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Working on Oblivion TC HRP  "Remastering my old TC as it turned 10 years old upon its full release"

User is online   Zaxtor 

  • 1,583

#1

So it will run in Polymost mode, (better results)
Also 8bit mode is supported

1, It will have fixes, improvements etc
2, several current level expansions.. It wont make levelplay longer, these will be optional exploring deeper in the levels.. Ammos, Health etc can be found
3, 6 extra levels, 1 level for E4L12 (Darkwoods) and 5 levels for the Purgatory or Episode 6 (cannot be accessed by the menu but accessible by Episode 4.

Also comet Hale-Bopp will be Seen in E1, E2 and some of E3

So purpose of that will be to retrieve the "black chaos gem"
On Oblivion when we finish the mod, we see all the gems except the black gem.

Extra level names will be;

DEATH SEA - Darksea will be Aboard a strange large Ferry and must fight off monsters etc
DEATH ZONE - Is the island and will have somekind of a temple-pyramid like structure
DECEIT - A strange level that could cause deception to the player etc
TWISTED REALM - a more bizarre level
DARK VORTEX - a strange vortex with all kind of things etc
THE END OF TIME - A strange place with somekind of a fancy building or something

Now few shots of remastered levels of Episode 1 and some expansion
Posted Image

PS
Old thread of the mod on AMC forums
http://www.amcwebfor...hp?topic=2521.0

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

This post has been edited by Zaxtor: 02 February 2019 - 04:35 PM

11

User is offline   Ninety-Six 

  • 159

#2

"Also 8bit mode is supported"


not all heroes wear capes
1

User is offline   Forge 

  • 8,223

#3

View PostNinety-Six, on 02 February 2019 - 05:16 PM, said:

"Also 8bit mode is supported"

not all heroes wear capes

^this
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User is online   Zaxtor 

  • 1,583

#4

Expansion for E1L2.

Some mines we can explore
Posted Image

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
5

User is online   TheDragonLiner 

  • 315

#5

The mine part looks like there could be a rideable wagon with the slopes, and the stone pillar bit looks like the kinda thing near which you don't want to use explosives.
Also very glad to hear it won't be Polymer ^^


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

User is online   Zaxtor 

  • 1,583

#6

Will be polymost or classical (polymost better for better results)

For rideable Wagon dunno if I can do that. would be very cool.
Probably would be too complicated for something to follow rails etc
PS

We see a wagon in other parts of mines but in E4
Posted Image

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

This post has been edited by Zaxtor: 10 February 2019 - 09:43 AM

6

User is offline   Perro Seco 

  • 236

#7

View PostZaxtor, on 10 February 2019 - 09:37 AM, said:

For rideable Wagon dunno if I can do that. would be very cool.
Probably would be too complicated for something to follow rails etc
I think you can use the subway effect (SE 6), but with some CON modifications.

If the wagon is a model, you can place it on a moving sector. Then change in Mapster the SE's lotag to an unused one (like 80), so it doesn't move in game. With CON you can write something like: if player is in the same sector as the wagon and/or if hit space, find the SE and change its lotag to 6, so it starts following the locators. Maybe you can even change the speed modifying the sector's extra value...

I don't know if all this will work, but I think it's worth trying.

Posted Image
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User is online   Zaxtor 

  • 1,583

#8

Also other issues is / are the rails are sprites
when it does small turns (is small sectors)
and there are multi sectors in the tunnels such as slope, turning rails / sections so when we explore the mines (doesn't show whole thing in 1 shot in map)

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
0

User is online   Zaxtor 

  • 1,583

#9

Expansion of E1L9 (Level 8) or the Sea Temple in EP 1.
Added several rooms, doors that were unopenable (deco doors) now can be opened etc.
Posted Image

Also a short video of that Pseudo-TROR and shadow trick


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
6

User is online   ck3D 

  • 345

#10

One of my favorite things on this forum is catching the screenshots you post, they blow my mind every time. Your design style is very original, you have quite the unique vision.
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User is online   Zaxtor 

  • 1,583

#11

Pushed the PseudoROR to its limit.
The sea temple has no TROR (to preserves the player's and other sprites reflection in mirrors).
Nor ROR.

But has a crazy exploit to make it look like it has some.
Also improved the temple exterior and fixed some goofs / physics errors (example exterior structure less high than the opening door).

Marked some white lines to show sprites still showing "above" white lines etc.
Posted Image

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

This post has been edited by Zaxtor: 24 February 2019 - 10:51 PM

2

User is online   Zaxtor 

  • 1,583

#12

Improved the Scrap brain base or E1L6 (Level 9)
Like the pic says, added lots of lights, few extra optional rooms, lots of details, structure etc.
Posted Image

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
7

User is online   Zaxtor 

  • 1,583

#13

More shots of the Scrapbrain expansion / improvement.

There will be an alternate route which will eventually lead to the main base.
Alternate route can be accessible by a certain way (explaining in one of the pic).
Posted Image

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
2

User is online   NightFright 

  • The Truth is in here
  • 953

#14

Can you see to it that in this new release you can incorporate the few minor adjustments I had added in the release for the addon compilation to avoid having to apply the same fixes again when adding your new version?

Mainly it would be about these:
- tiles009.art: Swapped tiles 2554/2555 and 2556/2557 to fix Muddlelizer and Expander
- tiles012.art: Realigned tiles 3240-3249 (level ending screens)
- oblivion.con (game.con): Corrected wrong "ifspritepal" bracket declarations (causing errors); 18 warnings eliminated; error with incorrectly defined boss MIDI for OBLVN303 fixed
- oblivion_user.con (user.con): Ep.5 hidden from menu (levels wouldn't work if not accessed through other episodes); correction of spelling mistakes in messages/level titles; "Ammo for Shrinker" pickup message changed to "Ammo for Muddlelizer"
- OBLVN102: Ceiling of startup sectors lowered (prevents player from dying when emerging from escape pod); wall #1154 not blockable any more (prevents player from getting stuck)

At least the map fix for E1L2 should be included since that was a potential showstopper right in the beginning.


This post has been edited by NightFright: 22 March 2019 - 12:13 AM

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User is online   Zaxtor 

  • 1,583

#15

Episode 5, is now shown because would make EP6 act funny in the expansion.

Will be titled as N/A

There will be fixes and improvement



Your post and reply to the parts.


Mainly it would be about these:
- tiles009.art: Swapped tiles 2554/2555 and 2556/2557 to fix Muddlelizer and Expander
What kind of problem it does?


- tiles012.art: Realigned tiles 3240-3249 (level ending screens)
Seems to work fine, I might try to slightly alter it. that was released in 2009 so lots of things changed within a decade


- oblivion.con (game.con): Corrected wrong "ifspritepal" bracket declarations (causing errors); 18 warnings eliminated; error with incorrectly defined boss MIDI for OBLVN303 fixed
Bosses music are getting improved and code changed. will be Trequonia style so example if you quit the game and return, music will remain as boss music etc,

- oblivion_user.con (user.con): Ep.5 hidden from menu (levels wouldn't work if not accessed through other episodes); correction of spelling mistakes in messages/level titles; "Ammo for Shrinker" pickup message changed to "Ammo for Muddlelizer"
The EP5 will now be called N/A so EP 6 title doesn't act funny and ammo message replaced by "AMMO FOR MUDDLELIZER".


- OBLVN102: Ceiling of startup sectors lowered (prevents player from dying when emerging from escape pod); wall #1154 not blockable any more (prevents player from getting stuck)
The part where the player screams ssshhhiiiiiitttttt that will be improved to a more "modern" thing


At least the map fix for E1L2 should be included since that was a potential showstopper right in the beginning.
is same problem where you exit the pod or before you exit 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

This post has been edited by Zaxtor: 22 March 2019 - 12:13 PM

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