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Shadow Warrior corner  "This thread has alotta Wangs! Discussions on Shadow Warrior only."

User is offline   Mark 

#691

Its one thing to figure out if something can be shot and exploded in a small relatively empty DN map. But in a very large and very filled up AAA game, players would have a fit if they had to take the time to shoot every prop they pass by just in case it was part of something important. Another example. How many times has someone here mentioned the frustration of a hallway or building with lots of doors and you waste time trying to open each one in case there is something important behind it. Many times none of them opened. Some sort of small but noticable hint for ones that can open would be good.
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User is offline   necroslut 

#692

View PostMark, on 15 January 2020 - 10:55 AM, said:

Its one thing to figure out if something can be shot and exploded in a small relatively empty DN map. But in a very large and very filled up AAA game, players would have a fit if they had to take the time to shoot every prop they pass by just in case it was part of something important. Another example. How many times has someone here mentioned the frustration of a hallway or building with lots of doors and you waste time trying to open each one in case there is something important behind it. Many times none of them opened. Some sort of small but noticable hint for ones that can open would be good.

Then maybe you shouldn't have a hundred uninteractive doors.
4

User is offline   Mark 

#693

its a matter of style. I prefer assets/realism in a map instead of empty walls, floors and ceilings.
1

User is offline   Jimmy 

  • Let's go Brandon!

#694

If your player doesn't know what to do you're just a bad game designer.
2

User is offline   Hendricks266 

  • Weaponized Autism

  #695

View PostHorseDongSub69, on 15 January 2020 - 02:13 PM, said:

If your player doesn't know what to do you're just a bad game designer.

What do you think of this article? https://web.archive....think-ion-fury/
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User is offline   OpenMaw 

  • Judge Mental

#696

View PostMark, on 15 January 2020 - 10:55 AM, said:

Its one thing to figure out if something can be shot and exploded in a small relatively empty DN map. But in a very large and very filled up AAA game, players would have a fit if they had to take the time to shoot every prop they pass by just in case it was part of something important. Another example. How many times has someone here mentioned the frustration of a hallway or building with lots of doors and you waste time trying to open each one in case there is something important behind it. Many times none of them opened. Some sort of small but noticable hint for ones that can open would be good.


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?



View Postnecroslut, on 15 January 2020 - 12:19 PM, said:

Then maybe you shouldn't have a hundred uninteractive doors.


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.
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User is offline   Jimmy 

  • Let's go Brandon!

#697

View PostHendricks266, on 15 January 2020 - 02:58 PM, said:

What do you think of this article? https://web.archive....think-ion-fury/

No one who writes articles for Rock Paper Shotgun actually plays games, so the term "player" does not apply to them.
0

User is offline   Zaxx 

  • Banned

#698

View Postgemeaux333, on 08 January 2020 - 10:04 PM, said:

Well, there is an upside : it remove the feeling to be lost in possibilities, which makes the game less intimidating at first playthrough...

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.
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User is offline   Mark 

#699

View PostCommando Nukem, on 13 January 2020 - 06:25 AM, said:

... How did you figure out the C-12 canisters were explosive in Duke 3D? The game doesn't flash a prompt to tell you.

I read a magazine review before I bought and played the game.
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User is offline   OpenMaw 

  • Judge Mental

#700

View PostMark, on 15 January 2020 - 07:10 PM, said:

I read a magazine review before I bought and played the game.



Then you'd be the exception, the outlier. Not the average joe who picked the game up off the shelf and played it.
0

#701

Hi to everyone and sorry if this is OP: what is the best / more faithful port of Shadow Warrior around?
1

User is offline   axl 

#702

View PostHeadless_Horseman_2k, on 16 January 2020 - 03:17 PM, said:

Hi to everyone and sorry if this is OP: what is the best / more faithful port of Shadow Warrior around?


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.
1

#703

Thank you man!
1

User is offline   Player Lin 

#704

View PostCommando Nukem, on 15 January 2020 - 10:28 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.



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... :rolleyes:



My facebook account was named Lo Wang, except I set the gander to female for some silly, very silly reasons. :mellow:

This post has been edited by Player Lin: 19 January 2020 - 05:11 AM

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User is offline   Fauch 

#705

View PostMark, on 15 January 2020 - 10:55 AM, said:

Its one thing to figure out if something can be shot and exploded in a small relatively empty DN map. But in a very large and very filled up AAA game, players would have a fit if they had to take the time to shoot every prop they pass by just in case it was part of something important. Another example. How many times has someone here mentioned the frustration of a hallway or building with lots of doors and you waste time trying to open each one in case there is something important behind it. Many times none of them opened. Some sort of small but noticable hint for ones that can open would be good.


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.
0

#706

Rather than necrobump this thread, I'll share this here.

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 :lol: (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

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User is offline   Hendricks266 

  • Weaponized Autism

  #707

You can run `git clone --recursive` instead of manually initializing all the submodules. Also, VoidSW from the EDuke32 repository should be a strict superset of JFSW functionality.
0

#708

View PostHendricks266, on 09 March 2020 - 07:35 PM, said:

You can run `git clone --recursive` instead of manually initializing all the submodules. Also, VoidSW from the EDuke32 repository should be a strict superset of JFSW functionality.

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.
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#709

Last time I used VoidSW it ran pretty well after a few tweaks here and there.

This post has been edited by icecoldduke: 11 March 2020 - 12:07 PM

0

User is offline   Outtagum 

#710

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User is offline   necroslut 

#711

Hope it's not a gay remaster.

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

1

User is offline   NightFright 

  • The Truth is in here

#712

Hoji returns?!? If so, consider my mind blown. The setting itself however looks a lot like SW 2013. Hope this is not just going to be a re-release unless it's really mind-blowing and free for owners of the original version.

This post has been edited by NightFright: 05 July 2020 - 01:23 PM

1

User is offline   Player Lin 

#713

After disappointment on SW2, this teaser screenshots(?) looks so interesting...

I hope it's not just SW 2013 porting to Switch... :)
1

User is offline   necroslut 

#714

I do hope it's not just a "remaster" or port, but the timing should be about right for a new game. FWH haven't really released anything of size since SW2, and that was almost four years ago.

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.
0

User is offline   necroslut 

#715

So it is official – it is a sequel.

Twitter stuff

Teaser

Steam page

This post has been edited by necroslut: 06 July 2020 - 07:26 AM

1

User is offline   NightFright 

  • The Truth is in here

#716

That makes things a lot more interesting.
0

User is offline   gemeaux333 

#717



Devolver Digital ? Overated... But they pay the bills ! :)

This post has been edited by gemeaux333: 06 July 2020 - 08:56 AM

0

User is offline   Jimmy 

  • Let's go Brandon!

#718

Glad to see them try again, hopefully they get it right this time.

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

4

User is offline   necroslut 

#719

New Wang reminds me a lot of stuff like Naruto.
1

User is offline   Player Lin 

#720

Yeah, SW3 confirmed.

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 :

View Postjimmy is a stupid fuck, on 06 July 2020 - 09:40 AM, said:

Glad to see them try again, hopefully they get it right this time.

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

0

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