03-14-2007, 09:51 PM | #121 |
Re: Duke Nukem: WMD
ok... =\
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03-29-2007, 03:25 PM | #122 |
Re: Duke Nukem: WMD
Version 1.0 of the DNWMD mod is just over a week away, so the time has come for the second and final phase of beta testing. I'm going to start fresh, with no presumption that it will be the same beta testers. Those interested should send me a PM.
Here is a link to the current documentation, which includes some screenshots: http://www.csus.edu/indiv/g/gaskilld/DNWMD_doc.htm The screenshots are old, but the doc itself has been updated since last time. Here is a brief video showing the new spinning hook kick, which is one of things that probably needs tweaking: http://www.youtube.com/watch?v=y5jrIekzpQk If you do want to beta test, I hope you will have enough time to play to the end of an episode, because balance issues towards the end are what I'm most concerned with. I don't have time to do extensive play testing myself, so I'm largely relying on others for input.
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DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more.
Last edited by DeeperThought; 03-29-2007 at 03:32 PM.
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03-29-2007, 09:11 PM | #123 |
Re: Duke Nukem: WMD
http://www.youtube.com/watch?v=8FeIslGXKto
http://www.youtube.com/watch?v=gp8b8y12MoQ ahahahahahhha hhaaaa [Edit: More seriously, I do like the new kick.]
Last edited by C. M. Dratz; 03-29-2007 at 09:33 PM.
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03-29-2007, 09:38 PM | #124 | |
Re: Duke Nukem: WMD
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Duke Nukem: Fists of Fusion. Beta testers (there are two of you as of now): This attachment fixes a bug with the Dukebot which would cause him to get confused sometimes. DTGAME.rar
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DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more. |
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03-29-2007, 10:27 PM | #125 | |
Re: Duke Nukem: WMD
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03-30-2007, 12:52 AM | #126 |
Re: Duke Nukem: WMD
Oh, right. Those are really nice concepts for enemies. I don't think I would use them at this point, because things are already so chaotic. I already have semi-invisible newbeasts which you can't kill unless you use the goggles to make them solid. I have various enemies that make clones of themselves. I have mini-boss queens who spawn baby newbeasts. Etc.
The one thing I would be curious about is how you control the teleporting so that actors don't end up in bad places. I mean, you can check to make sure it's inside of a sector, obviously, but then there's the problem of having monsters in places that are weird or inaccessible. For example, there are solid but invisible sector lines which projectiles and hitscans can cross but the player can't. As long as there is a sector on the other side, I don't know how you would prevent something from teleporting over it. In fact, I already have that problem with certain sprites who change from being projectiles into regular actors.
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DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more. |
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03-30-2007, 02:12 AM | #127 |
Re: Duke Nukem: WMD
I went a much simpler route and used a third actor to act as a spawn locator. At the beginning of the animation to teleport in new Liztroops, the Pal 23 Liztroop spawns X number of the locator actors that are invisible and never seen. This actor just simply "move"s out at a random direction, and when the teleport animation completes from the originating Liztroop, the temporary actors spawn in new Liztroops and killit. You can even do something like this with non-Eduke versions and simple count or actioncount commands, but using gamevars makes everything sync up and appear more uniform.
You could in theory do actual dynamic spawning, but like you were saying it would require a ton of intelligence checks to make sure the actor actually could be where it was going to be spawned into. If I recall, the Displacer Beasts did the same general thing, except the locator was used to define their new X/Y/Z location.
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The Once and Future King msleeper.com :: Digital Entertainment Design The AWOL Project :: The Best Damned TC Never Super AI Project / Duke RTS :: Coming Soon to an Actor near you! Artificial Intelligence 101 :: Ask AI questions, get AI answers |
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03-30-2007, 12:33 PM | #128 |
Re: Duke Nukem: WMD
I'd be interested in that code, Reaper_Man. I've wanted to make the Lizard Captain call re-enforcements for a long time.
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03-30-2007, 12:50 PM | #129 |
Re: Duke Nukem: WMD
Beta testers: Attached are some cons that fix bugs. For example, the reflect power of the force shield actually works now
DNWMDfixes.rar
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DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more. |
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03-30-2007, 02:56 PM | #131 |
Re: Duke Nukem: WMD
Does the crouch shield still trigger trip mines layed above you that you are trying to pass under? If it does, maybe you could find a way to when needed crouch without the shield, to make the shield not extend too high, or find any other solution you desire...or perhaps you like it the way it is.
[Edit: Yeah, a...um, uhh...reflective shield. At least it works for maps that already have trips set in them. What if you caused the shield to work when you crouch but when holding crouch if a player presses jump the shield stops for the duration of that jump key press and resumes on release when still crouching?]
Last edited by C. M. Dratz; 03-30-2007 at 04:03 PM.
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03-30-2007, 03:03 PM | #132 | ||
Re: Duke Nukem: WMD
Quote:
Quote:
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DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more. |
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03-30-2007, 06:44 PM | #133 |
Re: Duke Nukem: WMD
sendspace.com i found best for uploading
edit: LOL i tried the new kick and the thing really works well btw what a battle with cyclazoid emporer you canged it to a ressurection as apposed to second phase right off the bat
Last edited by Dopefish7590; 03-30-2007 at 06:51 PM.
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03-30-2007, 07:26 PM | #134 |
Re: Duke Nukem: WMD
I'm thinking I might nerf the special ammo pipebomb. One of those can pretty consistently freeze a whole room full of enemies, including a battlelord.
@Dopefish: If you've beaten an episode, check out the high score screen. Then, try that episode on DAMN I'M GOOD and see how it plays.
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DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more. |
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03-30-2007, 07:31 PM | #135 |
Re: Duke Nukem: WMD
wow no kidding DAMN IM GOOD
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03-31-2007, 03:06 PM | #136 |
Re: Duke Nukem: WMD
I have a report of my findings so far:
So far, excellent work! DNWMD has progressed so far from DTMOD. BTW, I do take hand-written notes while I'm playing. There's no way I could have remembered all of that.
Last edited by Hendricks266; 03-31-2007 at 03:58 PM.
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03-31-2007, 03:49 PM | #137 |
Re: Duke Nukem: WMD
Thank you for all your thoughtful feedback
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DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more.
Last edited by DeeperThought; 03-31-2007 at 03:53 PM.
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03-31-2007, 04:12 PM | #138 |
Re: Duke Nukem: WMD
The max_actors_killed code is supposed to go into EVENT_EGS for all enemy actors as a state. (LIZTROOP, PIGCOP, ROTATEGUN, OCTABRAIN, RECON, BOSS1, LIZMAN, DRONE, EGG, GREENSLIME, COMMANDER, BOSS3, SHARK, BOSS2, NEWBEAST, TANK, BOSS4, plus any new enemies you have) I don't see how this would effect projectiles or the HOLOBOT.
For the Protector Drone headshot bug, I had the “HEADSHOT!” text appear, but nothing else out-of-place happened. If headshots are supposed to instantly kill enemies, then the text is okay but the drone just took damage from it, not killing it. I wasn't saying the CE's jumping was bad, it just looks like he levitated off the ground without proper animations. The shockwave effect is pretty neat. |
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03-31-2007, 04:17 PM | #139 | |
Re: Duke Nukem: WMD
Quote:
Headshots are not automatic kills like they were a long time ago. Now they do double-damage (which is still quite powerful). I'm pretty sure it says that in the documentation. EDIT: Heh, it's been a while since I looked at the enemy counting code and I had forgotten what I had already done. When an enemy is spawned, max_actors_killed is automatically incremented. The only time there should be a problem is when you have one actor spawning another and then killing itself (instead of using cactor) because in that case the player can't get credit (unless it uses addkills before killit). So, in that case, I subtract one from max_actors_killed.
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DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more.
Last edited by DeeperThought; 03-31-2007 at 05:57 PM.
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03-31-2007, 10:12 PM | #140 |
Re: Duke Nukem: WMD
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04-01-2007, 11:29 PM | #141 |
Re: Duke Nukem: WMD
This is the Devastator Drone.
Yes, the big guns can fire too, and they alternate sides, just like the Devastator weapon. The little guns are separate actors, but they stay attached in their relative positions. I think that's the last enemy I'm going to add before I release it next week. It was tricky because of lots of little things not working smoothly (e.g. the model not being centered). Don't try this at home, kids.
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DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more. |
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04-02-2007, 12:20 AM | #142 |
Re: Duke Nukem: WMD
"I think I just soiled my armor!"
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04-02-2007, 04:29 AM | #143 |
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Re: Duke Nukem: WMD
Haha, DT, you have some crazy ideas
You can add enforcer standing on it (but he's not shooting with his gun, he's just 'driving' that thing), what would look like surfing And you can try to shoot enforcer (and unguided Devastator will fly with big speed and crush out when hit the wall... or you, or whatever) or you can shoot the devastator - harder way but when it explodes, Enforcer has some jibbin' |
04-02-2007, 06:05 PM | #144 |
Re: Duke Nukem: WMD
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Shotgun Drones, Chaingun Drones, RPG Drones, Pipebomb Drones, Shrinker Drones, Expander Drones, Tripbomb Drones, and Freezer Drones too eventually? BTW, why is there the Chaingun HUD muzzle flash floating in mid-air in front of the left turret? |
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04-02-2007, 07:13 PM | #145 | |
Re: Duke Nukem: WMD
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DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more. |
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04-02-2007, 07:54 PM | #146 |
Re: Duke Nukem: WMD
lol thats awesome
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04-02-2007, 10:12 PM | #147 |
Re: Duke Nukem: WMD
From this angle, the devestators do look like a set of machine tits or something....
"You tit! I soiled my armor I was so scared!" "I've done it again." http://writeonlymemory.net/python.pdf
Last edited by C. M. Dratz; 04-02-2007 at 10:15 PM.
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04-02-2007, 10:50 PM | #148 | |
Re: Duke Nukem: WMD
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But at least someone else got it! |
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04-02-2007, 11:25 PM | #149 |
Re: Duke Nukem: WMD
You're very close. It's actually Madonna's touring bra.
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DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more. |
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04-07-2007, 04:54 AM | #150 |
Re: Duke Nukem: WMD
Oh boy, oh boy! Just one more day to go!
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The Duke will kill you, the Budgies will eat you!! |
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04-07-2007, 07:20 AM | #151 |
Re: Duke Nukem: WMD
Sunday will be spectacular
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"if we fill survival with particles then we can compete with modern games" - James |
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04-07-2007, 05:05 PM | #152 |
Re: Duke Nukem: WMD
I still find it ironic that Easter is DNWMD day, or vice versa.
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04-07-2007, 05:11 PM | #153 |
Re: Duke Nukem: WMD
Sheer coincidence: It just happens to be the first anniversary of my joining the 3DR forums. I'm not trying to insinuate that the overhaul of DNWMD is the Second Coming or anything like that.
__________________
DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more. |
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04-07-2007, 05:17 PM | #154 |
Re: Duke Nukem: WMD
Yes, I know.
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04-15-2007, 03:27 PM | #155 |
Re: Duke Nukem: WMD
I like the mod very much but some things are too crazy and unrealistic. I know is kinda "for fun" mod, still it's too bad that it lacks some realism. So, things that I LIKE are:
-all upgrades -the need to have some points before upgrade even if you have enough coins -mini bosses and evilduke (but not the small duke and "colorful" bosses, I like the standard ones). I think they should replace small battlelord (random). It's quite realistic, becouse evilduke will not spawn in the first episode (the Duke's DNA was taken in the detention center, before he was almost executed dont ya think? ) -damage related gun sounds -doublejump and headshot idea I do NOT LIKE: -upgrade menu does'nt pause game (probably simple to fix) -spreading coins idea (I dont like to look for them all the time) -whole icon idea exept boss and ammo icon: it's nice to choose when you want to end an episode, and be able to buy special ammo. But I think that soul coins should be replaced with some sort of exp (points for example). Inventory coins replaced by items. -strange monsters (robots, fire, ice, toxic...i just like the classic ones) -whole dimension-x idea (turn googles on, then off, then on...and so on) -altfire idea is great, weapons packed with fun, but most fireing modes ...unrealistic. I like my idea more http://forums.3drealms.com/vb/showthread.php?t=25255 -"killme" babes monster spawn I can't remember more ATM.. EDIT: I also like: -gib models, flyby sounds, pigcop duck fix, rocket pitch, bar music - simply all the tweaks -chaingun altfire (now I works like a ripper) -shotgun knockback and weapons recoil (it feels powerful)
Last edited by Zaero; 04-16-2007 at 05:26 AM.
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04-15-2007, 05:02 PM | #156 |
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Re: Duke Nukem: WMD
That's one of the most lolish posts I've ever seen. Geez. What was the sense of writing it?
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04-16-2007, 03:33 AM | #157 | |
Re: Duke Nukem: WMD
Quote:
Also I think that most of WMD features are so cool, that they should be an update to classic gameplay (like sd_mod) but not too far from classic. So.. some Lite version maybe? |
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04-16-2007, 05:01 AM | #158 |
Re: Duke Nukem: WMD
This is actualy the first time I've realy looked at this and I must say its truely amazing.
I'm downloading it right now This has in a way inspired me to come back to Duke modding and when I get my tank model done I am going to try and get that fully coded and to high standards (If I can manage that) |
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04-16-2007, 06:44 AM | #159 |
Re: Duke Nukem: WMD
Some of the things you've mentioned have been in WMD since the first release though, so I wouldn't count on those being modified any time soon.
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"if we fill survival with particles then we can compete with modern games" - James |
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04-16-2007, 07:24 AM | #160 | |
Re: Duke Nukem: WMD
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If you haven't already, you might try my Duke Nukem Arena mod, which has some of the same stuff in it, but could be considered Lite in some ways. It looks like I'll have to scale back my plans for that one, but there will be at least one major update to DNA at some point, since I don't want to leave it in its current state.
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DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more. |
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