Alien Armageddon [RELEASE] "showcasing sebabdukeboss20 characters with some enhancements"
#1591 Posted 29 April 2021 - 01:17 PM
#1593 Posted 30 April 2021 - 07:52 AM
A) Do you have the cutscene renders in higher resolution? By "cutscene renders" I mean stuff like this:
If you do, any plans to make them public for use as wallpapers etc.?
Maybe there's more hi-res pre-rendered art which did not end up in the game?
B) Do you have non-vanilla character renders in high-resolution? By "character renders" I mean images like this:
By "non-vanilla characters" I mean characters like Bombshell, alien sniper, power armour pig cop, gladiators etc.
I hope I have made myself clear enough this time.
This post has been edited by MrFlibble: 30 April 2021 - 07:53 AM
#1594 Posted 30 April 2021 - 10:22 PM
#1595 Posted 01 May 2021 - 04:10 AM
There certainly has to be one for the power armour pig cop since it is featured in the new intro cinematic, while with the original sprites of this enemy, I had the impression that an edited pig cop head was frankensprited onto the power armour body which was made from a 3D model. Anyway, I wonder how many character sprite sets have been done by sebabdukeboss20 already for the three projects, it must be near or over 100 for sure.
On an unrelated note, it seemed to me that some of the new voices for aliens are garbled Spanish (e.g. the roaming sound of the regular Trooper), am I wrong?
#1596 Posted 01 May 2021 - 10:28 AM
MrFlibble, on 01 May 2021 - 04:10 AM, said:
Not knowingly -- the alien language sounds are ripped from other games, mostly Jedi Academy.
#1597 Posted 01 May 2021 - 10:45 AM
I recently checked my 3d models library for AA, AMC, and DT. It's over 1000 now.
#1598 Posted 01 May 2021 - 11:27 AM
#1599 Posted 01 May 2021 - 01:38 PM
I wonder how much overpaint it took to finish sprites, considering that the source models appear rather detailed already, judging by the intro for example.
Are there any high-res sources for new textures, posters and/or those MTG? trading? cards that appear in some places?
#1600 Posted 01 May 2021 - 06:30 PM
#1601 Posted 02 May 2021 - 05:08 AM
sebabdukeboss20, on 01 May 2021 - 06:30 PM, said:
Heh, TBH I was kind of hoping for Bombshell wallpaper(s) in the same vein as those for the early Tomb Raider games, e.g. these here.
#1603 Posted 25 May 2021 - 12:33 PM
The problem is having sub 1 FPS in a certain level that make it impossible for me to finish the game properly. Level name is community project and its one of the final levels where you are on a beach like level going around and in the end blowing up an flying saucer.
I managed to finish this map once on Come get some but barely had 2-3FPS. On Damn im good i have 1FPS every few seconds from the start for some reason. The last time I played the level (and thats the first time I played it) i managed to go by as the game accelerated later on, but now its impossible, which sucks because i want to reach over 1mil points.
Other than that, awesome game, big thunderous clap for the developers. Bravo.
---
I do have some other minor annoyances to talk about too, but those are not so grave as one above, such as, on damn im good everything is much harder right? Right, and thats good. But some times the starting weapons are beyond useless. I get my ass handed to me hard on Apprehension Arizona due to having improper weapons, and also getting Dr Proton or tincan spawning in a small room and getting run over (As if battling an mole-ster with sticks and stones beforehand was not hard enough). Also, would wish to see Dukinator 1000 too
Peace.
#1604 Posted 25 May 2021 - 12:42 PM
stojke, on 25 May 2021 - 12:33 PM, said:
The problem is having sub 1 FPS in a certain level that make it impossible for me to finish the game properly. Level name is community project and its one of the final levels where you are on a beach like level going around and in the end blowing up an flying saucer.
I managed to finish this map once on Come get some but barely had 2-3FPS. On Damn im good i have 1FPS every few seconds from the start for some reason. The last time I played the level (and thats the first time I played it) i managed to go by as the game accelerated later on, but now its impossible, which sucks because i want to reach over 1mil points.
What renderer are you using?
#1605 Posted 25 May 2021 - 01:16 PM
Ninety-Six, on 25 May 2021 - 12:42 PM, said:
Happens in both Software and OpenGL. Currently, in game, the renderer selected is Classic. Voxels enabled or disabled dont change anything. Game is running on a following computer specification : Intel X5450 , 8GB , HD7850 1GB.
#1606 Posted 25 May 2021 - 01:33 PM
stojke, on 25 May 2021 - 01:16 PM, said:
It would make sense if it was just the classic renderer, but it's apparently deeper than that. Hm.
#1607 Posted 25 May 2021 - 02:39 PM
#1608 Posted 25 May 2021 - 05:01 PM
Danukem, on 25 May 2021 - 02:39 PM, said:
Even in 32-bit mode?
This post has been edited by Ninety-Six: 25 May 2021 - 05:01 PM
#1609 Posted 25 May 2021 - 09:36 PM
Ninety-Six, on 25 May 2021 - 05:01 PM, said:
How to set the game into 32bit mode? The first time I played the beach level I also got too many drawn sprites error once and the game crashed, didnt happen the next time I loaded (One of the enemies had that red thing that explodes).
Danukem, on 25 May 2021 - 02:39 PM, said:
Is this a CPU thing that causes me problems, or is it something else? This computer isnt exactly fresh but it does the job.
I beat 4.0 5 times and when I saw 4.1 was out at least another 8 times from then.
Also seems that after I went back and beat New Invasion and Gladiators some enemies stopped spawning in classic maps (Duke Nukem single player episodes). I no longer saw Dr Proton and etc, they became too easy even on Damn im good.
#1610 Posted 25 May 2021 - 10:33 PM
stojke, on 25 May 2021 - 09:36 PM, said:
That's OpenGL. That question was directed more at Dan since I'm surprised it's still so resource intensive even if it's off-loading graphics processing away from the CPU.
#1611 Posted 26 May 2021 - 11:17 PM
[Edit] Operating system is Windows 10 x64
This post has been edited by stojke: 26 May 2021 - 11:18 PM
#1612 Posted 26 May 2021 - 11:22 PM
stojke, on 26 May 2021 - 11:17 PM, said:
That's weird. I'm stuck in classic mode because of inexplicable lockups in OpenGL, and the game absolutely drags at points for me and doesn't so much the few times I can get 32-bit mode to not hang.
Different computer makes, I guess. Your CPU might be stronger than mine.
#1613 Posted 26 May 2021 - 11:29 PM
#1614 Posted 10 June 2021 - 07:18 AM
It does not always happens, just sometimes for some unknown reasons, especially near the Strip club (E1M2), i had to use ALTGR+CTRL+DEL and go to end the eduke32 process.
On 5 runs it happend 3 times.
eduke32 log
About A.A any way to make the penetrator more "penetrating"? xD
I mean, if the player hit a window it will break the glass only without hit any monster.
I love the badass intro and the new "wallpapers" (episodes selection screen), quite refreshing.
#1615 Posted 15 June 2021 - 08:58 PM
I did find a workaround that resolves 99% of the issue: when the level starts, spawn in nukes and launch a nuke into every corner and crevice. Then, go to the top of the gate and lob nukes up and down the beach, the lag clears right up once everything is crisped. The enemies spawn on the beach immediately and seem to be alerted to the players presence, but they don't seem to add too much to the game before the gate is opened, besides sniping at the player in that alleyway segment maybe.
Other than that everything is fantastic. I kind of second MrFlibble's commentary re: Bombshells intro level- what if it was set in an EDF flying aircraft carrier eg Avengers? There can be a time limit that results in player death if the level is not escaped in time or if a certain button sequence isn't pushed like the player must activate the defense matrix to stave off the attack or what have you.
This might be too much of an homage (ripoff) of the Starship Troopers TC but it's a thought.
And this is probably a totally dopey question but is there a way for me to put more levels into Attrition mode? I got a Total Meltdown disk from a secondhand shop and would like to incorporate that more directly into the game, it does seem to load the custom enemies randomly in TM levels but I'm crossing my fingers for some way to more streamline level access rather than choosing each level individually.
Thanks for this mod, it's fantastic!
#1616 Posted 15 June 2021 - 09:35 PM
DukeLover69, on 15 June 2021 - 08:58 PM, said:
It's a combination of the number of monsters active at once, and all the surfaces being rendered at once (map has max walls and large outdoor view areas). I wish there were a simple solution, other than just using a different map entirely. This is a complex mod with a lot of monster code and it does take a toll when the computer is already dealing with a big level. tbh I knew it would be a problem for a lot of users and that's why I placed the map as the very last one you would have to encounter. You literally have to beat Attrition campaign three times and get to the end of the fourth playthrough to reach this map, so I know by then its a dedicated player and not someone who is just going to bail on the mod because they got low fps.
DukeLover69, on 15 June 2021 - 08:58 PM, said:
Maybe its because I drank too much tonight, but I feel like this "solution" would also work for a lot of real world "problems".
EDIT: You make a good point though, we should probably just delete about half of the enemies that start in the map while leaving the respawns.
DukeLover69, on 15 June 2021 - 08:58 PM, said:
This might be too much of an homage (ripoff) of the Starship Troopers TC but it's a thought.
I'm sure that level and for t hat matter that whole episode can be made better in a lot of ways, but at this point we have moved on to developing the final episode, which will be huge and epic and doesn't leave us much free time to go back and improve earlier things. Maybe some day if we are feeling motivated we will go back and make big improvements on the earlier episodes.
DukeLover69, on 15 June 2021 - 08:58 PM, said:
Thanks for this mod, it's fantastic!
You have to put maps in the maps/attrition folder and then edit the file AAUSER.CON (use a text editor) so that it refers to those new maps instead of the ones you are replacing. If you scroll down in the file you can see how it's done, just follow the format. If you have suggestions for better maps to include, let me know and maybe they will be included officially. I am always on the lookout for maps that suit this mod, and with some code changes I can increase the total number of maps in the pool somewhat too.
This post has been edited by Danukem: 15 June 2021 - 10:47 PM
#1617 Posted 16 June 2021 - 12:11 PM
#1618 Posted 16 June 2021 - 03:59 PM
I know nothing about programming in this game but I imagined the easiest fix would be to spawn them in after the gate is opened or when the player is nearby or walks past them, so that they can ambush the player.
#1619 Posted 16 June 2021 - 04:47 PM
#1620 Posted 18 June 2021 - 02:41 PM
There should be some custom code I add you could take advantage of for the official mod. For example I learned how to hack in custom switches that don't require replacing a vanilla switch as well as some othe custom sector effectors.