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#41 |
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Re: Duke Nukem: WMD
yeah, I've found that liztroop body blocking too.
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#42 |
Re: Duke Nukem: WMD
How do you install the beta? When I try to launch it, I keep getting a bunch of errors when it starts. What am I doing wrong?
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The Duke will kill you, the Budgies will eat you!! |
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#43 |
Re: Duke Nukem: WMD
Are you trying to use those cons that I posted? That's only a small part of the beta. I gave the beta testers a link to the full version.
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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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#44 |
Re: Duke Nukem: WMD
Beta testers: The attached cons fix some bugs (all the ones I found should be fixed except perhaps the liztroop body blocking one, I'm not sure about that yet).
I could use some input on balance issues. I don't want: weapon modes or abilities that there is no reason to ever use the player always having plenty of ammo some upgrades being too cheap or too expensive wmd.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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#45 |
Re: Duke Nukem: WMD
I had great fun playing the beta but it's really tough for me
![]() Also, I think there's a little problem with the higher falldamage and lower health at the start of hollywood holocaust ![]()
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#46 | |
Re: Duke Nukem: WMD
Quote:
As for the difficulty, it will seem harder than the normal game until you get used to the new weapon modes and abilities. But once you get the hang of it, it may seem easier. Remember, Duke 3D does come with several difficulty levels. I know, most of us are used to just playing on "COME GET SOME" all the time, but the other ones may be worth trying.
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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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#47 |
Re: Duke Nukem: WMD
Ey, found a bug: The pipebomb is reflected by the shield. Otherwise it plays damn well, good job.
EDIT: What the hell, I can't shrink the battlelord ![]()
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Ow my foot :'(
Last edited by MagNet; 02-23-2007 at 12:12 PM.
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#48 |
Re: Duke Nukem: WMD
On the higher damage kick, maybe the knockback distance could be longer than the vampire kick distance, and additional damage (even gibs if the kick gets powerful enough) in the knockback sidekick would happen when a foe hits a wall.
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#49 | |
Re: Duke Nukem: WMD
Quote:
Right now I'm considering adding stamina. It would not get used up by running, but it would be drained by dodge moves, the second jump of the double-jump, and the vampire kick. I'm also trying to figure out how to force the player to use a variety of different attacks. The main culprit here is that mappers tend to put in too much ammo. Playing on "COME GET SOME" with less than the normal damage, and even with reduced ammo pick up amounts, I still find that I have way more ammo than I need and I never have to use kicking or pipebombs or tripbombs. It is also partly due to the fact that I've made the pistol much more useful (the alt-mode in particular). And, of course, my ammo coins. I don't want to go through all the maps and remove ammo (plus I really can't do that with episodes 1-5), so I need a different solution. Some options for dealing with excessive ammo: 1. Reduce maximum ammo amounts. 2. Give the player the option of trading ammo for nuke coins. 3. Encumbrance: Slow the player down in proportion to the amount carried. 4. Nerf the ammo coins so that they don't add as many special shots, or make them convert regular ammo into special instead of just adding special. Thoughts?
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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; 02-23-2007 at 04:48 PM.
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#50 |
Re: Duke Nukem: WMD
Those ideas of yours sound pretty good. I always like a bit of challenge these days!
How about the idea of trading Ammo Coins for Soul Coins? But then again, it would be a bit too easy. Another would probably to make the alternate firing mode use up more ammo than the normal firing mode.
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The Duke will kill you, the Budgies will eat you!!
Last edited by KillerBudgie; 02-23-2007 at 05:14 PM.
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#51 |
Re: Duke Nukem: WMD
Beta testers: These cons add a stamina bar, and nerf the ammo coins a bit. You probably won't notice the limited stamina unless you do a lot of vampire kicks.
wmd.rar KB: Most of the alt-fire modes already use extra ammo.
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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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#52 |
Re: Duke Nukem: WMD
Is there a way to reduce the ammo in a pickup box? 3 RPGs in a box instead of 5, et cetera?
Also, yes, you are right about there already being so many attacks. Adding the wall damage to the vamp kick would add some strategy if it is not too time consuming to code. |
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#53 | |
Re: Duke Nukem: WMD
Quote:
To do the wall damage thing, I think I would need to add a per-actor var which gets set when the monster is kicked and then gets unset when it lands or hits a wall. If the var is set, and the xy velocity of the monster drops to near zero and the monster isn't on the ground, the monster would take damage. Also, it would be good if you could knock one monster into another for extra damage (the flying monster could damage sprites that it gets knocked into). This would apply to both kick knockback and shotgun knockback. I would also like the monsters to break objects that they collide with, especially windows. It would be fun to kick a pigcop or shoot it with the shotgun and watch it fly backwards through a plate glass window.
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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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#54 |
Re: Duke Nukem: WMD
That would rock.
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#55 |
Re: Duke Nukem: WMD
what about making an enemy if it dies after being vampire kicked into a wall would be plastered against the wall and be wall aligned?
that would also rule ![]() |
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#56 |
Re: Duke Nukem: WMD
Beta testers: Here are the latest CON updates
wmd.rar I attempted some bug fixes (I'm not sure how successful I was). I also changed the order of a couple of maps in Retribution episode. I had a couple of crashes in Another Timeless Night (timeless.map). The log just said "Fatal Signal caught: SIGSEGV. Bailing out." and I wasn't able to figure out what triggered it. I'm also getting some "DoActor(): invalid target sprite (-1) 4678 3920" because the evil dukes are trying to set stuff on actor -1, but I've checked over the code and I haven't found anywhere that could happen.
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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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#57 | |
Re: Duke Nukem: WMD
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#58 |
Re: Duke Nukem: WMD
Beta testers: Is anyone else having severe performance issues with timeless.map? Try loading it up on "DAMN I'M GOOD" as a user map and see what happens. When I do it, the game practically comes to a stop each time I fire the railgun.
EDIT: ![]() Yeah, uh, having it spawn 500 trail actors every time it shoots is not a good thing...I think that map just has a lot of stuff in it already, and that was pushing it over the edge.
__________________
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; 02-25-2007 at 12:59 AM.
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#59 | |||
Re: Duke Nukem: WMD
Quote:
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Quote:
Last edited by Dopefish7590; 02-25-2007 at 08:29 PM.
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#60 |
Re: Duke Nukem: WMD
That's a generic crash error. EDuke32 shouldn't be crashing, but there may something in the mod that is triggering the crash which I could avoid doing.
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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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#61 |
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Re: Duke Nukem: WMD
About stamina - some time ago I coded stamina for Prison TC and it's pretty easy to code the bar for it, that would be cool for WMD.
Sorry I'm not betatesting for some time, but I have a shitload of work for "Szczerbiec" game... ****, I'm tired. |
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#62 | |
Re: Duke Nukem: WMD
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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#63 |
Re: Duke Nukem: WMD
I noticed while playing millitarty maddness the coin indicator indicated that there was a coin in the northern area of the map and the arrow kept pointing out. I made it to a corner that the coin was suppost to be at and it still siad it was far away... like through a wall... i typed in dnshowmap and it didnt show any more map in that direction... do you know what couldve caused this?
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#64 | |
Re: Duke Nukem: WMD
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EDIT: That map doesn't have any underwater sectors, but it does have a special area used solely for making the computer terminal screens. If a coin somehow ended up in there, it would be impossible to reach.
__________________
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; 02-26-2007 at 01:44 PM.
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#65 |
Re: Duke Nukem: WMD
I haven't downloaded any new versions since last fall but have you done something about those Battlelords being strong against explosive weapons? I was just testing my own map with WMD and remembered that Devastator is oddly ineffective against Battlelords.
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#66 | |
Re: Duke Nukem: WMD
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Magnet: The shrinker does work on Battlelords, but it won't shrink them unless their health has dropped below 300.
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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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#67 |
Re: Duke Nukem: WMD
Beta testers: I've uploaded a new version. To get it, use the link I sent you in a PM (do not use the cons that I've posted in this thread).
There is a new enemy. It will start spawning after you get a few thousand points, or you can spawn it in the console with "spawn ROBOMAN". This version also fixes a few bugs and makes some minor adjustments.
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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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#68 |
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Re: Duke Nukem: WMD
Wait, I didn't get a PM. Did you send a new PM or did you just recycle the link?
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#69 |
Re: Duke Nukem: WMD
I recycled. It's the same link as before.
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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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#70 |
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Re: Duke Nukem: WMD
Played with the Roboman, two things I noticed:
1. One of the frames (I think walking) has some pink on the edges that's not exactly #FF00FF. You might want to clean that up. 2. When a Roboman dies and falls from a distance, it gives off a blood splatter like a lizard trooper falling. You might want to change that to metal scraps or something. Also I think the stamina bar should be take longer to recharge, and it should take less for it to deplete fully. That way you have to worry about it a bit more. Also, I haven't tried it, but health items should replenish stamina by a bit, and steroids should replenish it fully (actions that use stamina don't deplete the stamina bar while on steroids). |
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#71 | |
Re: Duke Nukem: WMD
Quote:
IIRC, the frame with the pink edges is part of the robo's powerup sequence, where it spawns the sphere and gains health while flashing. It looks enough to me like a powerup glow that it doesn't bother me. At least, it doesn't bother me enough that I'm inspired to learn how to use EDITART and remove it. I guess I will have to though, if it really bugs people (unless someone is kind enough to edit the tile for me ![]() I'm not sure what to do with stamina, yet, but the steroid suggestion will definitely be implemented. I'd like to think of a way to make it enhance gameplay without being annoying. The blood splatter after falling is a hardcoded effect, but I can cause the blood sprites to transform into scrap when they are spawned by the ROBOMAN. EDIT: Does anyone happen to know which gore tile or tiles are spawned when an enemy falls to the ground after dying in the air?
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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; 02-27-2007 at 09:36 PM.
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#72 |
Re: Duke Nukem: WMD
Hey DT I played that weird half invisible version of the alien drone with goggles on and with a shotgun on water... I killed it and it kept jumpimg and jumping in its death frame and constantly spawning gibs... here the link to my save game and the eduke32 i used (the version that came with it)
edit: I noticed you can vampre kick through thin walls
Last edited by Dopefish7590; 02-28-2007 at 06:01 PM.
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#73 |
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Re: Duke Nukem: WMD
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#74 |
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Re: Duke Nukem: WMD
I'd like to see a series of levels specifically made for DN:WMD. Doing things like solving dodge climbing puzzles, using the special rounds/alt fire in a unique fashion (for example, using the guided missle for the RPG to hit a cracked wall otherwise unable to hit), etc. I don't expect this in the final version, but it would be neat if a level designer made a "WMD Booster Pack" that had this.
Also, if possible, could you make coins stop bouncing after a while? It's kinda unrealistic to have coins bouncing all over the place as if they possess no form of friction. |
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#75 | |
Re: Duke Nukem: WMD
Quote:
The coin bouncing: It is unrealistic, but it makes them easy to spot. This doesn't matter so much for the skill coins, now that there is radar that tracks them, but it applies to the other ones. But maybe that's not such a big deal. I'll tell you what: in the next con update, which I expect to upload either tonight or tomorrow, it'll have realistic bouncing. If everyone likes it better, we'll keep it.
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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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#76 |
Re: Duke Nukem: WMD
Beta testers:
Here's a CON update for you. This changes the following things: * The Evil Duke enemies now stick with one weapon that they randomly spawn with, but they also use the Hurricane Kick, much like the Dukebot. Also corrected timing on firing sequences, and added shell casings. * The Queen minibosses are harder to kill and use a different weapon. * Steroids give infinite stamina (not that you'd need it) * Fixed a bug where the Necrobrains (the Octabrains which resurrect monsters) continued to emit their darkness field after the player died, sometimes making it impossible to see anything * Reduced the number of sprites spawned by the Duke Nuke -- should be less laggy now * Reduced railgun damage from 140 to 120, because with headshots it was too powerful (plus it can shoot through walls and multiple enemies, but I don't know if anyone has noticed) * Adjusted lightning gun damage/ammo usage * Fixed the bouncing jib spawning bug in the treasure guardian NEWBEAST (at least, I think I did) * Reduced the amount of time it takes to set a Duke Nuke so it is actually one second. * possibly some other things I don't remember What I haven't fixed yet: The ROBOMAN still spawns blood if it falls to the ground after dying, and it still has a pink aura on one frame. The coins still continue to bounce forever (not exactly a bug, but my first attempt at changing it wasn't satisfactory so I'm leaving it for now). wmd.rar EDIT: The attachment from last night had a debugging variable display at the top of the screen that I accidentally left in. The current attachment fixes that and tweaks some of the upgrade costs.
__________________
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; 03-01-2007 at 11:31 AM.
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#77 | |
Re: Duke Nukem: WMD
Quote:
my dm maps were simply just to test on how i would go about doing some effects and only took 5 minutes each: so i could make FAR better maps than those dm maps if I took the time |
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#78 |
Re: Duke Nukem: WMD
heh i found a bug that a vampire kick can also save youi from death if you kick just before you hit the ground
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#79 |
Re: Duke Nukem: WMD
Thanks, I'll look into 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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#80 |
Re: Duke Nukem: WMD
It's the same with a well timed TripBomb place, but I really don't want THAT going away.
![]() Anyway, your release date is incredibly teasing me, I REALLY want DNWMD now, I just find it too fun. ![]() |
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