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Author Topic: Attrition  (Read 8178 times)
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« Reply #135 on: August 15, 2010, 03:35:53 PM »

Finally finished the first random episode.

Suburban Hive was brutal as a finishing map. Had to cheat with "dnstuff". I threw everything I had at that queen and it was still only half way down in health. Definitely should be more ammo cases in the arena.

Stupid chaingun out of ammo and doesn't automatically switch bug is still in the eduke that's distributed with it.

Sometimes the laser pistol "beam" isn't present due to some sector construction. If the player is standing behind a sector that's a few clicks higher than where duke is standing (i.e. if duke is taking cover behind a sector constructed box and is shooting across the top of it). The enemy is still being hit though, so no big deal as far as gameplay.

Some times there's a map issue. I played most of the episode in 32 bit polymost, but Suburban Hive has those really dark sewer tunnels and it's pitch black. Had to switch to 8-bit software to get through it.
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« Reply #136 on: August 15, 2010, 07:18:31 PM »

Thanks for the report.

It's strange, though, I played through the random missions episode that has Suburban Hive at the end, and had no difficulty at all killing the queen.  Tons of ammo left over.
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« Reply #137 on: August 15, 2010, 08:55:34 PM »

I think that's due in part to the randomness of the mod. I had a high number of anti-dukes (about a dozen) which used up alot of my ammo and most of them didn't give up much in the way of weapons and ammunition. Mostly boosts and atomic healths.
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« Reply #138 on: August 15, 2010, 11:22:32 PM »

I think that's due in part to the randomness of the mod. I had a high number of anti-dukes (about a dozen) which used up alot of my ammo and most of them didn't give up much in the way of weapons and ammunition. Mostly boosts and atomic healths.

It's also a question of tactics.  I know you are a good player, but as the programmer I am intimately familiar with the strengths and weaknesses of anything I have coded.  The key to killing evil Dukes efficiently is stunning them (there's a lot of different weapons that stun, by the time you have progressed several maps).  Once they are stunned, you can kill them with just about anything, including karate kicks (which also have stun, allowing you to stun lock them).
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« Reply #139 on: August 16, 2010, 07:46:56 AM »

That works fine when you're only dealing with one at a time. I was getting two or three at a time in addition to flame throwing mini-octabrains or some nasty commanders with guided missles/fireballs. I would stun them all and about the time I've finished one off, I would have to re-stun everything and take out another one.

Freezer ammo and pipe bombs didn't last long in my inventory

About the time I got through the part of the sewers that had the pit ringed with slimer eggs (another location that I got slammed with a couple evil dukes and a dozen mini-octabrains) , I was down to one trip mine and around 20 RPG rounds.

I had tons of health because it seemed like every evil duke dropped an atomic health and health boosts, so I was never really in jeopardy of getting killed. Just the random circumstances of the mod created the situation where I wasn't getting enough ammo to keep up with the demand. I enjoyed the map as a finishing map, but due to circumstances of randomness, I ended up having to do an ammo cheat.
The only option to save ammo would be to stun everything and run, but there was no way for me to know that until after the fact.
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« Reply #140 on: August 20, 2010, 03:01:04 AM »

Hey I Found A Graphical Error.
I Was Fighting a Chaingun Trooper but When He Fired The Smoke From When His Bullets Hit The Wall They Popped Up As Yellow Skulls And Crossbones.
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« Reply #141 on: August 20, 2010, 03:09:51 AM »

If anything like that happens, it's due to .art file fuckery.  You have .art files in the wrong place, extra ones lying around, or some shit like that.

It's not a bug.
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« Reply #142 on: August 22, 2010, 02:44:37 PM »

Update:  http://fissile.duke4.net/fissile_attrition.html

version 1.11     8-22-10
·         Replaced Unaided.map  because I discovered it cannot be completed when map mirroring is on (replacement is RED3.map)
·         Rocket scorch decals now fade and disappear after a while.
·         The alien queen had too much health; it is now reduced to a reasonable level.
·         Includes updated version of NsA.map (minor changes).
·         Includes new and improved EDuke32.exe
·         Updated documentation
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« Reply #143 on: August 25, 2010, 08:16:52 AM »

uh no.... all the files seem to be in the right spots. Undecided
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« Reply #144 on: August 25, 2010, 10:51:41 AM »

Hey I Found A Graphical Error.
I Was Fighting a Chaingun Trooper but When He Fired The Smoke From When His Bullets Hit The Wall They Popped Up As Yellow Skulls And Crossbones.

If that only happened once, then it was just a momentary glitch so just forget about it.

If it happens all the time, do a clean install.
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« Reply #145 on: August 26, 2010, 08:47:20 AM »

Ok  I'll try that and I'll see what happens Grin
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« Reply #146 on: September 06, 2010, 04:08:38 PM »

Finished the four random missions.

Only two real complaints. One for eduke and the other for the mod.

Eduke: The latest releases have been fucking with the lighting. Used to be 8 bit was too black in some places and one couldn't see anything. Now 32 bit is like that and 8 bit is washed out. Couldn't find a happy medium and had to switch back and forth during maps so the art/textures weren't assed up because of black squares everywhere, and then to see where the hell I was going.

Due to the randomness of the map selection, some missions it became hard to get the weapons to level up. One mission I had a couple weapons at 9, another mission I only had one weapon get to 7 on the last map.  Add more maps to the pool and raise the number of maps per mission to 16 or 18.

Came across a few random bugs, but nothing I could really make repeat.

It'd also be pretty sweet if the player were able to conveniently add more maps to the pool.
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« Reply #147 on: September 06, 2010, 04:35:19 PM »

Due to the randomness of the map selection, some missions it became hard to get the weapons to level up. One mission I had a couple weapons at 9, another mission I only had one weapon get to 7 on the last map.  Add more maps to the pool and raise the number of maps per mission to 16 or 18.

I'm up against some eduke limitations with regard to the number of maps and the ease of adding them.

Below are the current randomly selected maps.  If you have any suggestions for additional maps, please let me know and I'll try to work them in somehow.

definelevelname 0 0 attmaps/start.map 00:00 0:00 RANDOM MISSIONS
definelevelname 0 1 attmaps/maia.map 06:00 03:00 MAIA
definelevelname 0 2 attmaps/hydrost.map 06:00 03:00 Hydro Substation
definelevelname 0 3 attmaps/hcr.map 06:00 03:00 HCR
definelevelname 0 4 attmaps/rush244.map 06:00 03:00 RUSH BACK
definelevelname 0 5 attmaps/shock.map 06:00 03:00 Mortal Shock
definelevelname 0 6 attmaps/RedRock.map 06:00 03:00 Red Rock
definelevelname 0 7 attmaps/DUKEMEAL.MAP 06:00 03:00 DUKEMEAL
definelevelname 0 8 attmaps/TSOF1.MAP 06:00 03:00 Opposing Facility
definelevelname 0 9 attmaps/Service.map 06:00 03:00 SERVICE
definelevelname 0 10 attmaps/XMAS2K2.MAP 06:00 03:00 XMAS2K2.MAP
definelevelname 0 11 attmaps/PLAZA.MAP 06:00 03:00 PLAZA
definelevelname 0 12 attmaps/WESTWUZ1.MAP 06:00 03:00 WEST WUZ WON
definelevelname 0 13 attmaps/SLUM.MAP 06:00 03:00 The Slums Of LA
definelevelname 0 14 attmaps/Jalbird2.map 06:00 03:00 JAILBIRD 2
definelevelname 0 15 attmaps/ABBA.MAP 06:00 03:00 ANOTHER BIG BASE ATTACKED
definelevelname 0 16 attmaps/condemed.map 06:00 03:00 CONDEMNED
definelevelname 0 17 attmaps/Fbsp002.map 06:00 03:00 FBSP002
definelevelname 0 18 attmaps/Citylevl.map 06:00 03:00 The Alien City
definelevelname 0 19 attmaps/EDFSB.MAP 06:00 03:00 EDFSB
definelevelname 0 20 attmaps/wgs3.map 06:00 03:00 WG SPACE 3
definelevelname 0 21 attmaps/REZ2.map 06:00 03:00 DEMOLITION PLANT
definelevelname 0 22 attmaps/HIGHWAY6.MAP 06:00 03:00 LOST HIGHWAY 6
definelevelname 0 23 attmaps/HIGHWAY4.MAP 06:00 03:00 LOST HIGHWAY 4
definelevelname 0 24 attmaps/MRCKSpiegul.map 06:00 03:00 MRCK Spiegul
definelevelname 0 25 attmaps/EWITNESS.MAP 06:00 03:00 EWITNESS
definelevelname 0 26 attmaps/REZ3.map 06:00 03:00 Mincer City
definelevelname 0 27 attmaps/mpweapon.map 06:00 03:00 ACME WEAPON FACTORY
definelevelname 0 28 attmaps/Ebase.map 06:00 03:00 EARTH BASE
definelevelname 0 29 attmaps/COS.MAP 06:00 03:00 City Of Screams
definelevelname 0 30 attmaps/DUKAI.MAP 06:00 03:00 DUKAI
definelevelname 0 31 attmaps/SubHive.map 06:00 03:00 Suburban Hive

definelevelname 1 0 attmaps/start.map 00:00 0:00 RANDOM MISSIONS
definelevelname 1 1 attmaps/_balley.map 06:00 03:00 BACK ALLEY
definelevelname 1 2 attmaps/Discard.map 06:00 03:00 Discarded Stronghold
definelevelname 1 3 attmaps/DOOMCITY.map 06:00 03:00 Doom City
definelevelname 1 4 attmaps/Fbsp003.map 06:00 03:00 FBSP 3
definelevelname 1 5 attmaps/GOTHAM.map 06:00 03:00 Streets of Gotham
definelevelname 1 6 attmaps/JFCBP2.map 06:00 03:00 JFCBP2
definelevelname 1 7 attmaps/mm.map 06:00 03:00 Military Madness
definelevelname 1 8 attmaps/PJAZTEC.map 06:00 03:00 AZTEC
definelevelname 1 9 attmaps/Ogbb.map 06:00 03:00 Operation Get Back Bike
definelevelname 1 10 attmaps/r3mix.map 06:00 03:00 R3 Remix
definelevelname 1 11 attmaps/timeless.map 06:00 03:00 Another Timeless Night
definelevelname 1 12 attmaps/ymf500g.map 06:00 03:00 YMF500G
definelevelname 1 13 attmaps/DARKPALM.MAP 06:00 03:00 DARK PALM
definelevelname 1 14 attmaps/GDistrict.MAP 06:00 03:00 Gotham Industrial District
definelevelname 1 15 attmaps/Dogville.map 06:00 03:00 Dogville
definelevelname 1 16 attmaps/Filler.map 06:00 03:00 Filler
definelevelname 1 17 attmaps/mprail.map 06:00 03:00 The Railway Station
definelevelname 1 18 attmaps/QMC_Pur.map 06:00 03:00 QMC PUR
definelevelname 1 19 attmaps/RED2.map 06:00 03:00 RED 2
definelevelname 1 20 attmaps/LADuke2K.map 06:00 03:00 LA Duke 2K
definelevelname 1 21 attmaps/CROSSRD.MAP 06:00 03:00 LUNAR CROSSROADS
definelevelname 1 22 attmaps/pjstrand.map 06:00 03:00 Stranded
definelevelname 1 23 attmaps/STARLITE.MAP 06:00 03:00 STARLITE
definelevelname 1 24 attmaps/APF.MAP 06:00 03:00 Atmospheric Processing Facility
definelevelname 1 25 attmaps/ballroom.map 06:00 03:00 Ballroom
definelevelname 1 26 attmaps/Wgcity.map 06:00 03:00 WG City
definelevelname 1 27 attmaps/voa.map 06:00 03:00 Voices of Authority
definelevelname 1 28 attmaps/FRUIT.MAP 06:00 03:00 Fruit Loops
definelevelname 1 29 attmaps/POSEIDON.MAP 06:00 03:00 POSEIDON
definelevelname 1 30 attmaps/odour.map 06:00 03:00 Foul Odour
definelevelname 1 31 attmaps/WGS6X.map 06:00 03:00 WG END BOSS

definelevelname 2 0 attmaps/start.map 00:00 0:00 RANDOM MISSIONS
definelevelname 2 1 attmaps/DAIKARINL1.map 02:30 01:19 DOWN IN THE KAOS
definelevelname 2 2 attmaps/DAIKARINL2.map 02:30 01:26 A DARK PASSAGE
definelevelname 2 3 attmaps/DAIKARINL3.map 05:00 02:26 NOLDOR'S CASTLE
definelevelname 2 4 attmaps/DAIKARINL4.map 04:30 02:14 FROM THE HEART TO THE MOON
definelevelname 2 5 attmaps/DAIKARINL5.map 03:00 01:26 POLARIS OUTPOST
definelevelname 2 6 attmaps/rescate.map 06:00 03:00 Rescate
definelevelname 2 7 attmaps/AMCPleaser.map 06:00 03:00 AMC Pleaser
definelevelname 2 8 attmaps/meatballsubmakin.map 06:00 03:00 MEATBALL SUB MAKIN
definelevelname 2 9 attmaps/Factory.map 06:00 03:00 Factory
definelevelname 2 10 attmaps/clcoast.map 06:00 03:00 Clear The Coast
definelevelname 2 11 attmaps/DAGGER.MAP 06:00 03:00 DAGGERS CAVERN
definelevelname 2 12 attmaps/ADG02.MAP 06:00 03:00 ADG TWO
definelevelname 2 13 attmaps/ADG03.MAP 06:00 03:00 ADG THREE
definelevelname 2 14 attmaps/area27.map 06:00 03:00 AREA 27
definelevelname 2 15 attmaps/blackend.map 06:00 03:00 BLACKENED
definelevelname 2 16 attmaps/GLVL1.map 06:00 03:00 GLVL1
definelevelname 2 17 attmaps/MARS4.MAP 06:00 03:00 MARS4
definelevelname 2 18 attmaps/moonbase.map 06:00 03:00 MOON BASE
definelevelname 2 19 attmaps/xxxmas98.map 06:00 03:00 XXXMAS 98
definelevelname 2 20 attmaps/warz.map 06:00 03:00 WARZONE
definelevelname 2 21 attmaps/RETRO.MAP 06:00 03:00 Retrospective
definelevelname 2 22 attmaps/RED3.MAP 06:00 03:00 RED 3
definelevelname 2 23 attmaps/ROCH.map 05:10 03:21 ROCH
definelevelname 2 24 attmaps/ROCH2.map 05:10 03:21 ROCH 2
definelevelname 2 25 attmaps/ROCH3.map 05:10 03:21 ROCH 3
definelevelname 2 26 attmaps/ROCH4.map 05:10 03:21 ROCH 4
definelevelname 2 27 attmaps/ROCH5.map 05:10 03:21 ROCH 5
definelevelname 2 28 attmaps/ROCH6.map 05:10 03:21 ROCH 6
definelevelname 2 29 attmaps/ROCH7.map 05:10 03:21 ROCH 7
definelevelname 2 30 attmaps/ROCH7.map 05:10 03:21 ROCH 7
definelevelname 2 31 attmaps/moonbaseiggy.map 30:00 15:00 MOON BASE

definelevelname 3 0 attmaps/start.map 00:00 0:00 RANDOM MISSIONS
definelevelname 3 1 attmaps/DUKEDC1.map 02:54 01:02 HELL TO THE CHIEF
definelevelname 3 2 attmaps/DUKEDC2.map 03:55 00:59 MEMORIAL SERVICE
definelevelname 3 3 attmaps/DUKEDC3.map 03:32 01:49 NUKED FILES
definelevelname 3 4 attmaps/DUKEDC4.map 23:15 06:46 SMITHSONIAN TERROR
definelevelname 3 5 attmaps/DUKEDC5.map 03:26 00:44 CAPITOL PUNISHMENT
definelevelname 3 6 attmaps/DUKEDC6.map 03:51 01:47 METRO MAYHEM
definelevelname 3 7 attmaps/DUKEDC7.map 03:00 01:21 BROWN WATER
definelevelname 3 8 attmaps/DUKEDC8.map 06:15 03:09 DREAD OCTOBER
definelevelname 3 9 attmaps/DUKEDC9.map 02:38 01:17 NUKE PROOF
definelevelname 3 10 attmaps/DUKEDCSL.map 16:45 05:10 TOP SECRET
definelevelname 3 11 attmaps/shopcntr.map 06:00 03:00 SHOPPING CENTER
definelevelname 3 12 attmaps/Legends.map 06:00 03:00 LEGENDS
definelevelname 3 13 attmaps/skycity1.map 06:00 03:00 SKY CITY
definelevelname 3 14 attmaps/INVADERS.MAP 06:00 03:00 INVADERS
definelevelname 3 15 E4L2.map 04:00 02:00 DUKE-BURGER
definelevelname 3 16 E4L3.map 03:30 01:45 SHOP-N-BAG
definelevelname 3 17 attmaps/helltown.map 06:00 03:00 HELLTOWN
definelevelname 3 18 E1L5.map 09:10 05:00 THE ABYSS
definelevelname 3 19 attmaps/JFCBP.map 06:00 03:00 JFCBP1
definelevelname 3 20 attmaps/hydrost_ale.map 02:30 01:11 HYDROSTATION
definelevelname 3 21 E4L8.map 03:18 01:59 CRITICAL MASS
definelevelname 3 22 E3L2.map 04:45 02:18 BANK ROLL
definelevelname 3 23 E3L3.map 03:00 01:57 FLOOD ZONE
definelevelname 3 24 E1L3.map 05:35 03:41 DEATH ROW
definelevelname 3 25 E3L4.map 03:15 01:46 L.A. RUMBLE
definelevelname 3 26 E3L11.map 02:00 01:07 FREEWAY
definelevelname 3 27 E2L5.map 03:00 01:26 OCCUPIED TERRITORY
definelevelname 3 28 E2L7.map 04:45 02:15 LUNAR REACTOR
definelevelname 3 29 E3L8.map 02:15 01:09 HOTEL HELL
definelevelname 3 30 E2L8.map 11:30 04:59 DARK SIDE
definelevelname 3 31 attmaps/NsA.map 18:00 09:00 NIGHTSHADE ARMY
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« Reply #148 on: September 06, 2010, 05:36:02 PM »

I'm up against some eduke limitations with regard to the number of maps and the ease of adding them.

Below are the current randomly selected maps.  If you have any suggestions for additional maps, please let me know and I'll try to work them in somehow.

Okay. I understand now.

There were a few maps that could stand to be replaced, some because of poor design, but mostly due to low enemy counts. I would have to actually take notes down while I was playing in order to remember which one's. I know a couple of Devastator's maps would work well with this mod, but the difficulty would be brutal if they ended up being one of the latter maps in a mission. They're hard enough now as it is due to the swarms of aliens. Replace the skycar with jet packs and the DPCBP would do nicely as well.
« Last Edit: September 06, 2010, 05:38:38 PM by Forge » Logged

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« Reply #149 on: September 06, 2010, 05:56:01 PM »

One thing I have thought about doing is, instead of there being a set number of missions, there would be a certain score you have to reach (adjusted for the selected skill level) before the final boss map.  That would guarantee that the player has advanced to a certain point before the end.

In that case, though, the scores become pretty much meaningless as a measure of how the player did, since they would all be almost identical by the end of the game.  The score measures how long the game has been going rather than the player's skill.
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