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  Messages - Trooper Dan
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1  Duke Nukem / Duke Nukem Releases / Re: [RELEASE] Alien Armageddon on: September 03, 2018, 02:32:46 AM
Anyway, a review: http://msdn.duke4.net/revalienarmageddon.php

Thanks for the review! I didn't see this until just now, since I don't come by here much. As usual, your reviews are some of the fairest and most accurate around.

I hope you do a follow-up next year after we release a major content update.
2  Duke Nukem / Duke Nukem Releases / Re: [RELEASE] Alien Armageddon on: August 27, 2018, 04:43:36 AM
A patch has just been released:


Here is what is fixed:


1.01 Released August 26, 2018
-Fixed ironsights alignment on Bombshell's M4
-AI companions will now check their fire if player is in the way
-Fixed bug that caused chainsaw to be taken from player upon return from secret level
-Bombshell's grenades (on weapon slot 8 ) now have a slightly higher trajectory
-The bot command menu can now be accessed when under water
-Nerfed damage on enemy railgun shots
-Fixed the display of new weapon and ammo icons in the hud, when the player uses reduced % hud size
-Changed trigger for sliding kick so the player has to be actively pressing forward in addition to pressing down. This should reduce accidental sliding.
-Added option in AAUSER.CON to disable Duke's laser dot on his pistol and use a regular crosshair instead
-Fixed bug where you could farm laser pistol ammo by dropping it and picking it up again
-Reduced chance of enemy decapitation from low-damage shots
KNOWN ISSUE from 1.0 still not fixed -- Scuba Troopers are very difficult to hit when using auto-aim. It is recommended to turn auto-aim off in level 3.
3  Duke Nukem / Duke Nukem Releases / Re: [RELEASE] Alien Armageddon on: August 26, 2018, 06:35:02 PM
It's an EDuke32 bug and TerminX said he would fix it, and yeah it's severe with autoaim on. I guess it never came up before because enemies typically don't use that cstat bit.

Another thing about autoaim is that it forces all the bullets into a tiny area. With shotgun, for example, it doesn't obey the normal spread of the gun, the autoaim makes them all go to the same spot. This exacerbates the problem.

Finally, autoaim also sucks in this mod because it makes it much harder to get headshots (autoaim goes for the chest). Like in AMC, lots of enemies can get heads blown off in AA.

I would force it off, but I can't remove the option from the menu so that would make the game seem broken and it would anger people.
4  Duke Nukem / Duke Nukem Releases / Re: [RELEASE] Alien Armageddon on: August 26, 2018, 08:01:01 AM
In the next release we'll have 3 characters and you'll have to solve puzzles like in Lost Vikings on snes.  :HELLO: EDIT: That's a JOKE

I think I know why the hitboxes of the scuba troopers are so bad for you, but honestly they didn't give any of us trouble. I will try fixing it in a patch.

The problem is that I needed to make the troopers use the half-submerged cstat bit (128). But the auto-aim isn't smart. You see, with auto-aim off you can hit them just fine. That's why Forge and I never had any trouble. Their hitbox is located where the visible part of their sprite is located. But apparently autoaim is based on the sprite coordinates, which means it is making you fire above their heads.
5  Other topics / Music / Movies / Re: Last movie/show you watched? on: May 22, 2017, 08:27:49 AM
Confirmed: Covenant is an excellent film. It is indeed extremely dark and disturbing. I'm sure this is why a lot of people don't like it.
6  Other topics / Music / Movies / Re: Last movie/show you watched? on: May 22, 2017, 03:03:18 AM
I saw Prometheus last night, so that I would be caught up before seeing Alien Covenant later today. It was pretty good. It was unfortunate that the theatrical release cut out some key dialogue involving the alien engineer --- I mean wtf, the audience has waited almost 2 hours to see the creator aliens, they deserve 30 seconds of dialogue. But overall it was quite good, although the visual design was much stronger than the script.
7  Duke Nukem / In Construction / Re: Essential Duke on: May 22, 2017, 02:56:28 AM
Yeah that's cool, I have nothing but respect for AMC TC, even if I'm too lazy to actually play it more than once every few years or so.

As with any two similar things that are made from scratch by different people, I'm sure there are plenty of differences between how I implemented laser dots and how James did.

The trickiest part in my implementation was getting the location of the dot to update at the framerate (which can be hundreds of times per second), even though it is a sprite in the game world which only execute code 30 times per second. If it's not updated with framerate, it will jump from place to place instead of smoothly moving across surfaces. The solution was to use a display event to redo the hitscan from the camera coords and then adjust the sprites tsprite position accordingly.
8  Duke Nukem / In Construction / Re: Essential Duke on: May 21, 2017, 05:00:55 PM
Check it out:


It's just an EDUKE.CON file, you drop it in a vanilla folder and run the game normally. It's intended for only the original art, works fine with classic renderer as well as the others.

I have done all the stuff on this that I wanted to, for now. If anyone would like to try it out and provide any feedback or new ideas, I would appreciate it, because I have emptied my to-do list.

By far the most difficult feature was the laser site on the pistol. Thanks to Gambini for pushing me to make it better. Many hacks and tricks were involved to make it this good. In the end it is just a dot in the game world and most players would not give it a second thought. Honestly a lot of people will prefer the old crosshair, but what the hell.

At mrline's suggestion, I did add a new attack to BOSS3. Nothing too original: if you shoot him there's a chance he will charge straight at you really fast in a straight line. If you dodge it and he rams a wall near you it fucks you up a bit. I think it fits the character about as well as anything. I didn't mess with the other bosses, but now they each have two attacks (chaingun and mortars for BOSS1, missiles and coolexplosions for BOSS2, missiles and ramming for BOSS3, electricity and newbeasts for BOSS4).
9  Other topics / Music / Movies / Re: Last movie/show you watched? on: May 21, 2017, 12:21:11 AM
I'm pretty annoyed at how what feels like half the movies I want to see this year are coming out around the month I'm busy travelling to the US.

Can't you just watch them in the US, or is your every day here too scheduled to allow that?
10  Other topics / Music / Movies / Re: Last movie/show you watched? on: May 20, 2017, 06:56:36 AM
Aliens Covenant. There were some mythology-related revelations that I'm still digesting, so I don't know whether I love them, hate them or whether I'm somewhere in between, but as far as the creature(s) itself goes, the alien is finally back where it belongs, utterly hostile for the sake of nothing but hostility. This movie is not only gory as fuck but creepy and disturbing as well. The last 30-50 minutes are just plain awesome.

Great to hear, I want to see that ASAP. By the way, I have not seen Prometheus. Does it matter?
11  Duke Nukem / In Construction / Re: Essential Duke on: May 19, 2017, 07:17:57 AM
Sure thing. Keep in mind eventually the shrinker weapon should have a new behavior, so it would be cool if also did something different like this you are suggesting.

Now I'm confused. If it's still going to shrink enemies, then I will import the code. If it's not going to shrink enemies, then I would rather not. Unfortunately, it's a fair amount of work because I have to insert dozens of lines in different places to change the sound or sound pitch played when an enemy is shrunk.
12  Duke Nukem / In Construction / Re: Essential Duke on: May 18, 2017, 01:21:38 AM
@Gambini: I have started the enhanced shrunk code and it's going well. I can port this over to your DNF if you like. It's a little tedious to implement because the original system has to be removed, and then there are some things that don't want to scale (mainly projectiles).

the spacesuit was originally supposed to be a working item, would be so cool to actually have that (might not be what you're aiming for with this mod though). It won't add much to the original maps, but would open a lot of new possibilities for user maps.

The boss fights could use a lot of tweaking, especially the one with the Overlord. The monster looks intimidating, the setting is great, but.. it's ridicilously easy to defeat it. Especially if you use the devastator. Perhaps you could make him faster, or make sure he doesn't stop firing at you once he's hit?

That's a good idea about the bosses, I will be sure to work on them. I wasn't planning to add anything that would require a specially made user map, though.
13  Duke Nukem / In Construction / Re: Essential Duke on: May 17, 2017, 04:18:12 PM
Here's something I want to try:

When you shrink enemies, their behavior is completely normal. Liztroops can still fly around using their jetpacks, all the enemies can still shoot, enforcers can jump, etc. BUT all their sounds have higher pitch, they move much slower, and their weapons do little or no damage. And it lasts longer.
14  Duke Nukem / In Construction / Re: Essential Duke on: May 17, 2017, 03:18:55 PM
Another solution is to make the button blow the tank up instantly with the player taking massive damage!  :HELLO:


You press the button, wait, there is beeping...and then a useless box of donuts spawns from the rear of the tank.
15  Duke Nukem / In Construction / Re: Essential Duke on: May 17, 2017, 08:40:56 AM
I'm wondering if you're making the AI too smart to be consistent for the original game. But yeah something needs to be done about that damn button.

It depends on what you mean by "consistent".

The tank button is a tricky subject -- leaving it functional but making it more challenging to access seems like a reasonable compromise. In a mod with edited art, I would prefer to make it a shutdown button. The tank stops, then the pigcop gets out and comes after you. Then you can get in the tank yourself.  :) But not for this mod.

I'm not doing an overhaul on enemy behavior -- their behaviors are still pretty much identical to normal, with a few exceptions.
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