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Author Topic: Feedback/Discussion Topic  (Read 62464 times)

Lord Misfit

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Re: Feedback/Discussion Topic
« Reply #75 on: December 19, 2008, 12:35:48 PM »
http://www.zxdware.net/NR/ - 5.11.12192008 released.

* CHANGELOG *

=SINCE 5.10=

+ Miscellaneous: Keypad Buttons briefly darken when pressed.
+ Environmental Changes: Using a Keypad will now show a display of the keypad below the entry bar. The keys also make beeps when pressed and there are new success/fail sounds for the default keypads.
+ Miscellaneous: ATM Buttons briefly darken when pressed.
+ Environmental Changes: ATMs, Snack Machinea and Cola Machines now make noises of their own when used[ATM Beeps/Money Dispensing, and Cola/Snack Dispensing sounds].
+ Character-Specfic Revision: ESSence can fly up faster with the Jetpack when his specialized ESS-Armor is removed. To remove/add his armor[as a reminder], highlight him in the character menu and use the proper keys[INSERT/DELETE are the defaults] to swap his form. The form change can also be used on Bubsy, Ami, Christina/Nethra & Minako as well.
+ Gameplay Revision: ACCESSSWITCH3/ACCESSSWITCH4 no longer operated on a limit of 128 lotags for full synch[formerly, you had to use lotaga 10001 to 10128 for it to work fully]. Now an array-based system is used that cuts down on code size and works just as well if not better, allowing ANY lotag to work with full synch. XD
+ Inventory Feature: The rest of the armor items [all the color-coded armor(Actor: COLORSHIELD)] can now be stored in the inventory. The items now appear on the second page of the items submenu.
+ Inventory Feature: Most items can now be "dropped" out of your inventory onto the ground. After laying there for 1.5 seconds[without the menus up], the item can be grabbed again by you, enemies or allies. The idea of being able to drop items is for the player to supply items to bot allies they might have in future versions of the game, or to mess around and leave items for monsters to grab[for the sake of fun or giving yourself a challenge]
+ Shop Features: When looking at health and armor items in the menu, you'll see your HP/AP % above the number of stored Health/Armor items.
+ Shop Features: Items in the Buy Menu will be red when you lack the funds to buy them.
+ Shop Features: Several more items can now be sold at shops for money.
+ Miscellaneous: New/Revised Character Portraits for all 15 characters.
+ Inventory Features: 19 more items can be grabbed and stored for later use in the inventory: Small Medikits, Medium Medikits, Large Medikits, Extra-Large Medikits, Med Packs, Surgery Kits, Atomic Healths, Super Atoms, Body Armor [fresh and used versions], Super Armor [fresh and used versions], Portable Medikits, Scuba Gear, Protective Boots, Holoforms, Jetpacks, Vitamin X bottles & pairs of Nightvision Goggles.
+ Item Removals: Stimpacks and Box Medikits have been removed due to redundancy issues.
+ Bugfix: Items spawned via RESPAWN sprites carry over pickup flags, allowing you to spawn specialized items with the RESPAWNs.
+ Bugfix: Nightvision amounts display properly in shops again.
+ Shops: When viewing ammo items and energy cell items, you can see the max ammo your character-in-use can hold of that item. Same with energy cells[even though only Lisa can utilize those].
+ Monster Change: Giving the LIZTROOP a zvel/ACTORFLAGS of at least 4096 will make them wake up in their 'suicide bomber' mode from the get go.
« Last Edit: December 19, 2008, 02:11:54 PM by Lord Misfit »
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DavoX

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Re: Feedback/Discussion Topic
« Reply #76 on: December 20, 2008, 12:01:39 AM »
Man your hard work is astounding!! but I have one problem...I don't know if many people can keep up with all these stuff, it's just a little bit too much IMO! I remember when I played the first version (years ago I think) and even that first version had so much stuff I didn't know where to actually start playing... But it's still a great work, just not mainstream  -_-
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Lord Misfit

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Re: Feedback/Discussion Topic
« Reply #77 on: January 04, 2009, 09:12:23 AM »
http://www.zxdware.net/NR - 5.12.01032009 Released! First release of 2009! :P

As a main note: the big selling point/feature of 5.12 is the new vehicle system. There's only a drivable riot tank, but you can toy with them by spawning "EMPTYTANK" in the console, or going to warp.map or !NR.map. Lemme know what you think. There are other things of note in here too, some mentioned below. :P

* CHANGELOG *

=SINCE 5.11=

+ Higa, ESSence, Cybanis and Nethra all have topographic sprite views for the overhead_map mode now.
+ Vehicles: Riot Tanks [Green, Blue and Red] can be found empty and drivable. They also have their own weapons and stats, and take most if not all damage that is directed at the character driving them. However ESSence and Cybanis cannot drive Riot Tanks due to them being too large[in storyline terms] to fit into them.
+ Toggles Menu: A New Toggle for Pickups/Buying items for vehicles. There are four options, one for just giving items to the character driving the vehicle, another for just giving items to the vehicle, a third for giving to both character and vehicle, but character first, and then finally a fourth that inverses the priority to vehicle, then character.
+ Inventory/Equip Menu: Items now have specialized plates behind them as well, and the icon and amount displays properly sized and centered based on thus.
+ Graphical Work: All of Lo Wang's sprites are imported properly to TILES033.ART
+ Graphical Work: BOSS1/BOSS2 now have jumping and crouching frames[used for ESSence and Cybanis mostly]
+ Character Menu: Characters now have specialized plates behind their stats. The "Vehicle in Use" also has it's own type of plate behind it's stats.
+ Character/Item/Skill: The 16th character slot is now the holder of your current vehicle's stats when driving one, and can also be used to distribute benficial items and character skills to the vehicle while in use.
+ New Features: Vehicles are on their way to NR! The first will be a drivable version of the Pigcop's Riot Tank, with normal and alt-fire modes of attack, and similar slow manuverability.
+ System Change: The quote display at the top of the screen is revised to use a smaller font[75% original size] to show longer quotes better and for other various reasons. Additionally, the quotes will zoom in and zoom out of existance.

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James

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Re: Feedback/Discussion Topic
« Reply #78 on: January 04, 2009, 04:16:47 PM »
haha, cool! I just played it quickly and the tank is great :) I also saw you put in the character sprites for LoWang, Essence and Cybanis which is cool as well - for the last 2 though, are you planning to increase the viewing height/chang the footstep sounds to suit their larger size?

Also I saw that ladders aren't working in this verion, but you might already know this.

EDIT: scratch the ladder bit, the one in !NR worked :3
« Last Edit: January 04, 2009, 04:28:50 PM by James »
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Lord Misfit

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Re: Feedback/Discussion Topic
« Reply #79 on: January 05, 2009, 05:22:24 AM »
"NOTICE: Using Your Friendly Neighborhood Riot Tank!

Some important bits to know when you drive your Riot Tank[regardless of colors].

Fire Button = Normal Attack.
Alt-Fire Button = Alternate Attack.
Turn-Around Button = Leave Riot Tank

- A Green Riot Tank shoots twin bullet shells for it's normal attack, and Laser Blasts as it's alternative attack.
- A Blue Riot Tank shoots twin shotgun pellet bursts for it's normal attack, and twin expander bursts as it's alterative attack.
- A Red Riot Tank shoots RPG Missiles for both it's normal attack and alternative attack[I plan to make a player-shootable version of MORTER someday to replace the alt-fire].
- You cannot strafe when inside a tank.
- Due to an issue with angle calculation in the CON code right now which has yet to be ironed out, if you plan to make very short, percise turns with the tank, you're gonna notice the tank will turn AWAY from the direction you're trying to move to for a brief moment and then normal directional control will kick in. I'm still trying to work this out.
- Riot Tanks will absorb all enemy damage for the character/player driving them EXCEPT Invulnerability Bio-Auras[unless the Tank itself has invulnerability of it's own], 'using' electrical sockets, the security damage of Hand-Scanners and Keypads, and being crushed.
- You cannot be attacked by Protozoid Slimers while in the tank[you technically 'run-them-down' when they try to get on your face].
- The Tank has it's own air supply, so using a Tank underwater can subsistute for a Scuba Tank, but do note that Tanks sink like stones in the water and you'll likely never be able to get them out of the water again if they fall under.
- Tanks are 75% less prone to hazard damage, and take less damage from hazards as well.
- If you want your Tank/Vehicle to benefit directly from pickups or buys in shops, make sure the proper setting is placed for it in the Toggles Submenu. Not all items can be used by your vehicle however. :P"

@James: They already have their own footstep sounds. They're probably just hard to tell different from the other characters' versions, and the camera size thing is sorta there, but it's in debugging stages, so it's toggled off by default.
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Lord Misfit

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Re: Feedback/Discussion Topic
« Reply #80 on: January 08, 2009, 08:23:12 AM »
Another post on progress [what? a progress post on this mod without a version update? That's impossible! :P]

Anyways, I want to give a fair warning to people who do care about playing the game a lot to expect a change to the character-speed system in 5.13 when it comes out. This change means characters who start off with mid-range speed [Duke, Jack, Ted, etc] will move 30-45% faster than they used to.

Because the original engine has a very odd formula for determining speed based on the "runspeed" struct, I had to enforce some acceleration changes so the characters actually move at the speed they should be moving at for what their speed stat is depicting. In <5.13 versions, A character at 30 Speed moved less than 1/5 the Speed of a character at 100 Speed, and characters in the 50-65 speed range didn't move more than maybe 40% of a character at 100% speed. I had to redo calculations and acceleration to fix it that having 50 Speed is actually half the max movement speed of a character with 100 Speed.

Also, the good news about this, is that the Haste and Slow Status Ailments now have more prominence. Originally they originally affected weapon speeds, and only one character in your team could give haste to a character[Ami], while there's no attack yet in the game that can slow down a character. Now Haste is +25% speed, and Slow will be -25% Speed, and you'll see the visual changes on your stats and the respective character's status screens now. >_>;

And to think this whole idea spawned because Blade Nightflame asked me about Tanks and ramming enemies, and made me think over speed alterations like this. So if you end up liking [or hating] the new changes, Blade is the one you can thank for it. XD
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Lord Misfit

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Re: Feedback/Discussion Topic
« Reply #81 on: March 13, 2009, 12:43:41 PM »
http://www.zxdware.net/NR/ - 5.13.03132009 Released.

* CHANGELOG *

=SINCE 5.12=

+ VR Visor: The VR Visor can now show the various Elemental Effects on enemies, including Resistance, Weakness, Immunity, and Absorbancy.
+ Main Menu/Shop Menu/Game Over Screen: Menu Transitions for Entering and Exiting Menus now [as well as for the Game Over Screen]
+ Hitscanning: Now all monsters and NPCs' names will display for a target when your crosshair is on them instead of just for items and pickups.
+ Damage Displays: The Angle Indicator will now appear when you get hit by Melee attacks/Steam/Fire/Floorflames, etc
+ Damage Displays: If you get hit by one of your own attacks/explosion-radii, you will see a graphic of your current character instead of no visual indicator in front of your portrait.
+ Damage Displays: Now when you attack an enemy, you will see your portrait [as well as your vehicle's portrait if your attack was from a vehicle] vaugely behind the picture of the victim monster/NPC.
+ Damage Displays: Now when you are attacked, you will see either your current character's portrait or your current vehicle's portrait vaugely behind the picture of the attacking enemy. This is to make sure you know whether you or the vehicle you're driving in is taking the damage, because some things can still hurt the character driving in a vehicle, such as 'usable' hazards.
+ Tally System: You will now be able to see the total amount of kills/monsters, secrets, and items collected for the entire game playthrough[as opposed to just the current level] while you are in the paused game screen.
+ Tally System: When your "Kills", "Secrets", or "Memorbilia" are perfect for the level, they will flash many colors, and if there are none of a type of tally, that tally does not appear at all in the In-Game Menus for that level.
+ Tally System: "Memorbilia" is now a tally in the In-Game menus for the current level. Memorbilia is the amount of RANK-giving items in the current level, including movie posters, figurines, magazines, etc.
+ New Item: "Unknown Medicene" gives an "emulated" level up to one character at the cost of half their HP and Poisoning them at the same time.
+ New Skill: Maken can now use the skill "Triad Booster", which gives 15 seconds of the "Triad Booster" status to any character. Triad Booster makes a character's attack damage and defense against attacks improved by 20% each.
+ New Skill: Jack can now use the skill "Damage Shell", which gives 15 seconds of the "Shell" status to any character. Shell reduces damage by most things by around 1/3.
+ Speed System Rehaul. Speed now works more relative to the actual number of the character's stat instead of by the old Duke Nukem 3D method.
« Last Edit: March 13, 2009, 04:41:40 PM by Lord Misfit »
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James

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Re: Feedback/Discussion Topic
« Reply #82 on: March 13, 2009, 04:13:11 PM »
cool, gonna check it out :)
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Lord Misfit

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Re: Feedback/Discussion Topic
« Reply #83 on: May 16, 2009, 11:25:38 AM »
http://www.zxdware.net/NR/ - 5.14.05162009 released.

Most of the changes are mentioned in the changelog as usual, but here's the quick version of some changes.

* CHANGELOG *

=SINCE 5.13=

+ Bug Fix: Fixed a bug where using a Super Atom on a dead character could resurrect them when it wasn't supposed to.
+ Voices: Cybanis has new sounds for wall grunts, landing sounds, mirror-use sounds, and such.
+ Voices: Lisa now has a bunch of new interaction sounds including Riot-Tank driving one-liners, wall grunts, pain sounds and such.
+ Visuals: The VR Visor and Mercury Mini Computer now use better and improved pixel-art graphics that look more accurate to the items instead of the older sprites from SMDoom. These sprites were made by Christina Richter @ http://blaubeermars.deviantart.com
+ Characters: Characters' ability to "Cheat Death" [aka survive an otherwise fatal hit with 1 HP left] will increase slighly for every level they get.
+ Characters: Characters' falling resistances will increase slightly over the course of their level ups.
+ Characters: Characters can now gain slightly better [natural] HP regeneration speed as they level up. Other characters [Duke, Lo Wang, Ted, Lisa, Minako] also have naturally faster regeneration rates now [instead of JUST Minako or Ami when in water].
+ Tally System: The number of saved civilians for the current level now shows in the in-game menus.
+ Vehicles: Empty Riot Tanks [the drivable kind] can sometimes [on rare occasions] appear in the same spot as a weapon in non-NR maps. This does not REPLACE the weapon like most items that "turn into" another, though.
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Lord Misfit

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Re: Feedback/Discussion Topic
« Reply #84 on: July 15, 2009, 06:02:38 PM »
http://www.zxdware.net/NR/
http://naferia.duke4.net/

5.15.07152009 released.

*CHANGELOG*

=SINCE 5.14=

+ Worldtiles: 32 new worldtiles are added, making a total of 160 instead of 128.
+ Environment: Fans [sprites], ATMs [walls], Milk Coolers [walls], and Vending Machines [walls] now make humming sounds when close to them by default. Shooting out these things will also remove the sounds as well. Roulette Wheels also make a proper noise.
+ Items: Vitamin X can now make you jump higher and also improves your lifting weight, as well as giving you some boosts to falling resistance.
+ Player Displays: Characters now appear to breath when standing still. Their breathing becomes more noticable and labored depending on how much damage they've taken.
+ Player Displays: A Damage ring now appears when suffering damage, similar to newer FPS games.
+ Physics System: Implemented DukePlus's ability to grab and move weighted objects, specfically crates, but also added the ability to pull these items backwards or lift them above your head for extra throwing damage.
+ Enemies: Enemies now have variable speed depending on their level.
+ Enemies: COMMANDER type enemies have different sound pitches depending on their species.
+ Enemies: Octanine now has it's own set of sounds independant of the Octabrain.
+ Voices: Minako now has all 18 of her one-liners prepared for the game, and lines for powerup-grabbing. Thanks to Trollitrade @ http://www.youtube.com/trollitrade!
+ Visuals: Appearance of the Vampire Mask is improved with proper versions of the sprites now. o.o
+ Name Change: Vampire Artifact is now called "Vampire Mask"
+ Visuals: Quad Damage, Icon of the Defenser and Shield Emblem now have a higher level of detail[in game, not in mapster32, they still use the same sprite there], and have a spinning animation to improve their visual quality.
+ Visuals and Displays: Icons for Artifacts/Powerups are also now bordered icons with a different look instead of just a copy of the powerup's actual sprite.
+ Visuals and Displays: Status Icons [ailments/buffs] are no longer simple "Earthbound"-style 1-2 color squiggly lines, and are actual square icons with borders, color and detail to them.
+ Undocumented Secrets: Some things were done, yadda yadda. :P
+ Optimization: Over a 3 day period, over 61,100 bytes of complied code size was cut [over 11.6% of 5.14's total size O__O], and hopefully some slightly improved gameplay speed. You better appriciate this, darn you. :P (edit, a lot of this code size has be readded with most of the new features]
+ Displays & Enemies: A monster given a zvel in Mapster32 that includes "1024" will make that monster place a "BOSS" lifemeter just above the character's stats. Although this is intended specfically for major bosses, any enemy can be given this, and up to THREE bosses can have these lifemeters on screen at once.
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James

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Re: Feedback/Discussion Topic
« Reply #85 on: July 16, 2009, 03:38:03 PM »
Nice work, but I think the sounds added by the bullet richchet and stuff should be changed since they're the same ones from Duke Plus and it's noticable.

Minako's voice is good actually, it's really high quality - only thing I don't like is that just about every girl's taunt in this game is basically 'YOU GOT YOUR ASS KICKED BY A GIRL LOL' :P I don't know what they're like for the unvoiced characters though.
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Lord Misfit

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Re: Feedback/Discussion Topic
« Reply #86 on: August 28, 2009, 04:01:24 PM »
http://naferia.duke4.net/ - 5.16.08282009 is released.

You might notice I only put the duke4.net link up above. This is because there's been issues with the zxdware.net server that basically can be summed up as "the economy sucks". The site's network provider is charging DOUBLE what they used to. I don't own zxdware.net myself, that honor goes to a friend of mine I've been associated with for 7-8 years. Unfortunately I have no viable income, and the price increase has caused that he wants people on the site to be able to provide their share of the yearly bill. So basically I opted to drop off the site and move my stuff.

I have a new main server, even though NR is not put up on it due to various reasons. You'll be able to go to this main page of mine from the NR page on Duke4.net. It's called "MisfitTech Studios" and it's basically what I'd call my real business if I were to ever develop one in the future. >.> But NR is far from the only MisfitTech project, and this brings me to the other points.

I might be putting off 5.17 for some time, because a story project of mine has been neglected for about the entire 2 and a half years I've been working on NR since it's resurrection from HDD death so many years ago. I don't want to just abandon the project, so I'm opted to put off NR for a while, but more than likely I'll be back to it before the end of the year. I don't stick to my writing projects for too long at a time before I get back to wanting to work on game projects. :P

But yeah, 5.16 is up a bit early for these reasons, so enjoy or something. I will still be here the entire time, I'm just not going to be as active in actual development for a while.

EDIT: Forgot the Changelog:

* CHANGELOG *

=SINCE 5.15=

+ Situational Changes: Characters will sometimes make comments when leveling up.
+ Situational Changes: Characters will make comments when they either narrowly steal an item away before an enemy grabs it, or the other way around.
+ Situational Changes: Characters will make comments when they save NPCs and get either their rewards, a mortar trap, a spawned-in enemy.
+ Sounds: Bubbly sounds for air bubbles, drowning bubble sounds for characters and monsters alike added.
+ Character Voices: Lisa and Maken have all non-story/non-script lines completed. At last. >.>   Only 13 more characters remain to do this for. :P
+ Money Display: Money Displays recalculate better. Additionally, when using shops/ATMs, the display-timer for money will be frozen until leaving the shop/ATM in order for the player to see the full total of what they spent/gained from the shop/ATM in question.
+ Player: Grabbing an item with multipliers will consumed the required items and stored the rest in the inventory.
+ Enemies: Enemies who grab items with "multipliers" will drop behind any remaining items they could not use.
+ Enemies: Enemies can now grab Antidotes, Foghorns and Eyedrops when Poisoned, Confused or Dimmed, but not while unaffected by these.
+ Enemies: Enemies can now be hasted, slowed, poisoned, dimmed, confused and shelled in a similar way to players.
+ Items: New item: MONEYBAG. Money Bags are specialized money-type items meant to help cut down on overabundance of money sprites on a map due to monster drops, or just for putting a unique amount of money into one item, or for bank/vault type locations. How to use Moneybags in Mapster32 is included above.
« Last Edit: August 29, 2009, 07:17:27 AM by Lord Misfit »
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Re: Feedback/Discussion Topic
« Reply #87 on: November 08, 2009, 01:17:31 PM »
http://naferia.duke4.net - Naferia's Reign: Invasion of the Dark Mistress, version 5.17.11082009 is release after some delays. I do hope I don't totally kill some of WGR2's thunder. I honestly hadn't been expecting it's release to be so close to this. Most of you will probably be all over it anyways before playing this [and thinking it abysmal compared to WGR2] ;D

* CHANGELOG *

=SINCE 5.16=

+ Displays: New displays will appear when using some items on characters from the items menu. Examples include seeing the Characters' Jetpack amounts when going to give someone a jetpack, or seeing their FirstAid amount when using a Portable Medikit on them, etc.
+ New Items: Maximum EP Bonus added.
+ Energy System: The Energy-System is now available to NR. "Energy" or "EP" is basically like "MP" or "TP" in other RPGs, and gives a limit to how many times you can use your skills/special-attacks before needing to replenish it. All character skills now work on this system, characters have their own EP levels, and there are also now items for restoring EP, the "Small Energy Drink", "Large Energy Drink" and "Hyper Energy Drink".
+ Equippables: "Charm Shoes" added to game. When equipped, your character will gain a small amount of Cents[money] for every full second of controlled movement [moving foward/backwards, strafing left/right, swimming up/down, and jetpacking up/down count as "controlled movement" in this respect, but normal jumping does not]. This item can be stackable up to 4 times.
+ Equippables: "Style Shoes" added to game. When equipped, your character will gain a small amount of RANK for every full second of controlled movement [moving foward/backwards, strafing left/right, swimming up/down, and jetpacking up/down count as "controlled movement" in this respect, but normal jumping does not]. This item can be stackable up to 4 times.
+ Equippables: "Happy Shoes" added to game. When equipped, your character will gain a small amount of EXP for every full second of controlled movement [moving foward/backwards, strafing left/right, swimming up/down, and jetpacking up/down count as "controlled movement" in this respect, but normal jumping does not]. This item can be stackable up to 4 times.
+ Equippables: "ShockAb Boots" added to game. When equipped, your character will take between 15% to 20% less fall-damage for each pair worn. This item can be stackable up to 4 times.
+ Equippables: "Jump Boots" added to game. When equipped, your character will jump 25% higher for each pair worn. This item can be stackable up to 4 times.
+ Equippables: "Rabbit's Foot" added to game. When equipped, your character has a +12.5% chance of surviving a deathblow with 1 HP left [aka mortal-hit survivability]. This item can be stackable up to 4 times.
+ Equippables: "Nyx Gloves" added to game. When equipped, your character will take no damage from "usuable" hazards, including electrical sockets, keyscanner security damage, keypad security damage, etc. Only one of these is required to be equipped on each character for this effect, even though multiple pairs can be equipped by one character [it's just redundant to do so. :P]
+ Equippables: "Riot Shield" added to game. Riot Shields are equippable items that give 20% resistance to Metal-based attacks [basically Shotgun pellets and other bullets] and additonally decrease Armor deterioration by 10% [your AP takes 10% less damage from all attacks after most things are factored, allowing armor to last a little longer]. This item can be stackable up to four times.
+ Skills/Buffs: "PK Shield" Buff is more complete and not half-assed anymore. Paula can also now actually use it on other characters/herself in the form of the "Psychokenetic Shield" skill in her skills submenu. A quadra of crystals also appears briefly on the player's display when the PK Shield takes a Mystical-based hit, like in Mother 3. It also has a 20% chance of deflecting a mystical-protectile away towards enemies.
+ Skills/Buffs: Cybanis has a new skill in his skills submenu: "Bloodlusting". It increases Critical Hit Rate% by 1/4 the base amount, plus an additional 20.25% to 95% depending on both the levels of Cybanis and the character affected by the buff [although Cybanis will use his own level both times if he's affected by the buff].
+ Bugfix: Characters now have their Drown-Damage-Ratios saved over between switching, preventing the player from cheating out of high damage intervals on a character from switching from and back to a drowning character.
+ Meter Displays: Air and Mantle Meters now also show the number of seconds the character have remaining over top of the meter.
+ ATMs: All ATM Money-Transfers are extended from a maximum of $50,000 to $5,000,000 each.
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http://naferia.duke4.net/ - Naferia's Reign: Invasion of the Dark Mistress (For Duke Nukem 3D w/ EDuke32) Version: 5.22.12242012

Version 5.23 will be released sometime after: ?

Lord Misfit

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Re: Feedback/Discussion Topic
« Reply #88 on: December 30, 2009, 02:19:09 PM »
http://naferia.duke4.net/ - 5.18.12302009 is released.

* CHANGELOG *

=SINCE 5.17=

+ ATMs: Using a broken ATM nows deals electrical damage at 3x-7x the amount as using a plug does.
+ Actors: CHARACTERSTARTUP(#7955) added. Allows you to set up a specfic and fixed group of characters to begin with at the start of a map.
+ Display Change: When unused characters in your group level up, you'll see what level they've hit instead of the increases to their stats now.
+ Displays: You can now see both your current level-time and your current game-time in the GAME PAUSED screen.
+ Characters: Ami now gains 50% extra HP from using Cola Machines, Water Geysers and Water Fountains, and she can also now increase her HP to 200% through these methods [an extension on part of her water-affinity powers].
+ Bugfix: WATERFOUNTAIN actor is 'fixed' to allow healing for the player again. This issue went unfixed for nearly 2 years since 4.8x when the HP/AP system was revamped from hard-coded struct-members to vars for higher limits for actors and players.
+ Characters: Characters now have a "Death Counter" for keeping track of how many times each one has died during a playthrough. They can be seen in a character's Status submenu.
+ New Permenant Boost Item: "Transdimensional Safe" added.
+ New Permenant Boost Item: "Stock Ownership" added.
+ New Permenant Boost Item: "Slurpee Machine" added.
+ New Permenant Boost Item: "Secret Recipe" added.
+ New Permenant Boost Item: "Safe Lock Box" added.
+ New Permenant Boost Item: "Malakian Gem" added.
+ New Permenant Boost Item: "Pair of Fixed Dice" added.
+ New Permenant Boost Item: "Rare Pirate Doubloon" added.
+ New Permenant Boost Item: "Silk Carnation" added.
+ New Items: Nine new items added, along with a brand new item category known as "Permenant Boosts". Permenant Boost items are non-equippable items that cannot be consumed, but sit in your inventory. However they grant minor, acculumative effects on your entire party or the game depending on how many of each you have. However they are limited to a degree that the effect of one of each Permenant Boost item only occurs for each member of your current party, so only up to 15 of each item can ever be fully used.
+ Items and Shops: Color-Class Armor [unused] items can be bought/sold from/to the shops now.
+ Displays: Using an Armor-type item from the inventory now shows the Armor Absorbsion % of the characters while going to select them.
+ Displays: Using a Super Atom from the inventory now shows the Armor Absorbsion % of the characters while going to select them.
+ Displays: More displays of buff timers and such will show up when using various skills in the menus now.
+ ATMs: ATM accounts can now accquire interest and grow over time. You'll see an interest rate at the welcome screen for each character/NPC's ATM account and how often it increments.
+ ATMs: A maelstrom of new ATM accounts has been added to ATM access. Some are for NPCs in future versions of the storyline, and others are various cameo accounts based on staff members or other well known people. About 20 to 30 new accounts have been added in this change, however you'll need to look through the CONs for most of them.
+ ATMs: The "Wire Funds" function has been revamped. You can no longer send money to an invalid account [thus wasting it], the name of the person you're wiring to will appear below the account number when entered, and both the wired amount of money and the receivers name will show up in the "Wire Successful" screen after completion of a wired-fund.
+ Enemy AI: Monsters can now go to nearby First-Aid Stations to heal themselves if injured badly.
+ New System: "Show Damage/Healing" is now available. A concept I wanted to add long ago but didn't know how to at the time with my [then] limited coding knowledge, thus leading to the other displays system you're all used to. After playing WGRealms2 recently, I looked through the code to figure out how they pulled it off. Admittingly, I first swiped their code almost completely to see if I could make it work in NR, but then I came up with my own ways to display it and "improve" it and removed a lot of their code and made my own in its place. This also shows AP damage in addition to HP damage.
+ Enemy AI: Monsters no longer automatically use their Portable Medikit the moment they detect their HP below 100%. Depending on the difficulty level, there is a random chance of them using the Portable Medikit every tic which increases with difficulty level.
+ Status Buffs/Ailments: The displays for the HUD and Status Submenus now displays the number of seconds [or hits for PK Shield] left for the buff or ailment below it. The text is on the small side though, but it's the size needed to fit properly.
+ Bugfix: Fixed an oversight where fortune cookies where giving enemies who grabbed them 50x the amount of HP they should have given. O.o
+ Mapping Tools: "SECRET_EXTENSION" actor added. Putting one in a sector will make the game tag it as a secret area upon level-start. This might sound redundant, but it's main purpose is to be used in conjunction with sectors which already are using a Tag that's NOT 32767 [which is the default secret-area tag]. This means you can tag underwater areas, areas knee-deep in water, elevator cars, two-way trains, subway cars, etc, as secret areas now. :D
+ Miscellaneous: Misc. Cheats added.
+ Character Voices: Duke has sounds for jumping and air-jumping [from Manhattan Project, care of Ryan Cordell's sound-ripping skills :P].
Logged

http://naferia.duke4.net/ - Naferia's Reign: Invasion of the Dark Mistress (For Duke Nukem 3D w/ EDuke32) Version: 5.22.12242012

Version 5.23 will be released sometime after: ?

Lord Misfit

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Re: Feedback/Discussion Topic
« Reply #89 on: March 01, 2010, 11:51:02 AM »
http://naferia.duke4.net - 5.19.03012010 released.

* CHANGELOG *

=SINCE 5.18=

+ Characters: Bubsy's "Loki Mask" form, and both Ami and Minako's "Balanced Forms" now drain EP when in use to balance out the bonuses given by those forms.
+ Equippables: "Yin-Yang Orb" added.
+ Equippables: "Energy Incurment" added.
+ Equippables: "Serpent Helmet" added.
+ Equippables: "Medic Bag" added.
+ Equippables: "Snake Armband" added.
+ Equippables: "Twilight Cape" added.
+ Equippables: "Iron Rune" added.
+ Equippables: "Gemstone Crown" added.
+ Equippables: "Hockey Mask" added.
+ Gems: New "Gem" system. Occasionally, enemies will dropped Gemmed-Rings of silver or gold types. These items are sellable at various shops for money. Gold Ring sell for more than their Silver counter parts. There are eight types of gems: Zircon, Aquamarine, Turquoise, Emerald, Garnet, Ruby, Citrine and Diamond. EX: Gold Diamond Rings sell for $350,000 each, while Silver Zircon Rings sell for $200 each.
+ Bugfix: The Revised Speed system did not original take holding down the "Running" button while in Walk mode into account, and caused the player to tilt angles when moving at angles in general. It is accounted for now and works properly again. "Angel Eyes/Somagu" is to thank for pointing this out as well. :P
+ Bugfix: Buying Speed Bonuses in Shops did not give you the same increases as grabbing one as an actual item. In fact, for some of the naturally speedier characters, buying speed bonuses from Shops actually slightly DECREASED their speed due to this. Thanks to "Angel Eyes/Somagu" for pointing this out to me. XD
+ Item/Inventory System: All the inventory-storable items in the game have been moved into a simplified array set that will cut down on used vars and allow me to add more items in the future without worry of running out of room. >.>
+ Enemies: Enemies now have mortal-hit survivability rates like characters/players. When a monster survives an otherwise killing blow, they will flicker with invulnerablity [like in various games] for 1.5 seconds before you can try to damage/kill them again.
+ Damage Displays: A indicator of Critical hits now appears above an actor or player's damage displays when such is dealt, and will also give details to what type of critical was inflicted [Normal, Super, Mega or Giga].
+ Players: Players/Characters can now deal themselves critical hits via explosive weapons or anything with a hit-radius.
+ Enemies: Enemies can now inflict critical hits on players/characters and each other with their attacks.
+ ???????????: ?????? ?? ????
+ Sectors: 'Slippery' Sectors from DukePlus now available. Also, I got it that you won't slide when standing on objects that are standing in a slippery sector.
+ Balance: Resurrection Chalice no longer restores 100% HP to a revived character [except on Skill 0]. The amount is now dependant on Skill level [100%/(Skill+1)].
+ Graphics: Rank Star icons are updated for monsters, etc now.
+ Other: Sorted out Debugging Vars.
+ Shops: Item Descriptions from the In-Game Menus are displayed in shops instead of extra clutter in the item's name.
+ Freezing Environments: "FREEZING_EXTENSION" actor added. See above section for how-to-use.
+ Freezing Environments: FIRE, FIRE2, BURNING, BURNING2, FIREVASE, FIREBARREL, STEAM, CEILINGSTEAM, FLOORFLAME all increase players and actors' WARM meters when within range, like a real source of heat would. Also, getting hit by various explosions, expander waves, lasers, and etc also increase the target's WARM meter somewhat.
+ Freezing Environments: Actors [monsters, NPCs] are now under the affect of "Freezing Environments" like players.
+ Moderate Bugfix: Fixed a somewhat long and persistant [but rarely seen] bug with BOSS1, BOSS2 and BOSS3 where they would never die from fatal hits of drowning, falling and various other types of non-player/non-actor-related damage [which if not fixed would've also included freezing damage as well].
+ First Aid Panels: Minako's +50% health-benefit bonus effect now works with First Aid Panels.
+ Pickups: "Winter Clothes" added to give extra protection from freezing environments [below]. Winter Clothes additionally slow down the character about 15-20%, reduce jumping strength slightly, and give great resistance to ice-elemental attacks from any attacking player or monster. Winter Clothes deteriorate when the wearer is hit by attacks of enough damage. The less of the clothing left, the faster the character gets, but the more vulnerable they become to freezing environments and ice elemental attacks again.
+ Displays: WARM and COZY meters pop up to represent freezing meters in freezing environments [WARM meter] and intact-ness of Winter Clothing [COZY].
+ Weather System: 'Freezing Environment' feature added. This is unique to NR specfically and is supposed to simulate really cold areas in the game where you can potentially freeze to death due to extremes. It works in that the 'intensity' of the freezing affects how often you'll take freezing damage [and eventually die if you don't watch your health], and that being in or underwater when in a freezing area is even more damaging. Also, a system for Winter Clothes is in the works which will come to make a set of items each character can find to temporarily shield them from most of the freezing conditions.
+ Weather System: New sound for very heavy rain levels.
+ Weather System: Snow and Rain will fizzle and make sounds when landing on heated surfaces like lava.
+ New Feature: Imported over DukePlus's weather system as I had been hinting at for some time. This means rain and snow effects right now. Any additions or improvments I make will be mentioned in seperate notes above this one. :P
+ Bugfix: Characters not in use now have their Current AP checked all the time to make sure they can't have >0% AB when they have 0 AP, or <10% AB when above 0 AP.
+ Major Bugfix: Recoded a bunch of stuff related to the attached objects for actors [lifebars, rank-star, etc] which before had been causing a major bug for months which messed up sprite and sector listings in the engine, causing sprites to freeze in mid-air randomly and in general also probably contributed to a ton of NR's past stability problems and crashes. This is fixed and I have played an entire run through the original four episodes just a bit ago with no problems occuring, and two other beta testers have also reported no more problems in this area.
+ Bugfix: Character with 'buff' skills can no longer give buffs to dead characters. :P
+ Character Voices: Ted now has a voice actor and his 18 standard one-liners are now in the game. Thanks to "The Mighty Bison" for applying to be Ted's voice. :P
Logged

http://naferia.duke4.net/ - Naferia's Reign: Invasion of the Dark Mistress (For Duke Nukem 3D w/ EDuke32) Version: 5.22.12242012

Version 5.23 will be released sometime after: ?
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