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Alien Armageddon [RELEASE]  "showcasing sebabdukeboss20 characters with some enhancements"

User is offline   Radar 

  • King of SOVL

#1261

Of course they look different. The mod already forces voxels on the player that also look different.
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User is online   Danukem 

  • Duke Plus Developer

#1262

View Postt800, on 11 September 2019 - 10:27 AM, said:

Honestly, no offence but nope. I admit they are well made but still look different compared to original sprites and in fact they are using more system resources. So I prefer keeping them as optional. :(


I understand where you are coming from, but they were integrated quite a long time ago (the separate .bat is still in the public version but that's quite old now). Some reasons for this:

  • Yes, they look a bit different, but are still high quality, have had improvements, and they work flawlessly with pal swaps.
  • All of the new AA content is higher def than the original sprites anyway, so there was a mismatch in resolution when we weren't using the upscales.
  • It reduces user error to keep it simple and not have a separate .bat for using them.
  • Performance has gotten better with improvements made by the EDuke32 devs, and currently seems to be a non-issue.

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User is offline   Marya 

#1263

View PostTrooper Dan, on 11 September 2019 - 11:06 AM, said:

I understand where you are coming from, but they were integrated quite a long time ago (the separate .bat is still in the public version but that's quite old now). Some reasons for this:

  • Yes, they look a bit different, but are still high quality, have had improvements, and they work flawlessly with pal swaps.
  • All of the new AA content is higher def than the original sprites anyway, so there was a mismatch in resolution when we weren't using the upscales.
  • It reduces user error to keep it simple and not have a separate .bat for using them.
  • Performance has gotten better with improvements made by the EDuke32 devs, and currently seems to be a non-issue.

i've notice just a bit more loading time, but nothing i haven't experienced with the High-Resolution pack, though AA runs a little faster than that.
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User is offline   Phredreeke 

#1264

View PostTrooper Dan, on 11 September 2019 - 11:06 AM, said:

I understand where you are coming from, but they were integrated quite a long time ago (the separate .bat is still in the public version but that's quite old now). Some reasons for this:

  • Yes, they look a bit different, but are still high quality, have had improvements, and they work flawlessly with pal swaps.



My new ones that is, the ones included in the last public release have issues with fullbrights.
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User is offline   Radar 

  • King of SOVL

#1265

Nice to know the fullbrights are fixed.
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#1266

FYI, the minigun upgrade was purely my idea. I like miniguns. And I personally didn't like using the vanilla chaingun cause I didn't like the "silencer" sound effect. That's where I thought about upgrading it. The weapon upgrades from our 2.0 release all stemmed from me. I am the artist after all. If you think we "stole" something, I got the ideas of one time upgrades from one of my childhood games Resident Evil 2 (1998). Just look at the Desert Eagle.
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User is offline   Forge 

  • Speaker of the Outhouse

#1267

Dan has coded gatling / miniguns, locking rockets, alternate trip mines, and a plethora of other weapons and features since around 2005/2006, (if not longer). The idea that he had to "steal" code to improve on something he already made a decade ago is laughable.
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User is offline   Marya 

#1268

View PostForge, on 14 September 2019 - 05:12 PM, said:

Dan has coded gatling / miniguns, locking rockets, alternate trip mines, and a plethora of other weapons and features since around 2005/2006, (if not longer). The idea that he had to "steal" code to improve on something he already made a decade ago is laughable.
As far as I can tell everything in this mod is original, there may be a few things taken from old concept art ,but that stuff never made it into the game, speaking of which i'm surprized you guys haven't revived the old Alien turret....

You want to complain about stolen content then look up, this mod for Doom

This post has been edited by Marya: 28 September 2019 - 12:22 AM

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#1269

I would like that these are the last lines about this "diplomatic incident":

I'm agree is reasonably laughable that Dan ever stole my code for putting something into its own project; i've just came last year on modding scene with a "serious" project, while Dan coded mods since 13+ years, starting from WMD, DNA, DP and so on, he didn't need my code for sure. Coding a minigun is super easy, less for a spiderbomb, quite difficult for the multiple lock on (i speak at least on how i coded my own version).
I also knew that the lock-on feature was already in WG realms, but after an inspiration based on a simple sprite i absolutely needed a secondary mode/fire for KA devastator involving guidance, and MTA was realized, not easily.

So my complaint about code copypasta was pretty wrong, i admit. And is event not a sprite stealing.

I suspected instead that some ideas, or content, or details could have been stolen because they were good enough. No proof, ok, envy and paranoia (?) , ok... but even if this not occurred, some in the community can think that an amazing feature is born from the wrong person, basing only on visibility/popularity once again, and some among these can start blaming of copypasting, being lame and so on.
Guess what ? Dan said some weeks ago that there will be alien allies in AA. I thought the same for a story behind KA future content. Should i rewrite the story to not plagiarize or what ?

In a private conversation with Dan i expressed multiple times my will to diverge in our projects' content, while he always said this is not a problem, and if we do similar thing is also interesting on how we reach same points in a different ways.
There are features that are pretty spontenaous to think and propose, see gore and step sounds.
Some things are not a coincidence instead, and if you wake up and see that some peculiar feature are almost the exact copy of one ouf yours, the first construct by the brain is "WTF is going on here ??".
First the gatling upgade for the chaingun (for the idea), then the multiple lock on (for details)... who cares about spiderbomb, almost forgotten...

A similar case: back in 2009, Joe Satriani sued Coldplay because 2008' "Viva la Vida" resulted having almost the same refrain of Satriani's 2004 "If i Could fly". Let's treat this as a meme, i expect Satriani said "What the f***, man, you stole my things", and Chris Martin (CP frontman) said "Who the f*** is Joe Satriani ?". Actually, the situation on this thread seems to be similar (not counting money and legal actions involved).
Spoiler

I'm not talking to Dan because he get the meaning behind some worries i expressed before, unlike some other readers here: what if the same thing i'm worrying about happened to one of you ?
Dan said he never saw (or remembered) about KA content and details, i'll trust this for the moment. But don't tell me my suspect was not legit.
Again... is about ideas, not material; not lines, sprites or sounds; is how they are combined. Materials deserve credits, ideas are less regulated.

@Marya: that mod did not credited any source and it included original Doom wad. It was badly managed then, besides being a funny or joke mod, It doesn't really fit the discussion ...

Sorry again everybody. Peace.
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User is online   Danukem 

  • Duke Plus Developer

#1270

@RichardStorm: When people keep chiming in about something well after it should be forgotten, it's going to feel like everyone is piling on, which is unfortunate. I wanted to set the record straight initially, but I had completely moved on two weeks ago and everything was fine again as far as I was concerned.

In games and in first person shooters in particular, there are many ideas that get recycled. There are also ideas that will occur to different people at around the same time, as part of the natural evolution of a game genre, evolution of technical skills, cultural influences, etc. And sometimes things are just coincidences. There is clearly a lot of overlap between our ideas. For example, you mentioned the idea of having some aliens be allies. There's nothing wrong with having two different mods that implement that idea. Even if I thought that your version of it was inspired by AA, I wouldn't complain or raise the issue, because people are allowed to draw inspiration from each other. If I felt that it was a copy, though, I would raise the issue, but I would do so in a PM first, to hear your side of it in private.
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User is offline   Marya 

#1271

Ahh Spit. Did I Start something? I wasn't angry I was just stating my opinion... If i started this feel free to remove my post.... Sorry...
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User is offline   jet_nick 

#1272

Is there any chance of seeing this battlelord with the spear? A battlelord gladiator XP
Posted Image
or super lizard as a super boss
My link

This post has been edited by jet_nick: 09 October 2019 - 12:56 PM

1

User is online   Danukem 

  • Duke Plus Developer

#1273

There is a part where there will be boss battles against ancient warriors, and we were going to use variants of three of the original bosses for that. The spear-wielding battlelord would fit right in. Instead of the primitive looking spear, I would prefer a polearm with a fancy high-tech head on it, which could shoot energy projectiles in addition to being used for melee. I like his primitive costume as-is. It's up to sebabdukeboss20. We will have lots of new enemies regardless that are already in the pipeline.
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User is offline   jet_nick 

#1274

Good idea, prehistoric boss inspired by old concept, battle lord with spear, and overlord armed with minigun. Does cycloid emperor have a old concept art?
0

#1275

The web is an immense resource if we are talking about melee weapons, style, the right creatures on which them will looks better, axes, hammers, spears, swords, chainsaw-swords, twinblades, big heavy blades, chained blades (maybe with a laser instead of a chain), taser weapons, bizarre weapons, electric/ice/fire/wind/magnetic/natural (needles)/poison/dark hole/plasma/photon/quasar/ ufffff etc... (uffff is not a weapon lol)


Maybe they (the monsters) can carry a hi-tech meele weapon in one hand and a plasma gun/shield implanted in the other arm, even ride some giant horses, bulls, alien creatures etc....

Random stuff
Spoiler


Just some random example, i hope this bring some idea in hi-tech style, the fantasy is a thing that does not lack for sure on this forum, just the engine's limits unfortunately.

This post has been edited by The Battlelord: 09 October 2019 - 11:16 PM

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User is offline   jet_nick 

#1276

There are a dinosaur in old concept:
https://m.vk.com/pho...80004_322739654
Alien warrior:
https://m.vk.com/pho...80004_322739976
And a human mutant:
https://m.vk.com/pho...80004_322739936
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User is online   Danukem 

  • Duke Plus Developer

#1277

Those are cool, but we have no shortage of new enemies for the next episode. Some have already been added, and some are just sprite sheets waiting for me to code them.
3

User is offline   Marya 

#1278

Eagerly awaiting the update to see those new enemies, and hopefully that old alien turret finnally put to use.
0

User is offline   Forge 

  • Speaker of the Outhouse

#1279

Unless more mappers come forward, then Q1 2020.
Maybe Q2.
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User is offline   F!re-Fly 

#1280

The idea of ​​taking a "picture-object" (like the barrels), in order to move with, to access floors is a very good idea.

I will look in TC files, how to do for my mod.

This post has been edited by Firefly Trooper: 13 October 2019 - 10:40 AM

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User is offline   Marya 

#1281

View PostFirefly Trooper, on 13 October 2019 - 10:36 AM, said:

The idea of ​​taking a "picture-object" (like the barrels), in order to move with, to access floors is a very good idea.

I will look in TC files, how to do for my mod.
I'd like to see that old alien turret used in some way the art is there it the base game i don't think there is any code for it though
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User is offline   F!re-Fly 

#1282

Exactly ! In fact, I was completely wrong with TC. I do not even know where I saw this kind of action.

This post has been edited by Firefly Trooper: 14 October 2019 - 11:19 AM

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User is offline   Mark 

#1283

WGR2 and maybe WGR or Dukeplus allow you to move objects to trigger map events.
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User is offline   F!re-Fly 

#1284

Great! I will look at the CON files, to be able to add other functions. Thank you !
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#1285

Firstly great job on an outstanding mod. I usually prefer HRP, and Dukeplus gameplay, but this is I think way better.
Can I make a couple of request?
Dual wielding? would that be possible?

What about alternate weapons for Duke? Honestly I would just like to see a different weapon replace the ripper. Maybe the m16 with an American flag wrapped around it?

Anyway, outstanding job.
1

User is online   Danukem 

  • Duke Plus Developer

#1286

View PostCorporal Dingo, on 15 October 2019 - 05:43 AM, said:

Firstly great job on an outstanding mod. I usually prefer HRP, and Dukeplus gameplay, but this is I think way better.
Can I make a couple of request?
Dual wielding? would that be possible?

What about alternate weapons for Duke? Honestly I would just like to see a different weapon replace the ripper. Maybe the m16 with an American flag wrapped around it?

Anyway, outstanding job.


Duke has his minigun with a few upgrades and Bombshell has her M4 with some upgrades, so it's unlikely you will be using the ripper much. As for dual-wielding, we now have a variety of pistol options.


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User is offline   Marya 

#1287

Aside from the minigun (Since i already know how it looks), those look sweet.

And shelly's new outfit looks good too.

This post has been edited by Marya: 15 October 2019 - 12:23 PM

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User is offline   Zelanto 

#1288

Thanks for the new screenshots!
Shelly's space suit looks great! He was on a mannequin in the Smithsonian gallery of the Museum and I was hoping to see him in action.
But Shelly's face looks a little strange.
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User is online   Danukem 

  • Duke Plus Developer

#1289

View PostZelanto, on 15 October 2019 - 12:55 PM, said:

But Shelly's face looks a little strange.


She's not wearing her shades, so you are seeing her face for the first time. By the way, for AA we decided that Bombshell's actual name is Michelle Bomkowski. This makes it clear she is not supposed to be the same character as Shelly from IF.

EDIT: Bonkowski is a real Polish name; I think of her has having Polish ancestry. A single letter change makes it tie into her hero name.

This post has been edited by Trooper Dan: 15 October 2019 - 01:15 PM

3

User is online   Danukem 

  • Duke Plus Developer

#1290

Posted Image

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