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    [new edition released!] "Operation Eisenfaust: Legacy" released!

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    Post by doomjedi Fri Nov 21, 2014 2:43 am

    First topic message reminder :

    Happy upcoming Christmas to you all! Smile (...and happy birthday for myself tomorrow Smile )

    4 years in the making, Team RayCast would like to release its new mod:

    Operation Eisenfaust: Legacy
    http://www.moddb.com/mods/operation-eisenfaust-legacy

    Featuring story and level design by Ronwolf, art by Doomjedi, programming from the talented Linuxwolf and WSJ, as well new and original soundtrack mostly by Lozer_42.
    Download size: 127 MB, mostly for ogg music and sounds.

    https://dl.dropboxusercontent.com/u/3751922/Legacy_full.rar (Last update: 04.12.2014)

    Small download (just 3MB) without sound and music for those who want just the latest updates and fixes (Last updated 04.12.2014):
    https://dl.dropboxusercontent.com/u/3751922/legacy_small.rar

    The story takes place after the events that occured in Operation: Eisenfaust Origins and Operation: Eisenfaust. After Schabbs' demise, it was assumed that the Eisenfaust plans had been destroyed once and for all. But a former protégé of Schabbs has taken the blueprints of the operation and is attempting to restart it. It is up to special agent B.J. Blazkowicz to stop the Nazi's from creating another mutant army. Will B.J. stop them, or is he about to find out that the operation might have progressed a lot faster than he thought, with its effects far more devastating...

    [new edition released!] "Operation Eisenfaust: Legacy" released! - Page 2 Rshot
    Spoiler:

    Please read readme before playing!

    Have fun! Twisted Evil


    Last edited by doomjedi on Wed Oct 21, 2015 9:47 am; edited 10 times in total
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    Post by doomjedi Wed Nov 26, 2014 12:47 am

    Thanks not a mistake, not all ladders bring down mutants, so it's more surprising.

    - To recreate this crash, Simply let a mutant mech fire at you point blank and just fire a rocket WHILE the mutant mech fires. It's a 100% guarantee it will crash.
    Good news, we have finally found the objlimit bug that caused all the occasional random crashes (thank for your detailed feedback). It was not real objlimit bug, it was other bug hiding behind the objlimit error - that's why it was hard to find and fix.
    But it's fixed now, latest files can be always downloaded under that "fixes" link:
    https://dl.dropboxusercontent.com/u/3751922/legacy_small.rar
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    Post by WolferCooker Wed Nov 26, 2014 1:11 am

    I also think I figured out why it's impossible to get 100% kills in some levels.

    It's all because of the mutants and the unmanned mechs. Somehow whenever a mutant gets into a mech, he does not count towards the 100% kill ratio. Killing the mutant by itself will still get you the tally on the kill, but the destroyed mech does not count as a kill. 

    Each time a mutant gets into a mech, your overall kill % goes down. In order to get your kill % higher, you have to ensure that ALL mutants do not get into any mechs, which is an impossible feat. At the same time destroying every operating mutant mech gets you 4000 points plus the points for killing the mutant. 

    Those 4000 points are supposed to count towards a kill but apparently it doesn't. Then again, an unmanned mech is not supposed to count as a kill and destroying it doesn't get you 4000 points.
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    Post by doomjedi Wed Nov 26, 2014 1:24 am

    Thank you, you're a good tester Smile
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    Post by WolferCooker Wed Nov 26, 2014 1:33 am

    Thanks 'jedi. This one took a couple days for me to investigate and I just came to that conclusion.
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    Post by doomjedi Wed Nov 26, 2014 2:50 am

    WolferCooker wrote:Thanks 'jedi. This one took a couple days for me to investigate and I just came to that conclusion.
    Thank you again. Links were updated with the fix.
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    Post by doomjedi Wed Nov 26, 2014 7:01 am

    I want to really recommend those blind playthroughs (big spoilers in them for those who didn't finish the mod yet!!!) - they are fantastic, and very different from preplanned walkthroughs that Balames is doing now (which are still great, just apples vs. oranges). As this mod is very fun to watch someone play...on blind...with all it's surprises. Great videos.
    https://www.youtube.com/playlist?list=PLMH15svmZ-tkpEJmDycI9FOTWlSMDZXR_
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    Post by Milanor Wed Nov 26, 2014 11:26 am

    @WolferCooker

    Yeah, I pretty much stumbled across the same problem, when I was at level 10, the mutants that get into the mech suits took 1% off the kill ratio, and also when the mutant in the mech suit gets destroyed, the kill ratio didn't update... I think we both came to the same conclusion. 

    @Doomjedi

    Indeed, the blind playthroughs do add a bit of surprise to them Razz
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    Post by WolferCooker Wed Nov 26, 2014 11:34 am

    Milanor, it's not just level 10, it's every level that allows mutants the opportunity to take over unmanned mechs.
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    Post by Milanor Wed Nov 26, 2014 12:13 pm

    Ah I see, and it looks like the problem is still there. Crying or Very sad  I've just downloaded the new updated files, but it says 98% kill ratio for me while 100% secrets and treasures.
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    Post by WolferCooker Wed Nov 26, 2014 12:26 pm

    It's not too much a big deal. You can get more points to make up for it plus more by letting the mutants take over the mechs even though the kill % goes down.
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    Post by Milanor Wed Nov 26, 2014 12:33 pm

    Yeah I suppose, though I wanted to see a 100% kills, secret, and treasure at the end of the mod, but if not, well that's fine too. 

    Considering that, then I would just need to let 3 additional mutants to take over the mecha suits in order to make up for the 10k points (assuming 4000 per mutant in a mecha suit destroyed plus the points for the mutant itself.)
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    Post by Kumano Wed Nov 26, 2014 3:11 pm

    It works, just got 100% kills in level 10. Awsome!  Very Happy
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    Post by WolferCooker Wed Nov 26, 2014 3:14 pm

    Did you let a few mutants get into the mechs? Just asking.
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    Post by Kumano Wed Nov 26, 2014 4:24 pm

    Most likely yes. I'm not 100% sure which were already in the mecha suit and which sneaked into it. But the first one at the very beginning was bugged. After it killed it, another one appeared, so my final stats were actually showing 101% kills.
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    Post by Milanor Wed Nov 26, 2014 4:29 pm

    I got to level 11, but for some reason it is showing 97% kills. Neutral There are mecha suits lying around, but I made sure there were no mutants that snuck into them, though it's still saying 97% kills for me, so I'm not sure what I'm missing in that level..
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    Post by WolferCooker Wed Nov 26, 2014 5:15 pm

    Check the wells. Some mutants are in there. Press the use button to try and get them out of hiding.
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    Post by Milanor Wed Nov 26, 2014 5:19 pm

    Was there one of them in the four wells with a guard inside? I couldn't get any to come out...
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    Post by WolferCooker Wed Nov 26, 2014 5:24 pm

    There are none in the wells in that level. And I don't have 100% kills myself in that level either.
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    Post by Kumano Wed Nov 26, 2014 5:29 pm

    Well, it's really easy to miss a guard or two in that level...
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    Post by WolferCooker Wed Nov 26, 2014 5:31 pm

    Kumano, run through level 10 again and deliberately let a mutant control a mech. See if you still get 100% kills.

    Though I downloaded the latest fixes earlier today, I might not have the latest version with the kill % fixes. Confirm this for me and I'll delete my version in its entirety and start over again.
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    Post by WolferCooker Wed Nov 26, 2014 5:44 pm

    Doomjedi, you didn't update the date of the newest version of the fixes.
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    Post by Kumano Wed Nov 26, 2014 6:45 pm

    I got the lastest update (from 25.11.) today at the evening (it was actually yesterday, since I'm in Europe and its 4am right now), and it's working just fine. I replaced all files with the small version update and only kept my savefiles Wink
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    Post by Milanor Wed Nov 26, 2014 6:50 pm

    Same here Kumano, however I'm sure there must be something else going on (in additional to mutants getting into mecha suits) that is causing less than 100% kills on certain levels. I did have a few save files before the end of the previous level in case there are mapping problems or other problems.
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    Post by WolferCooker Wed Nov 26, 2014 7:19 pm

    you have to start over again Milanor otherwise your saved games will override the new updates
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    Post by Milanor Wed Nov 26, 2014 7:27 pm

    Edit: I just downloaded the small fixes patch and I found out that if you replace the old exe file with the new one then all the changes will be made. Smile

    @Kumano
    Yes, I have managed to get 100% in kills for level 10.  It looks like somehow they tallied the kills properly, and I've also let some mutants take over the mecha suits as well.  I think Doomjedi has fixed the problem with losing kill % from mutants taking over mecha suits.
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    Post by Kumano Wed Nov 26, 2014 8:19 pm

    Classic hollywood-style happy ending...  Very Happy
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    Post by Milanor Wed Nov 26, 2014 8:58 pm

    You already beat the game Kumano? Surprised
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    Post by WolferCooker Wed Nov 26, 2014 9:25 pm

    Hmmm...

    I came across yet another bug though its avoidable. Apparently when you let a mutant man a mech while you're equipped with the rocket launcher, the game crashes and says "tried to remove an object beyond end of list"

    In other random news, I STILL can't get 100% kills in level 11 and there might be a reason why. In the battle arena where there are 4 glass tubes in the center with the mutants in there, only 3 break out. What's interesting is that EVERY mutant in the glass tubes break out except for that one in the entire game.

    I searched through every square tile in the map for any missing enemies, but I killed them all and it brings me back to that lone mutant in the glass tube.
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    Post by Milanor Wed Nov 26, 2014 10:28 pm

    I suppose that is the case for level 11 then. Sad Maybe using ChaosEdit to replace that mutant in the tube so one could get 100% kills?
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    Post by doomjedi Wed Nov 26, 2014 10:32 pm

    Thank you for the report, we'll check those out.
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    Post by doomjedi Thu Nov 27, 2014 1:26 am

    WolferCooker wrote:I came across yet another bug though its avoidable. Apparently when you let a mutant man a mech while you're equipped with the rocket launcher, the game crashes and says "tried to remove an object beyond end of list".

    LinuxWolf wrote:I created a room full of mutants, mech suits and one rocket launcher. I couldn't replicate the crash.
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    Post by ronwolf1705 Thu Nov 27, 2014 4:56 am

    The level 11 mutant should be able to come out of the dome. There is nothing mapping-wise that prevents him from 'surprising' you.



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    Post by Kumano Thu Nov 27, 2014 5:35 am

    97% kills in level 11 for me as well Sad
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    Post by ronwolf1705 Thu Nov 27, 2014 5:41 am

    If you guys really aren't able to get that mutant to come out of the dome, let me know and I'll do something about it. But technically it should be able to.



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    Post by Kumano Thu Nov 27, 2014 5:47 am

    Its true, that mutant just doesn't leave his stasis cell. No matter what you do...

    Edit: I fixed it in chaos edit, but that doesn't really solve the problem - still just 98% kills...
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    Post by WolferCooker Thu Nov 27, 2014 9:30 am

    New problems have arisen in secret level 26 in my version. Very bugged. The "no free spots in objlist" message came up in 3 different ways:

    - reloading saved games 
    - Using a rocket launcher against an army of skeletons
    - Completing the level
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    Post by ronwolf1705 Thu Nov 27, 2014 12:46 pm

    Kumano wrote:Its true, that mutant just doesn't leave his stasis cell. No matter what you do...

    Edit: I fixed it in chaos edit, but that doesn't really solve the problem - still just 98% kills...

    You mean the top left dome (top left from the door you enter the room)? I can place a different floor code underneath, see if that works.



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    Post by WolferCooker Thu Nov 27, 2014 1:01 pm

    Just entered Level 21 for the first time and it too is bugged. Same reasons as my last post regarding Level 26.
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    Post by Kumano Thu Nov 27, 2014 2:22 pm

    ronwolf1705 wrote:You mean the top left dome (top left from the door you enter the room)? I can place a different floor code underneath, see if that works.

    That's exactly what I did Wink It worked, but there must be something different, that prevents me from getting 100% kills. Some ideas anyone?  Very Happy
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    Post by WolferCooker Thu Nov 27, 2014 3:05 pm

    Any possible enemies accidently placed inside walls?
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    Post by ronwolf1705 Thu Nov 27, 2014 3:16 pm

    Doesn't look like it, no.



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    Post by Kumano Thu Nov 27, 2014 3:53 pm

    @WolferCooker Did you get everyone in level 11? Or do you have 97% (98 if you count the mutant which is impossible to trigger) as well?
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    Post by WolferCooker Thu Nov 27, 2014 4:03 pm

    No. And I can't go further in the game after Level 20 as Level 21 is bugged for me.
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    Post by Andy Thu Nov 27, 2014 7:34 pm

    Maybe I can help. No promises though.

    Send me your saved games from levels where you can't get 100% kills (just before your level exit if possible)

    Either PM me a link to the saved game or attach it to an e-mail sent to wolf3dman [at] a o l [dot] c o m
    Write your Haven name and the level number(s) in the subject line.

    Wolfercooker, I'll look at your bugged levels 21 and 26 if you still have them.

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    Post by Milanor Thu Nov 27, 2014 7:38 pm

    Kumano, thanks for confirming about making the mutant wake up from the statis cell, and even then, it looks like level 11 is bugged in terms of getting 100% kills. 

    Wolfer, oh wow, there are additional bugged levels? I haven't really gone that far myself in the game, but I've warped to those levels just to see for myself... As for level 26, it does look pretty brutal at the beginning especially with a pistol start (a rocket launcher, but lots of strong enemies off the bat, and no other weapon to help against the horde of enemies charging through.). If someone was doing a pistol start (either they died or just prefer to start the level from scratch w/o previous weapons from the other level), maybe there is a strategy for this?
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    Post by WolferCooker Thu Nov 27, 2014 8:20 pm

    Andy

    I started all over again and this time with the updates Kumano used. If Level 21 and 26 are still bugged, I'll send them to you. It will take probably until tomorrow to get that far again.
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    Post by Kumano Thu Nov 27, 2014 10:00 pm

    @WolferCooker - That's strange, I was able to finish the game even with the older version without any bigger problems...
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    Post by WolferCooker Thu Nov 27, 2014 11:12 pm

    I wonder if editing the game in any shape or form can affect it?


    @Kumano what difficulty did you play on?
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    Post by doomjedi Thu Nov 27, 2014 11:49 pm

    WolferCooker - I have a few questions.

    1. Do you use the latest exe?
    2. Do you remember to delete config.wl6 file each time you update the exe? I know it's a noob question to ask, you obviously do - still, just to make sure.

    With so many people already finished this mod and reported such (even on this forum, but also on other forums) - your reports seem....a bit...something is wrong with them, maybe not with all of them, but especially when levels become not passable for you at all. The mod is fully passable, there is no doubt.

    Milanor wrote:As for level 26, it does look pretty brutal at the beginning especially with a pistol start
    Our latest mods (and it'll relate to "No Man's Land" as well) are not that much planned for "pistol start" on later levels. Everyone today just use save/load, and don't use "pistol start".
    Adding many strong weapons to the beginning of the map can make it too easy if you already loaded with weapons to begin with.
    That said - it'd make a very interesting youtube playthrough to watch when player starts each level with pistol start. Or using no saves at all,
    or use no weapons at all...so many cool youtube video possibilities Smile
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    Post by Kumano Fri Nov 28, 2014 2:12 am

    WolferCooker wrote:@Kumano what difficulty did you play on?

    Is this a real question?  Very Happy Of course I am death incarnate...

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