Author Topic: Attrition  (Read 8815 times)

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Offline Dan G

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Re: Attrition
« Reply #210 on: May 29, 2011, 06:37:09 PM »
Start a new project. I can't remember having seen a good western mod:

space cowboy:
indian headdresses on troopers
horse head cops
chaps & spurs on enforcers
cowboy hats on commanders
six shooters
dynamite sticks
repeating rifles
already have the double barrel shotgun
gatling gun
buffalo rifle
bow and arrow
tomahawk
etc

Right I'll just spend the next two years of my life becoming a sprite artist and making that then.

But seriously, I decided to replace the nightvision goggles with a damage amplifier.  Much more useful, no?

Offline Forge

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Re: Attrition
« Reply #211 on: May 30, 2011, 07:11:14 AM »
But seriously, I decided to replace the nightvision goggles with a damage amplifier.  Much more useful, no?

i'm sure i'll find something to complain about
"Silflay hraka, u embleer rah!" - Thlayi

Offline Dan G

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Re: Attrition
« Reply #212 on: June 02, 2011, 01:30:37 PM »
I'm uploading 1.35 beta, which when it finishes uploading will be available at the usual place on Fissile Materials.

I'm calling it a beta because I think I might want to tweak a few more things.  Hopefully Forge will test this one out and tell me about any new bugs.  Here are the changes so far:

1.35 06-3-11

    "Done & Dusted" by Quakis and Mikko Sandt and "Desert Storm" by Loke have been added as playable maps
    Models for the laser pistol and minigun by Muelsa have been added.  They are only used when starting a game with the HRP bat file.  Also, the rocket launcher has been fixed so that it once again displays as a model when using the HRP.
    When playing using the Polymer renderer, F7 view mode is now an adjustable overhead camera (there are controls for zooming in and out listed in the keyboard configuration).  There is no point in using this unless you are also using the Polymer HRP.
    The Damage Amplifier is a new inventory item.  It doubles the player's damage when in use.  (Note that I kept the goggles after all, so this increases the number of inventory items)
    Some lizard troopers now have the ability to project a hologram of an enforcer; the hologram cannot be harmed, but can attack with real energy weapons.  The troopers are vulnerable when projecting; find and kill them to shut off the hologram.
    Fixed a lot of little bugs which are too boring to list.
    Greatly reduced damage of the ball lightning monster attack and the evil Duke's big rocket attack.

EDIT:  Fixed a bug that made it possible for the unkillable enforcer holograms to continue even if their liztroop was dead.  Now I have to upload the whole thing again to make one little CON change.
« Last Edit: June 02, 2011, 06:03:56 PM by Dan G »

Offline Forge

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Re: Attrition
« Reply #213 on: June 02, 2011, 09:13:40 PM »
I apologize that I won't be doing much computer activity anytime soon. I hurt my back real bad while moving my son's piano, so I can barely spend 10 minutes in the computer chair before I'm in excruciating pain (even all doped up on pills)
"Silflay hraka, u embleer rah!" - Thlayi

Offline Dan G

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Re: Attrition
« Reply #214 on: June 02, 2011, 11:27:34 PM »
I apologize that I won't be doing much computer activity anytime soon. I hurt my back real bad while moving my son's piano, so I can barely spend 10 minutes in the computer chair before I'm in excruciating pain (even all doped up on pills)

Sorry to hear about that, man.  I hope the pain subsides to functional levels soon.  Good luck with that.

Offline Henri K

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Re: Attrition
« Reply #215 on: June 02, 2011, 11:36:57 PM »
I wish you the best!
I´m RazorZ, mapper from Finland, big fan of Duke - what else you could be waiting for?

Currently released maps (score is average):
    - Resistance Rocks (89,5)
    - Demolition Plant   (92)
    - Mincer City            (94)

Offline Dan G

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Re: Attrition
« Reply #216 on: June 03, 2011, 03:25:06 AM »
I went ahead and made the new version official.  It's a really fun mod if you haven't tried it yet.

MikeNorvak

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Re: Attrition
« Reply #217 on: June 03, 2011, 11:44:30 AM »
Hope you are OK soon Forge.

I just played a random episode at night and the mod has changed considerably since the last time i played, i really enjoyed it, those Hollo-enforcer rocks, but i think they're a bit annoying when the proyecting Liztroops are out of range or in inaccessible areas like behind energy shields, etc. Also i think the damage amplifier could have a better look tile, it was a bunch of diagonal whitte lines for me, or may a graphic error? sorry for don't posting shots i'm in a laptop without eduke installed.

Btw you should add the radiation upgrade thing to the laser pistol, also what about immunity to shrink ray as an upgrade for an item, say nightgoogles.

Have you thought about adding more DM maps for an extra WoA episode?
« Last Edit: June 03, 2011, 02:10:53 PM by MikeNorvak »

Offline Dan G

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Re: Attrition
« Reply #218 on: June 03, 2011, 01:09:21 PM »
Also i think the damage amplifier could have a better look tile, it was a bunch of diagonal whitte lines for me, or may a graphic error?

That's definitely a graphical error.  What it actually looks like is the plasma ammo pickup that Cage made for WGR2, with a different pal (suits it quite well).

Sucks about the projecting troopers behind force fields.  I did consider that could possibly happen, but since it never happened when I played I stopped worrying about it.  Not sure how to fix that without also preventing other situations that should be allowed.

EDIT:  Check the included tiles024.art, tile 6268
« Last Edit: June 03, 2011, 01:11:09 PM by Dan G »

MikeNorvak

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Re: Attrition
« Reply #219 on: June 03, 2011, 02:17:24 PM »
Ok, gonna check. Thanks