Trooper Dan, on 27 February 2019 - 05:47 PM, said:
Alien Armageddon [RELEASE] "showcasing sebabdukeboss20 characters with some enhancements"
#781 Posted 27 February 2019 - 07:31 PM
#782 Posted 28 February 2019 - 03:13 PM
Trooper Dan, on 27 February 2019 - 03:45 PM, said:
I thought the partner could resurrect you at 10-20 heatlh, so you could backtrack for some medkits. And also making the partner fighting enemies a higher priority (for example he/she interrupt the healing process to fight back when monsters are in sight).
sebabdukeboss20, on 27 February 2019 - 07:08 PM, said:
I understand, I was just interested about human civilian\military sprites.
#784 Posted 28 February 2019 - 03:39 PM
#785 Posted 28 February 2019 - 04:13 PM
Trooper Dan, on 28 February 2019 - 03:39 PM, said:
This post has been edited by Marya: 28 February 2019 - 04:13 PM
#786 Posted 28 February 2019 - 04:33 PM
#787 Posted 01 March 2019 - 01:03 AM
https://www.moddb.co...-armageddon-210
Quote
-2X upscaled original enemy sprites available as optional feature (use AA_UPSCALE.BAT to start game)
-Dukinator robot sprites replaced with higher definition ones
-debris sprites and generic gore sprites replaced with 2X upscaled ones
-included censored art folder, with optional replacement art for streamers and anyone else who wants to play with reduced sexual content
-hack to fix "ledgeshot" bug on plasma rifle and upgraded freezer
-Sliding kick is affected by conveyer belts (before it was possible to cheat by sliding against currents)
-screen sizes showing obsolete status bar no longer available
-map edit to prevent Dukinators to emerge from wall slot in DC3
-map edit to prevent the player from using a toilet while simultaneously interacting with an NPC in VacaSL
-fixed freezer and shrinker related bugs with sharks
-reduced friendly fire damage between the player and the bot companion to 25% of normal
-fixed bug where some civilians were tagged as enemies and would be attacked by friendly AI
-fixed bug where it was possible to freeze the first form of Dr Proton in the New Invasion episode and get softlocked
-fixed bug where Bombshell's spent magazines could bounce continuously
-fixed bug where puffs of smoke coming from destroyed tank would stay at the bottom of the tank
-includes new build of EDuke32
#789 Posted 01 March 2019 - 01:58 AM
EDIT: The .bat is fixed now. For any of the 8 people who had downloaded already, you can just delete "-game_dir WGR2" from the .bat
This post has been edited by Trooper Dan: 01 March 2019 - 02:03 AM
#791 Posted 01 March 2019 - 04:00 AM
i came across a bug while messing around on a usermap, i was jetpacking around and ran into the moving area of the train in the old western map game crashed when i either got out of the train's area or got to a wall, not sure which will try to repeat this. running on 64bit version
Can't seem to repeat this crash, maybe it was just a fluke?
This post has been edited by Marya: 01 March 2019 - 04:14 AM
#792 Posted 01 March 2019 - 04:56 AM
#793 Posted 01 March 2019 - 12:36 PM
Also, Bombshell is so badass that she kicked a tank that bounced back
#794 Posted 01 March 2019 - 01:25 PM
#795 Posted 01 March 2019 - 05:44 PM
#796 Posted 01 March 2019 - 05:50 PM
John Brown, on 01 March 2019 - 05:44 PM, said:
#797 Posted 01 March 2019 - 07:05 PM
Oversized tripbomb:
Misaligned sprite:
Players can't be seen in mirror:
Freeze upgrade is still not properly displayed on lower resolutions (other weapons are fixed though):
#798 Posted 01 March 2019 - 08:05 PM
Radar, on 01 March 2019 - 07:05 PM, said:
Misaligned sprite:
Players can't be seen in mirror:
The mirror issue is known. It has something to do with the map having a feature in it that makes mirrors unintentionally non-functional. There's no fix.
I cannot replicate the misaligned sprite. It is wall aligned in every render mode I tried.
(in mapster & in game before and after the yellow key is used)
This post has been edited by Forge: 01 March 2019 - 08:38 PM
#799 Posted 01 March 2019 - 09:47 PM
The one I regret is the freezer upgrade not being positioned correctly on lower resolutions. It has the exact same cause as when the plasma rifle wasn't positioned correctly, and I could have easily fixed it at the same time had I known about it. I'll fix it now, but I don't want to post any more updates. Perhaps I'll do a stealth update where I just replace the version 2.10 download with an updated file but don't announce it; then I can pretend it was that way all along
#800 Posted 01 March 2019 - 09:59 PM
#801 Posted 01 March 2019 - 10:05 PM
#802 Posted 01 March 2019 - 10:47 PM
Attached File(s)
-
nothing.rar (109.61K)
Number of downloads: 348
#803 Posted 01 March 2019 - 11:05 PM
Radar, on 01 March 2019 - 01:25 PM, said:
No. Bombshells used an old DM map from William Gee as its basis.
William added a few new bits before leaving the project, the rest is created by me and Maarten.
#804 Posted 02 March 2019 - 05:19 AM
Trooper Dan, on 01 March 2019 - 10:47 PM, said:
#805 Posted 02 March 2019 - 07:58 AM
Marya, on 02 March 2019 - 05:19 AM, said:
2.101
I'm not good at subtle jokes, but half-way up this current page is the link the the latest version
Trooper Dan, on 01 March 2019 - 01:03 AM, said:
https://www.moddb.co...-armageddon-210
#806 Posted 02 March 2019 - 02:25 PM
Forge, on 02 March 2019 - 07:58 AM, said:
I'm not good at subtle jokes, but half-way up this current page is the link the the latest version
This post has been edited by Marya: 02 March 2019 - 02:25 PM
#807 Posted 02 March 2019 - 03:15 PM
#809 Posted 03 March 2019 - 10:15 PM
Trooper Dan, on 25 February 2019 - 09:03 PM, said:
Nah, don't get me wrong on this, i just tought that the shrinker is a ray, and metal can be reflective as a mirror sometimes, there is absolutely nothing wrong the way you made it, i like new ideas or i would not be here in that case, and by talking newer ideas can come .
Trooper Dan, on 25 February 2019 - 09:03 PM, said:
You can throw your responability away and avoid to fix it, i thought if was possible to do the same thing without slide kick, actually it is possible on vanilla too, slower but possible (it needs around 1.40 min.)
Trooper Dan, on 25 February 2019 - 09:03 PM, said:
Yup, i remember and noticed this in v1.0 (and the other versions are on my pc as well, because this mod deserve to be tasted and re-tasted in all versions), so i complain that i'll complain about nothing .
Just excuse me for the late replies.
#810 Posted 03 March 2019 - 10:55 PM
___________________________
For consistency, the upscaled option will later include other enemy sprites, not just the vanilla ones. Here's a good side-by-side representation of the upscaling:
On the left is the original image with doubled pixels, nearest neighbor (so same level of detail as original). The image on the right has gone through the ESRGAN neural network upscaler to higher resolution, with several other processing filters added by Phredreeke (it actually gets upscaled to 4X, then he applies a chain of post-processing scripts that reduce the images back down to 2X and do other things)
This process isn't without some downside, since it exposes any flaws or ambiguities in the lower resolution sprites. For example, I'm not sure what the spatial relationship is supposed to be between the alien's arm and the weapon it is holding in that pic.
Going forward, the target scale is actually going to be 1.5X the scale of the original game. The 1.5X scale has already been used since version 1.0 for all of the NPC sprites (and there are a lot of them) so it seems like a good target. But anything upscaled to 2X can remain so, unless we get a better option down the road.
This post has been edited by Trooper Dan: 04 March 2019 - 02:22 AM