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AMC TC general

User is online   Loke 

  • 524

#781

I checked the date for when I first started my map and it was in December 2012. Time flies.

This is the first version of the map (Far Mountain Reaches) which just had a few sectors (size was 6KB).

Posted Image

This is the current version which is at 794KB.

Posted Image
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User is offline   CryptKiller 

  • 136

#782

View PostMicky C, on 12 March 2017 - 04:05 PM, said:

Were you not aware of the 5 episode plan?


No, somehow I thought in the beginning there will be only two parts... can't explain why I used to believe this, the same goes for why I thought AMC TC is going to be a trilogy. I guess there are a lot of trilogies in games, and that influenced my train of thought ;)

Still, happy to see this project trucking along! I really wish it would work better on my work laptop, because I have way too much night shifts with nothing else to do than play old first-person shooters...

This post has been edited by CryptKiller: 13 March 2017 - 05:00 AM

1

User is online   Micky C 

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#783

View PostLoke, on 12 March 2017 - 05:39 PM, said:

I checked the date for when I first started my map and it was in December 2012. Time flies.

This is the first version of the map (Far Mountain Reaches) which just had a few sectors (size was 6KB).




Pfft, GShip went through a lot more change than that :P

Here's an exterior view from 4 years ago:
Posted Image


Here's the ship now:
Posted Image


At one point it was planned that the ship crashed into the ocean, making use of the TROR to show the water level risen up to the hull. Ultimately it was a bit too ambitious considering everything else going on in the map.
Posted Image

Even earlier than that, it was planned that GShip was just a regular ship in the ocean rather than a flying ship. Here's the earliest picture I can find.
Posted Image


As for the interior, all the rooms looked incredibly inconsistent before James worked his magic, so I'd rather not show it :P

Yes, the map was originally going to be for Geoffrey before I had a character.

Polymer wishlist: Global illumination, SSAO, Bloom, reflective surfaces, adjustable specular (wetness), volumetric lighting.
Mapper of the Month December 2014.

Herbs? Tell me more!

This post has been edited by Micky C: 13 March 2017 - 02:16 PM

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User is offline   TheDragonLiner 

  • 227

#784

View PostMicky C, on 13 March 2017 - 02:10 PM, said:

As for the interior, all the rooms looked incredibly inconsistent before James worked his magic, so I'd rather not show it :P

Yes, the map was originally going to be for Geoffrey before I had a character.


I remember that in one of the trailers for AMC, I don't remember if it were for Ep1 or 2 (I think it was an early trailer for 2) we could see a small sequence where Geoffrey flies towards the ship like in your second screen, which solidifies your point :)

Actually between the first two pics the ship doesn't seem all that different from the outside. Apart from the amount of objects on the bridge and the mushroom-fashioned proliferation of actors and sprites ^^
It is also interesting to notice that the general shape of the ship remained the same from the begining to the end.

Lastly what is that weird tower-like structure on the bridge on your sinking project ?
A cut element from the original ship or some element from inside it that would have been pushed outside by the rising water ?

EDIT : actually I've just noticed that this structure is the original design of the main cannon used to fight the boss, silly me -_-

If you say you've never had any problem with doors in Build Engine games, you're a liar.

This post has been edited by TheDragonLiner: 14 March 2017 - 12:32 AM

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User is online   Micky C 

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#785

Why does my point need solidifying? I worked on it so I have the knowledge, and I have no reason to lie :P
It might have been one of the avengers style trailers.

Polymer wishlist: Global illumination, SSAO, Bloom, reflective surfaces, adjustable specular (wetness), volumetric lighting.
Mapper of the Month December 2014.

Herbs? Tell me more!
1

User is offline   xMobilemux 

  • 1,014

#786

How in the hell do you start this? The manual says use the .bat file but there is no .bat file in the unzipped folder.

Posted Image
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User is online   Loke 

  • 524

#787

View PostxMobilemux, on 14 April 2017 - 03:49 AM, said:

How in the hell do you start this? The manual says use the .bat file but there is no .bat file in the unzipped folder.


Use eduke32.exe to start it.
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User is offline   TheDragonLiner 

  • 227

#788

Hello there !!

I got A question, and a small suggestion too if I humbly may ^^

Question : In the Dojo researches What does the Chi Shielding actually do ? How does it work ?
It says you can protect with a special melee attack to half the damage but I never noticed anything, I don't understand how it works O_o

Suggestion : It would be nice if, for OCs who use goggles (like James or Mikko), we could chose if it were Night Vision or Heat Vision.
Because I remember that in V1 there were almost as many HV as NV but in V2 there are almost only NV, it'd be nice for a bit of variety besides I always found that HV looked cool B) (especially Geoffrey and Mikko's in V1)
I don't mean adding a separation between HV and NV, that would be useless, but a replacement a bit like the specialty weapons but for NV/HV you see ?
If you want trade-offs then HV would not have that flashing effect upon firing unlike NV but as a trade it wouldn't expand the visibility unlike NV which can even make things out of visual range visible.
And finally the only OCs who would not be able to have that would be Sang, Merlijn and Rusty since they have something different from NV already ...

If you say you've never had any problem with doors in Build Engine games, you're a liar.
0

User is online   Micky C 

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#789

Wasn't the Chi Shield the one where if you stand still, you regenerate your spirit armour to 10 points or something like that?

I also recall an upgrade where you can hold alt-fire with the samurai sword and deflect low calibre bullets coming from the front.

Polymer wishlist: Global illumination, SSAO, Bloom, reflective surfaces, adjustable specular (wetness), volumetric lighting.
Mapper of the Month December 2014.

Herbs? Tell me more!
0

User is offline   TheDragonLiner 

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#790

View PostMicky C, on 01 June 2017 - 12:59 AM, said:

Wasn't the Chi Shield the one where if you stand still, you regenerate your spirit armour to 10 points or something like that?

I also recall an upgrade where you can hold alt-fire with the samurai sword and deflect low calibre bullets coming from the front.


No it's neither of those, the first is "Mind Shield 1, 2 and 3" from the "Mystical" research, and the second one is the "Advanced Sword Training".

This : Attached Image: duke0000.png is what I'm asking about.

If you say you've never had any problem with doors in Build Engine games, you're a liar.
0

User is offline   TheDragonLiner 

  • 227

#791

Hey guys !

Here are 2 jokes to help the people wait for Ep3 ^^

Mikko and his door : Attached Image: duke0001.png
Surely Micky can engineer something for him ...

The Strategy : Attached Image: duke0004.png
Very important to wear waterproof equipment !

And I'm planning on one last similar joke for later ^^


BTW still don't know how Chi Shield works >_>

If you say you've never had any problem with doors in Build Engine games, you're a liar.
2

User is offline   Jblade 

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#792

Chi shield does as the description says, if you get hit whilst doing a special melee move you only take half damage. The screen tints blue and you can hear a sound effect play when this takes effect.
2

User is offline   TheDragonLiner 

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#793

View PostJblade, on 17 June 2017 - 11:34 AM, said:

Chi shield does as the description says, if you get hit whilst doing a special melee move you only take half damage. The screen tints blue and you can hear a sound effect play when this takes effect.


Ah so that's what that weird sound when hit was !

However I don't recall doing any special move O_o
I remember hearing that sound while acting normal, or maybe I don't understand what a "Special Melee" move is apart from that uppercut in cqc :/

If you say you've never had any problem with doors in Build Engine games, you're a liar.
0

User is offline   TheDragonLiner 

  • 227

#794

Hey there !!

Here's one last series of jokes to help the people wait, or just pass time ^^

1_ Got a problem with Cultists ? Don't worry Zaxtor has the solution for you >> Attached Image: duke0004.png
Radical and dirty BUT at least it's effective ...

2_ Attached Image: duke0000.png
Maybe John's PDU WAS really fucked up after all ...

3_ And now let's see what Mikko's ways and teaching provides us with >> Attached Image: duke0001.png
I don't know if it's safer BUT at least it's way more fun ^^

If you say you've never had any problem with doors in Build Engine games, you're a liar.
4

User is offline   TheDragonLiner 

  • 227

#795

Hello there !

May I ask 2 questions ? One is about James, one is about Sang's spells ...

1_ I've played IW again recently and remembered about the thing with Magnus's experiment on James and at the end he says he hopes he'll be able to turn whatever the result is to his advantage ... Is this going to be developed in the future episode(s) ? Or will the experiment be a failure and nothing really happens ?

2_ What is the point of Sang's Gold spell in comparison to his default Electric spell ?
Because you see the Electric spell is as powerful and is also effective against all enemies, But unlike Gold it has damage bonus on enemies on metal and underwater and it doesn't have halved ammo ... In overall the default Electric spell is just like Gold with nothing but advantages so in the end What's the point of Gold spell instead of aesthetics and gimmicks ?


I thank thee in advance for thy lights which will illuminate the foggy sea of questions I'm wandering through ^_^

If you say you've never had any problem with doors in Build Engine games, you're a liar.
0

User is offline   Jblade 

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#796

1. Yes it will be developed, even now James has a native regeneration rate of up to 20 health (at least he does now, maybe not in the release version but I've added it in) and you can also infer that's why he didn't immediately bleed to death at the end of episode 2.

2. Gold weapons will be effective against all enemy types past and present, so there is plans for more elements/resistances and the gold weapons will still be good against those ;)


This post has been edited by Jblade: 19 August 2017 - 07:34 AM

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User is offline   TheDragonLiner 

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#797

View PostJblade, on 19 August 2017 - 07:34 AM, said:

1. Yes it will be developed, even now James has a native regeneration rate of up to 20 health (at least he does now, maybe not in the release version but I've added it in) and you can also infer that's why he didn't immediately bleed to death at the end of episode 2.

2. Gold weapons will be effective against all enemy types past and present, so there is plans for more elements/resistances and the gold weapons will still be good against those ;)


Okay with 1 but for 2 ... Do you mean that there is plans for enemies that are resistant to electricity ?

Because as I said in the current state of thing Sang's Gold spell is useless since his default Electric spell does the same job (and more) better >_>

If you say you've never had any problem with doors in Build Engine games, you're a liar.
0

User is offline   Jblade 

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#798

Yes, that's basically what I'm saying :P
1

User is online   Micky C 

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#799

View PostTheDragonLiner, on 19 August 2017 - 06:41 AM, said:

1_ I've played IW again recently and remembered about the thing with Magnus's experiment on James and at the end he says he hopes he'll be able to turn whatever the result is to his advantage ... Is this going to be developed in the future episode(s) ? Or will the experiment be a failure and nothing really happens ?


There's something in Episode 3 somewhat related to that in fact.

Polymer wishlist: Global illumination, SSAO, Bloom, reflective surfaces, adjustable specular (wetness), volumetric lighting.
Mapper of the Month December 2014.

Herbs? Tell me more!
2

User is offline   TheDragonLiner 

  • 227

#800

Hey Zaxtor has made a video about his new level for Episode 3 !

Spoiler alert for those who'd like to keep the surprise >_>



If you say you've never had any problem with doors in Build Engine games, you're a liar.
1

User is offline   Jblade 

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#801

Yeah don't watch that if you don't want to spoil it :P I don't really feel it's a good idea to spoil it so early but it's up to him ultimately.
2

User is online   Loke 

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#802

By the way, what the fuck is going on with the AMC TC forums? It's been down for almost a week now. Annoying.
1

User is online   Zaxtor 

  • 995

#803

I messaged Al couple of days ago, He's not home he said but when he get home he will fix it.

Trequonia TC's Status:
Levels : 100% done - Textures : 100% done - Sounds : 100% done - Musics :100% done
Mod is finished, going to test it.
Trequonia's Official website
1

User is offline   TheDragonLiner 

  • 227

#804

View PostLoke, on 17 November 2017 - 09:50 AM, said:

By the way, what the fuck is going on with the AMC TC forums? It's been down for almost a week now. Annoying.


Well I guess it has something to do with the "radio silence policy" James want's to keep in order not to generate hype, therefore it gives the impression of being down and dusted, fortunately it's not !

Also there were periods where I personally felt like I was the only one active here what with all my bug reports and sometimes asking questions >_>
Speaking of which I've noticed a few oddities I could report but at this point I don't know if it's worth the trouble :/

If you say you've never had any problem with doors in Build Engine games, you're a liar.
0

User is online   Loke 

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#805

View PostTheDragonLiner, on 18 November 2017 - 08:43 AM, said:

Also there were periods where I personally felt like I was the only one active here what with all my bug reports and sometimes asking questions >_>
Speaking of which I've noticed a few oddities I could report but at this point I don't know if it's worth the trouble :/


I'm sure James appreciate the reports. He's probably just busy with the mod and real life so he doesn't always have the time to reply.

By the way, there has been a plethora of changes and fixes since the Episode 2 release (so it's not just solely Episode 3 content) so I think you'll appreciate it once it's released. I also went back and polished Far Mountain Reaches a bit and even added a skybox. :P
2

User is offline   TheDragonLiner 

  • 227

#806

View PostLoke, on 18 November 2017 - 09:09 AM, said:

I'm sure James appreciate the reports. He's probably just busy with the mod and real life so he doesn't always have the time to reply.

By the way, there has been a plethora of changes and fixes since the Episode 2 release (so it's not just solely Episode 3 content) so I think you'll appreciate it once it's released. I also went back and polished Far Mountain Reaches a bit and even added a skybox. :P


I was actually feeling that skyboxes were going to be "democratized" as we say in French, I don't mind that ^^

Yeah James seems to appreciate the reports, he even slipped a small "thank you" in the interview on that blog I don't remember where it is, I was so moved ! I must confess that sometimes I was wondering if I were not being invasive or irritating with my constant report >_>

If you say you've never had any problem with doors in Build Engine games, you're a liar.
0

User is online   Micky C 

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#807

View PostTheDragonLiner, on 21 June 2017 - 09:05 AM, said:

3_ And now let's see what Mikko's ways and teaching provides us with >> Attachment duke0001.png
I don't know if it's safer BUT at least it's way more fun ^^


Well if a criminal had a hostage in front of them with a gun to their head, using them as a body shield, I think the sniper would be a lot more useful than a rocket launcher Posted Image

And holy moly, even Zaxtor dies in the puzzles he's set up Posted Image

Polymer wishlist: Global illumination, SSAO, Bloom, reflective surfaces, adjustable specular (wetness), volumetric lighting.
Mapper of the Month December 2014.

Herbs? Tell me more!

This post has been edited by Micky C: 20 November 2017 - 03:21 AM

1

User is offline   Steambull 

  • 15

#808

What's Hyde's dmg window? I can't seem to figure him out. I can cause dmg randomly at times and probably get thru this by relying on luck and F9, but I'd rather do it the "real" way.

Attached thumbnail(s)

  • Attached Image: duke0000.png

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User is offline   Jblade 

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#809

He should take damage all of the time - he has a rapid dodging move but he's still vulnerable during it. The best tactic I find is to use a sawn-off with exploding shells which basically melt his health away (there's some in front of the town's entrance - there's a crack you can blow up which'll let you jump up and find both of those items on a small ledge)
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User is offline   Steambull 

  • 15

#810

Quote

He should take damage all of the time


Hm, then something must be wrong. Tried point blank shotgunning, direct TNT hits etc, the damage only comes in big chunks during random times. So far, at best, I've managed to get him down to so that there's no visible health on the bar just when I ran out of ammo. I'll try to deal with this.

edit: I guess one possibility is that he does take the damage normally, but it only updates the life bar at certain times for some reason.

This post has been edited by Steambull: Today, 12:09 PM

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