![](https://forums.duke4.net/public/style_images/cgs/_custom/switch.png)
WGR 2020 Trailer "🔥🔥🔥🔥🔥"
#1 Posted 18 December 2019 - 10:03 AM
#2 Posted 18 December 2019 - 11:06 AM
#3 Posted 18 December 2019 - 01:38 PM
I recently tried playing WGR2 with the latest EDuke32, and it looks so good with all the polymost improvements. The levels aged so well. Possibly the best level design in any Build mod. I really love it when a game you played 10 years ago gives you the same experience you had back then. Unfortunately, it also crashes very often now. This mod is in desperate need of resurrection, because it is a shame it can barely be played.
This post has been edited by Radar 100 Watts: 18 December 2019 - 01:40 PM
#4 Posted 18 December 2019 - 08:46 PM
#5 Posted 19 December 2019 - 04:55 PM
Trooper Dan, on 18 December 2019 - 08:46 PM, said:
ditto.
No idea how much work he's done. He stopped posting here and updating the svn back in February. Some of the maps needed clean-up, but the biggest obstacles at the time were coding & eduke32 compatibility.
#7 Posted 22 December 2019 - 07:34 AM
That would mean he's doing okay. Dude's disappearing act puts the invisible man to shame.
This post has been edited by Forge: 22 December 2019 - 07:36 AM
#8 Posted 27 December 2019 - 09:38 AM
![:lol:](https://forums.duke4.net/public/style_emoticons/default/happy.gif)
#10 Posted 27 December 2019 - 10:15 AM
Ninety-Six, on 27 December 2019 - 09:46 AM, said:
I'm glad it's going to finally get some use.
EDIT: Aside from a Micky C map that AFAIK no one played.
This post has been edited by Trooper Dan: 27 December 2019 - 10:21 AM
#11 Posted 27 December 2019 - 11:13 AM
Trooper Dan, on 27 December 2019 - 10:15 AM, said:
EDIT: Aside from a Micky C map that AFAIK no one played.
Link to release thread?
#12 Posted 27 December 2019 - 11:34 AM
Radar 100 Watts, on 27 December 2019 - 11:13 AM, said:
I think it's talking about "Knee Deep", the huge all-in-one Doom levels converted into a DN3D and adapted for WGRealms 2, it is even available in the addon compilation.
Speaking of obscure stuff, I don't know how many used my WGR1/2HRP. I'd need to know if and what still works to have at least an indication for an eventual next update, I still have that Headless Kamikaze model among the stuff that require to have a purpose. However I will need a more direct help to reduce the quality gap factor in some points.
http://www.duke4.org.../wgr2_hrp20.zip
I'd like to see a video with it.
This post has been edited by Fantinaikos: 27 December 2019 - 11:45 AM
#13 Posted 27 December 2019 - 11:58 AM
#14 Posted 27 December 2019 - 05:34 PM
Trooper Dan, on 27 December 2019 - 10:15 AM, said:
I take that means it was coded a while ago?
#15 Posted 27 December 2019 - 05:45 PM
Ninety-Six, on 27 December 2019 - 05:34 PM, said:
Yeah I think that feature goes back to 2011, although I'm not sure.
If you are interested in that, here's a publicly available version of it that works in regular Duke:
https://forums.duke4...post__p__120388
This was an experiment mod I did in 2012, then updated the following year. If you use the jetpack it reverses gravity. Also the main feature of the mod is it makes the game run at 60 tics per second instead of 30, but slows down most stuff to 1/2 so it seems normal...sort of.
#17 Posted 08 January 2020 - 07:39 PM
![Posted Image](https://media.moddb.com/images/games/1/10/9991/duke0001.2.png)
![Posted Image](https://media.moddb.com/images/games/1/10/9991/duke0000.2.png)
This post has been edited by William Gee: 09 January 2020 - 01:10 AM
#20 Posted 09 January 2020 - 03:12 PM
Forge, on 09 January 2020 - 02:58 PM, said:
I'm not sure what one is better, atm the game is working so I'm OK with it the way it is... I did enjoy the life seeds but maybe this way is just easier for the player even though its less interesting.
Whats your opinion?
![:lol:](https://forums.duke4.net/public/style_emoticons/default/biggrin.gif)
This post has been edited by William Gee: 09 January 2020 - 03:12 PM
#21 Posted 09 January 2020 - 04:23 PM
https://unreal.fando...Nali_Fruit_Seed
Quote
However, if you are OK with the flask then I recommend keeping it, since you can't count on me to change the code any time soon.
#22 Posted 11 January 2020 - 02:16 AM
Trooper Dan, on 09 January 2020 - 04:23 PM, said:
https://unreal.fando...Nali_Fruit_Seed
However, if you are OK with the flask then I recommend keeping it, since you can't count on me to change the code any time soon.
I'm not worried about any of the code atm, I have pretty big plans along the lines of RPG elements, Im feeling the next inspiration for WGR2020 will be Dragon Age.
Now that I am using the QUEST code and the INTER LEVEL code? The feel is very different, more complete / deep and more solidly gamelike.
BTW nobody guessed what the inspiration for the Episode names were, that was the old Fighting Fantasy gamebooks. Titan is the name of the world and Allansia Khul and The old world, are the 3 main lands?
This post has been edited by William Gee: 11 January 2020 - 02:17 AM
#23 Posted 11 January 2020 - 06:09 AM
#24 Posted 14 February 2020 - 08:27 PM
William Gee, on 08 January 2020 - 07:39 PM, said:
![Posted Image](https://media.moddb.com/images/games/1/10/9991/duke0001.2.png)
![Posted Image](https://media.moddb.com/images/games/1/10/9991/duke0000.2.png)
I finally remembered to mention this. Just wanted to say that the gourd-looking high-res sprite on the left does not look good. It is not consistent with the rest of the art. It reminds me of 2000s era polymost mods that have a 3D model for the shotgun and the rest of the weapons are still sprites.
#25 Posted 14 February 2020 - 09:20 PM
#26 Posted 15 February 2020 - 02:57 AM
![:rolleyes:](https://forums.duke4.net/public/style_emoticons/default/smile.gif)
![Posted Image](https://media.moddb.com/cache/images/games/1/10/9991/thumb_620x2000/duke0013.1.png)
This post has been edited by William Gee: 15 February 2020 - 03:03 AM