Doom64hunter, on 10 March 2019 - 10:37 PM, said:
Alien Armageddon [RELEASE] "showcasing sebabdukeboss20 characters with some enhancements"
#901 Posted 11 March 2019 - 12:35 AM
#902 Posted 11 March 2019 - 01:00 AM
#903 Posted 11 March 2019 - 01:15 AM
Ninety-Six, on 11 March 2019 - 01:00 AM, said:
Yes he did lol
#905 Posted 11 March 2019 - 11:05 AM
Ninety-Six, on 11 March 2019 - 01:00 AM, said:
#906 Posted 11 March 2019 - 11:16 AM
Marya, on 11 March 2019 - 11:05 AM, said:
They can still do the normal play dead as well. It's random.
#907 Posted 11 March 2019 - 02:29 PM
Also, I am a bit confused about the episode's timeline: in "Bombshells", Bombshell airdrops to join Duke Nukem in his mission, but in "Hard Rain", she is on her own; then, in "Sunk City", she is back to being with Duke Nukem. Did I miss something here or what?
#908 Posted 11 March 2019 - 02:35 PM
#909 Posted 11 March 2019 - 02:50 PM
Phredreeke, on 11 March 2019 - 02:35 PM, said:
IIRC Bombshell and Duke get seperated at the end of Bombshells, and then join up again at the end of Hard Rain.
#910 Posted 11 March 2019 - 03:01 PM
Trooper Dan, on 11 March 2019 - 11:16 AM, said:
had one do that and kill a girl and to put it in duke quote terms
"This really pisses me off."
This post has been edited by Marya: 11 March 2019 - 03:03 PM
#911 Posted 12 March 2019 - 01:30 AM
This post has been edited by Ninety-Six: 12 March 2019 - 01:45 AM
#912 Posted 12 March 2019 - 02:03 AM
Ninety-Six, on 12 March 2019 - 01:30 AM, said:
OK, I have just fixed that. But, I can't really release the fix without including lots of other WIP stuff, so, you'll have to live without that feature for a while.
#913 Posted 12 March 2019 - 02:04 AM
Ninety-Six, on 12 March 2019 - 01:30 AM, said:
The original episodes?
Just tried E1L1 and the enemy were getting randomized. I'm not sure what you mean.
nvm
Trooper Dan, on 12 March 2019 - 02:03 AM, said:
This post has been edited by Forge: 12 March 2019 - 02:05 AM
#914 Posted 12 March 2019 - 11:45 PM
Preview of the new Control gametype.
At 0:46 Bombshell kicks the lizard commando to death right as he is landing from a jump pad boost. I couldn't have scripted that to happen if I had tried.
#915 Posted 13 March 2019 - 01:00 AM
Trooper Dan, on 12 March 2019 - 11:45 PM, said:
At 0:46 Bombshell kicks the lizard commando to death right as he is landing from a jump pad boost. I couldn't have scripted that to happen if I had tried.
This post has been edited by Marya: 13 March 2019 - 01:02 AM
#917 Posted 13 March 2019 - 01:36 PM
Trooper Dan, on 12 March 2019 - 11:45 PM, said:
Are the NPC using some sort of path-finding, or pre-defined paths?
#918 Posted 13 March 2019 - 04:10 PM
Obviously I ran over it and picked it up without realizing it, but that sort of begs the question.
In short,
#919 Posted 13 March 2019 - 04:34 PM
Ninety-Six, on 13 March 2019 - 04:10 PM, said:
Obviously I ran over it and picked it up without realizing it, but that sort of begs the question.
In short,
Chaingun upgrade add more ammo and damage
#920 Posted 13 March 2019 - 04:38 PM
Darkus, on 13 March 2019 - 01:36 PM, said:
Yes. The way it works is pretty interesting (to me). It's fairly clean from the mapper's standpoint, because you just put the node sprites in the map in places where nodes can see other nodes, and typically the nodes don't require any special tags on them. In some cases they certainly do require tags, though (basically whenever line of sight issues come up, such as when you want an actor to proceed through a closed door which blocks the view of the next node). But it has some cool features. For example, you could make a make maze-like map, and as long as the maze allows for line of sight between adjacent nodes, actors will take the shortest distance path between wherever they are and wherever the goal node is, without any tags being placed on the nodes. The actors themselves don't have to calculate the paths, they just look around when they get to a node and see which of the accessible nodes has the highest value to them relative to their current goal (the values are baked onto the nodes if the goal is static, and they are recalculated periodically by the node system if the goal is dynamic). So, the amount of path computation involved does increase with the number of nodes, but not with the number of actors involved.
#921 Posted 13 March 2019 - 04:41 PM
Ninety-Six, on 13 March 2019 - 04:10 PM, said:
Obviously I ran over it and picked it up without realizing it, but that sort of begs the question.
In short,
I don't remember exactly, but when I did add weapon upgrades, they were usually in secret areas.
#922 Posted 13 March 2019 - 05:26 PM
This post has been edited by Ninety-Six: 13 March 2019 - 05:27 PM
#923 Posted 13 March 2019 - 05:32 PM
Ninety-Six, on 13 March 2019 - 05:26 PM, said:
That's a known upscaling bug. It's fixed in the current build, but that hasn't been released yet. That happens when the pissing pigcop facing the urinal becomes an upscaled pigcop.
#925 Posted 13 March 2019 - 07:40 PM
Phredreeke, on 13 March 2019 - 05:58 PM, said:
It's tile 10774 is you want to do it. --it's still essentially a code, bug, though.
#926 Posted 13 March 2019 - 07:50 PM
This post has been edited by Marya: 13 March 2019 - 07:51 PM
#927 Posted 13 March 2019 - 08:09 PM
Ninety-Six, on 13 March 2019 - 05:26 PM, said:
Lol, i think that he was there for a reason, he ate so much and tried to poo but... didn't work as expected, now you can imagine why is bigger.
Pig cops are always involved in weird stuff after all: dressing, kamikaze, streep dancing, time travels, zombie Pigs etc...
#928 Posted 13 March 2019 - 08:15 PM
Marya, on 13 March 2019 - 07:50 PM, said:
Thanks for the report. I have verified that going into null space can cause a crash. I believe this is a combination of moving to a recent snapshot of EDuke32 and my own CON code. In case there is an EDuke32 dev reading, here is some more info:
-The game freezes as though caught in an infinite loop
-Usually nothing useful appears in the log
-But just now, I found this in the log:
Line 21139, ifvare: Gv_GetArrayOrStruct(): invalid
The offending line is:
ife sector[player[].cursectnum].lotag 2
So it looks like the freeze was caused because cursectnum == -1 when the playing is in null space. I will add checks in my code to prevent this from happening in the future, but I'm pretty sure that in the past this was not a fatal error.
EDIT: It probably doesn't help that the offending line of code is in a display event. That's, uh, not a good place to be checking game world stuff...
So yeah, the crash goes away when I fix that code in the display event.
This post has been edited by Trooper Dan: 13 March 2019 - 08:24 PM
#929 Posted 13 March 2019 - 08:35 PM
This post has been edited by Marya: 13 March 2019 - 08:38 PM
#930 Posted 14 March 2019 - 10:58 AM
Marya, on 13 March 2019 - 08:35 PM, said:
Oh, I already fixed it. But it's kind of a pain right now to provide an update, because I have to remove certain things that aren't supposed to be released yet. I'll get around to it eventually.