Shadow Warrior corner "This thread has alotta Wangs! Discussions on Shadow Warrior only."
#691 Posted 15 January 2020 - 10:55 AM
#692 Posted 15 January 2020 - 12:19 PM
Mark, on 15 January 2020 - 10:55 AM, said:
Then maybe you shouldn't have a hundred uninteractive doors.
#693 Posted 15 January 2020 - 01:47 PM
#694 Posted 15 January 2020 - 02:13 PM
#695 Posted 15 January 2020 - 02:58 PM
HorseDongSub69, on 15 January 2020 - 02:13 PM, said:
What do you think of this article? https://web.archive....think-ion-fury/
#696 Posted 15 January 2020 - 05:56 PM
Mark, on 15 January 2020 - 10:55 AM, said:
There's a goddamn chasm between 'Some small but noticable hint" and "Press the USE KEY you DUMB FUCK." or making doors that work glow and pulsate.What's the point of all that detail if you slap a thick fucking layer of artiface on it?
necroslut, on 15 January 2020 - 12:19 PM, said:
Exactly. Let's be clear there's a big difference between detail and clutter.
It's basically an equation. Artstyle + Level layout = Answer.
If you build a realistic apartment complex. That's not level design. That's architecture. Puzzles, combat, overall progression are the things that define level design.
#697 Posted 15 January 2020 - 06:12 PM
Hendricks266, on 15 January 2020 - 02:58 PM, said:
No one who writes articles for Rock Paper Shotgun actually plays games, so the term "player" does not apply to them.
#698 Posted 15 January 2020 - 06:21 PM
gemeaux333, on 08 January 2020 - 10:04 PM, said:
Not only that but color coding really makes you faster in some ways, you just notice and identify things quicker and that helps in making those split second decisions. It's a great tool if used well.
#699 Posted 15 January 2020 - 07:10 PM
Commando Nukem, on 13 January 2020 - 06:25 AM, said:
I read a magazine review before I bought and played the game.
#700 Posted 15 January 2020 - 10:28 PM
Mark, on 15 January 2020 - 07:10 PM, said:
Then you'd be the exception, the outlier. Not the average joe who picked the game up off the shelf and played it.
#701 Posted 16 January 2020 - 03:17 PM
#702 Posted 16 January 2020 - 10:39 PM
Headless_Horseman_2k, on 16 January 2020 - 03:17 PM, said:
At the moment you would have to choose between Proasm and Redux. Neither of them are very good though. Best option would be to wait for VoidSW.
#704 Posted 19 January 2020 - 05:10 AM
Commando Nukem, on 15 January 2020 - 10:28 PM, said:
This reminds when I first time, playing Duke3D(Australia 1.3d version from some shovelware CDs with full cracked games/softwares, of course, I didn't know that's illegal) when I was 10 or 11 and can't really read any of fucking English or understand everything at all, I did found out those yellow canisters will exploded and will take damage...when I try to shoot them in close range...will, at least lesson learned : Stay away from those yellow shit unless want to blow up myself...
My facebook account was named Lo Wang, except I set the gander to female for some silly, very silly reasons.
This post has been edited by Player Lin: 19 January 2020 - 05:11 AM
#705 Posted 13 February 2020 - 08:54 PM
Mark, on 15 January 2020 - 10:55 AM, said:
I think stuff that can explode tend to be obvious, even in AAA? I haven't played AAA in a while, the first game coming to mind is far cry 2, I don't remember explosive stuff being hard to spot.
About doors, you can use subtle hints, like it could be locked with a bar or chain. I think in hitman they just put a bunch of junk in front of doors you couldn't open.
Also there's level design hints to show important doors, like the other day, I was looking at duke nukem's city maps, and noticed the repeating pattern on a building facade tended to be broken where the door was, the facade would jut out. Also pretty often there are signs above those doors.
#706 Posted 09 March 2020 - 12:13 AM
How to compile JFSW for Linux? Just make It seems JonoF has been maintaining JFSW and there has been input to it from the Pi crowd as well. Thus, at least on Ubuntu or Mint, building JFSW is as easy as the following script. I haven't yet tested how well JFSW handles mods compared to SWP but at least JonoF has given us a working Linux port of JFSW so we can play the game without running SWP in WINE (Or, for the ZDoom haters, - using Raze )
# Build JFSW on Ubuntu or Mint # Names productMC=JFSW product=jfsw gitrep=jonof library_engine=jfbuild library_audio=jfaudiolib library_support=jfmact # Dependencies sudo apt install build-essential \ cmake \ g++ \ git \ freepats \ libgl1-mesa-dev \ libgtk2.0-dev \ libsdl1.2-dev \ libvorbis-dev \ nasm \ timidity # Download mkdir ${product} git clone git://github.com/${gitrep}/${product}.git cd ${product} git pull git clone git://github.com/${gitrep}/${library_engine}.git git clone git://github.com/${gitrep}/${library_audio}.git git clone git://github.com/${gitrep}/${library_support}.git cd .. # Build cd ${product} make cd .. # After this the jfsw directory has a file sw. # My experiments have found that: # # It will use/create ~/.jfsw and in that, # will use/create sw.cfg and sw.log. # It will search for sw.grp in: # The location of the sw executable # The current directory # ~/.jfsw
This post has been edited by Martin Howe: 09 March 2020 - 03:42 AM
#707 Posted 09 March 2020 - 07:35 PM
#708 Posted 10 March 2020 - 04:54 AM
Hendricks266, on 09 March 2020 - 07:35 PM, said:
Thanks for the tip about --recursive, will have a look.
Regarding VoidSW, between you guys being busy with IF and ICD muddying the waters, I don't know the state of VoidSW right now. I know GZ has (kinda) incorporated it into Raze. I haven't tried to build EDuke32 or its relatives for a while, as I only just switched back to Linux and am currently resurrecting / updating my build scripts for the engines I use. When I originally wrote them, VoidSW by itself wasn't a thing. Anyway, I'll have a look at the repo, so thanks for the tip.
#709 Posted 11 March 2020 - 12:04 PM
This post has been edited by icecoldduke: 11 March 2020 - 12:07 PM
#711 Posted 05 July 2020 - 01:02 PM
Also, "interesting" that all the quotes in the comments are from the original game. Maybe that should tell you something...
This post has been edited by necroslut: 05 July 2020 - 01:03 PM
#712 Posted 05 July 2020 - 01:19 PM
This post has been edited by NightFright: 05 July 2020 - 01:23 PM
#713 Posted 05 July 2020 - 08:02 PM
I hope it's not just SW 2013 porting to Switch...
#714 Posted 06 July 2020 - 04:25 AM
SW2 was a disappointment, but the great thing about mistakes is that you can learn from them if you want to. There were some good ideas, and I think a third game could be really good.
#715 Posted 06 July 2020 - 07:25 AM
This post has been edited by necroslut: 06 July 2020 - 07:26 AM
#717 Posted 06 July 2020 - 08:51 AM
Devolver Digital ? Overated... But they pay the bills !
This post has been edited by gemeaux333: 06 July 2020 - 08:56 AM
#718 Posted 06 July 2020 - 09:40 AM
I do get vibes like they're trying really hard to just mix Doom 2016 and Deadpool up into a blender. I never liked their Scrappy Doo personalization of Wang, I would hope they tone that down more.
This post has been edited by jimmy is a stupid fuck: 06 July 2020 - 09:41 AM
#720 Posted 06 July 2020 - 10:58 AM
It's 03:00AM on my timezone now, after watch that, I just found Duke Legacy post on Teaser thread...
Great, I can't sleep now...too high.
EDIT : I didn't saw gemeaux333's post so I edited my post.
EDIT 2 :
jimmy is a stupid fuck, on 06 July 2020 - 09:40 AM, said:
I do get vibes like they're trying really hard to just mix Doom 2016 and Deadpool up into a blender. I never liked their Scrappy Doo personalization of Wang, I would hope they tone that down more.
I wouldn't mind about that on their Wang, just don't give me that stupid plot on SW2 again, really.
This post has been edited by Player Lin: 06 July 2020 - 11:01 AM