42 PM
#743 Posted 24 February 2019 - 11:48 PM
Trooper Dan, on 24 February 2019 - 09:40 PM, said:
EDIT: I meant little update as in an update that is in progress and will be done within the week; I wasn't implying that 2.0 was "little"
This post has been edited by Marya: 24 February 2019 - 11:48 PM
#746 Posted 25 February 2019 - 08:48 PM
It looks like the original, just harder without the usual group of monsters, and with a refreshed style fulfilled of modern stuff and easter eggs, but, going into the deepness, there are some nice new rooms and things modded/added/placed in a perfect way, if you ever played DC or not is not a mod to play... it is a MUST to play.
Lol at the zombies when they fight against the aliens is so damn funny , as for some fat commanders that litterally giving birth to turret drones, crazy initiative to put npcs that are "doing it", careless about what is happening around them, the winged Cycloyd Emperor (Boss2fly) is just... idk, just freaking majestic, that you'll feel to fight against a dragon!
It was time also that someone add some nice upgrades to the weapons, the explosive shotgun shells keep saying "shoot me over and over!"
At the end of DC and after so many easter eggs
I've also noticed some things, idk if all of them are on purpose, so please don't kill me for this, some it is just funny stuff, one part in the video and another one am typing it right here:
-Duke/Shelly AI (imo) stand too close to the player (i know they love each others) that in some situations won't be able to move freely. As when you try to squish monsters using the doors, the AI behind will shot at the player ass.
-The armor looks like be "drained" so fast by few attacks, you won't even notice that it is fallen to 0 already.
-I thought that some monsters were immune to the shrinker, expecially the mecha/cyber ones, instead i was confused when the Cyberbeast (that looks similar to the protector drone) got shrinked, but if this is on purpose np.
-Sharks: i did not test this properly, but when i tried to freeze them, they became invicible and staretd to move randomly (i was using the upgraded freezerthrower on the 64bit version if this matters).
-The second level (Memorial Services) can be done in less than 40 secs doing the trick at the 0:35 min.
Keep up the amazing work .
This post has been edited by The Battlelord: 25 February 2019 - 10:27 PM
#747 Posted 25 February 2019 - 09:03 PM
The Battlelord, on 25 February 2019 - 08:48 PM, said:
The AI is a compromise. It works well most of the time, and I generally can avoid shooting/getting shot by my partner. Maybe I should just eliminate friendly fire damage entirely, though, instead of reducing it by 50% which is what it is now.
The Battlelord, on 25 February 2019 - 08:48 PM, said:
I purposely allow pretty much any monster to be shrunk, including the robot terminators. The limitation seemed arbitrary to me -- does the shrink ray somehow detect "organic" matter? Why? The protector drone is immune because it uses the shrinker itself, similar to how a snake is immune to its own venom. Other than that, the only limit I put on it is hit point based. Any monster cannot be shrunk unless its health falls below a certain number. Otherwise the shrinker is overpowered.
The Battlelord, on 25 February 2019 - 08:48 PM, said:
That sounds bad. I will look into it later tonight.
The Battlelord, on 25 February 2019 - 08:48 PM, said:
-The second level (Memorial Services) can be done in less than 40 secs doing the trick at the 0:35 min.
Keep up the amazing work .
I will fix the slide-kick exploit, since that's a feature that I added myself so I'm responsible for it.
The terminators have been moved back from that opening in our current version so they will behave better.
The projectile related things in your video have a mix of different causes. Projectiles not going through an opening, or hitting the floor when they shouldn't when pointed downward, are engine bugs and I can't do anything about it. The reason that most projectiles will have a random component added to their trajectories when you are running is, I coded it that way to add a little realism. It's harder to aim when running. EDIT: I want to point out that this feature has been present since version 1.0 and you are the first person to say anything bout it. So if anyone wants to complain that I suddenly shoehorned that feature in...don't.
On the plasma rifle, the reason it sometimes hits that wall and sometimes doesn't is twofold. First, it has a big right-side offset so that the projectile spawn point will match the position of the gun on the screen. Second, there is a random element to the trajectory.
#748 Posted 25 February 2019 - 09:14 PM
sebabdukeboss20, on 25 February 2019 - 07:29 AM, said:
Yeah Dan you might want to remove FF entierly shelly keeps walking in front of me and vis versa when playing as shelly also, this is my fault but I find myself sometimes shooting the EDF troops by mistake but on purpose since i'm not use to having friendly NPC's on the battlefield.
Can you still make permantly shrunk Assault troopers by freezing a shrunk assault trooper? quiet funny if you ask me...
I noticed while playing through the DC Secret level Top Secret, that in the aztec area Laura shows up as an enemy is that suppose to be like that?
This post has been edited by Marya: 25 February 2019 - 09:29 PM
#749 Posted 25 February 2019 - 09:45 PM
As for FF, even though it's not a very realistic game, I like to keep some level of realism for combat, so I want to keep FF for the unimportant characters. But the bot companion is special and it actually costs the player health to revive them or get shot by them, so I would make an exception for that.