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DEMON THRONE RELEASED.  "DOWNLOAD NOW!"

User is offline   Ninety-Six 

#121

I did, but I'm not sure what I did different the first time to break it.
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User is offline   Ninety-Six 

#122

Wow. I remember Korax being way harder in 1.2. Did he get nerfed?

I've also successfully completed the arena. I saw the super cyberdemon from Utter Chaos in there, but still not sign of that level, or Castle Demonhorn. I wonder if they're behind those doors in the hub...


I'm gonna go back in and start grinding Episode 2 to 100% completion. Though even without doing so, I have so many keys and nothing to open with them so far. I wonder if there's a bunch of exclusive chests right near the Archonitron or something.
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#123

Utter Chaos and Castle Demonhorn are not in Demon Throne.

Just remember your only way to return is from the house.

This post has been edited by William Gee: 13 November 2020 - 02:11 AM

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User is offline   Ninety-Six 

#124

That's terribly disappointing to hear...
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User is offline   Danukem 

  • Duke Plus Developer

#125

View PostNinety-Six, on 12 November 2020 - 11:01 PM, said:

Wow. I remember Korax being way harder in 1.2. Did he get nerfed?



Yes. He was very deliberately nerfed because in at least one encounter he was able to one-shot the player and be very hard to dodge. The arena fight encounter could have stayed harder, but there wasn't time to make different versions and test them, so I played it safe.

As for those old maps by Spiker and Danny M. that are not part of the episode, there wasn't the time and energy left to integrate them. Nearly everything in the game was overhauled since those maps were made -- heck, they even have polymer lighting which isn't supported anymore -- so they were left out. We don't even know how playable they are right now, you can go ahead and load them up to find out if you want.
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User is offline   Ninety-Six 

#126

I actually have done that. I first tried loading them as user maps (oddly found a "jedrik2.map" that seems to be a similar yet slightly different version: chests cost 1 coin, the wasp from the starting area is missing, and so forth), but couldn't get the music to work properly even when naming the files the same. Then I noticed that both of their respective "episodes" are dummied out in WGRUSER.con, so I was able to partially restore them. I then quickly re-added music cues for Utter Chaos since Castle Demonhorn seemed to still have its? I wasn't sure, but I added some corresponding music for what I was confident was Utter Chaos (mostly guessing that all it needed was its own theme and the boss theme).

I didn't do full playthroughs of them yet, but I did do some testing. No crashes, enemies appear where they're supposed to, the music changes correctly when a boss shows up, and even the mega cyber demon reappears exactly as he's supposed to. All using dukeboss' fancy new sprites to boot!

Oddly some things seemed to work almost too well. For instance there are dual pistols on the starting island of Castle Demonhorn which is extremely fitting. Maybe code-wise it makes sense but nonetheless I was surprised at how well they seemed to play. I didn't even encounter that many graphical glitches, at least in CD. One of the doorways has a magic portal thing going on, and there is a missing lavafall graphic for whatever reason, but as far as I played into it it seemed mostly fine. I intend to do more thorough testing soon enough.

Utter Chaos looked like crap, but to be fair, since I was and am restricted to the classic renderer for both versions, it looked kinda like crap anyways. But since that wasn't the intended renderer to begin with, I can ignore if it plays well. And again, it seemed to play fine and skipping to the boss fight everything again seemed to function fine (Didn't live long enough to experience his second form which I will try later). About the only problem play-wise that I ran into so far was the restricted POW meter (which affected CD as well though not as severely), which makes sense since in 2.1 you had a 5-tier POW meter from the start.

I did notice some random gems and keys laying around, also. Alas my memory of these levels is a bit faint since it's been a while, so I don't quite know if I played far enough to have encountered where a blue chest would normally be. At least with as far as I got I didn't hit any significant roadblocks so far.



I intend to test them further to see where they really break, but my initial testing went for what I thought would be the more obvious break points (music swaps, bosses, etc) turned out well. So far the only significant issue is the POW meter, so initial prospects are positive. Graphically I only noticed those handful of problems, but as I am still restricted to the classic renderer take it with a grain of salt. I have no way of knowing how either level looks in Polymost. I also don't know how Jedrik's weapon spawns would work since he has almost an entirely different arsenal this time around and I've yet to play with him much in the main game so far.

In the ideal situation not too much needs to be done to restore these to a presentable state. Of course these are merely initial observations and testings, and from the perspective of someone who neither understands the back-end nor can play with the intended renderer. Things could easily completely collapse later on. I certainly hope not, though. I have always considered both maps an essential part of the package as much as Siege Breaker/Khul and WGRealms 1/The Old World. In fact if I may confess something, the first thing I always think of when I think WGR2 is Castle Demonhorn. I've always found it intrinsically linked to the game, and in my eyes is everything 2.1 was wrapped up in one package, both good and bad.

All that said, I'll be more than happy to march forward in the very possibly vain attempt to see these brought back and integrated into Demon Throne, or at the very least released as like pack-in user maps or something, I dunno.
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User is offline   Danukem 

  • Duke Plus Developer

#127

If you want to join the dev team as a curator of older maps, there's definitely work to be done. There are some sprites that have changed tile numbers and some things that work differently (in particular chests), and as you mentioned the POW system since now you start with a low cap. That would mean shops need to be adde to the old maps. I'm not sure how it work work yet as far as how the maps would be accessed -- would they be only availalbe as user maps, or as an episode? Then there's also the knee deep maps. Shading needs to be redone on any maps that were intended for polymer. Let me know if you are interested. William is already working on the DLC episode and I don't think he is going to do anything with the old maps.
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#128

Its possible that they can be added in the DLC in some way, or just "RE RELEASED" I would prefer if we used the original levels and work from that and not these edited versions.
The change to key chests and not using gold doesn't work with the mechanics I was using in DT. Someone made those changed with the idea of using gold in shops and not gems.

There are 2 options
1) Edit them now and RE RELEASE as user maps...
2) Or wait until I am ready with a plan before editing them and add into the DLC.

I have already started 6 new levels and I would rather enjoy myself and create a good plan in my own time that may be a bit different from DT and not have any old levels restrict me.
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User is offline   Danukem 

  • Duke Plus Developer

#129

View PostWilliam Gee, on 13 November 2020 - 02:37 PM, said:

I have already started 6 new levels and I would rather enjoy myself and create a good plan in my own time that may be a bit different from DT and not have any old levels restrict me.


I was thinking that if Ninety-Six or some other interested and skilled person is willing to do most of the work, the old non-canon maps could be put together in their own episode to be added on after the DLC. That way it's not distracting from the DLC in any way and gives players something to look forward to.
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User is offline   Ninety-Six 

#130

Unfortunately I've never used mapster, and while editing is certainly much less intensive than from-scratch, I wouldn't know the altered stuff that most online tutorials would not be referring to. I'd need to basically have someone holding my hand through most of the entire process, which isn't very conducive to an endeavor like this.

If nothing else though I can at least offer my skills as a play/bug-tester. As seen during both Alien Armageddon and my slow progress through Demon Throne itself, I'm a very thorough player on my own time. When I'm actively looking for stuff, I'm even more thorough. It's not much, but it's something I can offer. Especially if it can help the restoration of these older maps.

That said,

View PostDanukem, on 13 November 2020 - 01:35 PM, said:

and as you mentioned the POW system since now you start with a low cap. That would mean shops need to be adde to the old maps.


An alternative solution would be to just add three Pow Upgrades to the start of the maps. It's quick and dirty but it would get the job done.

Or maybe there can be some kind of custom variable that would default the POW level to 5 when starting those maps? Maybe that would force them to be a selectable episode or something, though. Or maybe 5 can be the technical default but Demon Throne's gets the special POW decrease or something.

Just kinda spitballing.

View PostDanukem, on 13 November 2020 - 01:35 PM, said:

Then there's also the knee deep maps. Shading needs to be redone on any maps that were intended for polymer. Let me know if you are interested.


Well as far as Knee-Deep goes, it was actually released as two versions. A super fancy Polymer version and then a classic edition. Obviously the classic one wouldn't need any adjusting visually. That said, Knee-Deep did have a few unique quirks about it. It gave Duke a variant of Jedrik's dash attack, started you off at 80 Health for whatever reason, and had a brand new custom boss. It would need more code trickery than visual rehauling.

Visually, there wasn't much about Castle Demonhorn that I think required Polymer. Even in the original version I think the only questionably lit section was the dark cave/smith area that was near pitch-black in classic. Other than that the map seems to have plenty of sector-based shading without Polymer. I mean maybe it looks worse on Polymost vs. classic? I'm legit not sure on the differences between PM and CL besides the super obvious.

Utter Chaos was completely broken visually, in Demon Throne and Siege Breaker both (at least in Classic). DT a bit moreso than SB as SB seemed to be using some kind of fog effect that apparently broke in DT. But despite that, there never seemed to be areas that required polymer either. There was sector-lighting (not as prominently but enough to not look god-awful) and at least in the original the palette effect seemed to work as intended.


We also shouldn't discount the possibility of trying to track down Spiker and Danny M. and seeing if they wouldn't be interested in converting the maps themselves (especially if the investigative work was already done for them).



EDIT: I should ask. For testing purposes is there some kind of console command or cheat to raise the POW cap (without getting all weapons or something in the process)? I'm confident on being able to go through Castle Demonhorn POW-less but significantly less so with Utter Chaos since that map is incredibly hard even in the original version.

This post has been edited by Ninety-Six: 13 November 2020 - 06:07 PM

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#131

I have copy's of the originals now. I will do some edits and release them as user levels for now.
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User is offline   Ninety-Six 

#132

Awesome!

Should I still test them out and report what issues I find, or do you have that covered? I'm more than willing to assist in whatever way I can, small as it may be.

This post has been edited by Ninety-Six: 13 November 2020 - 07:50 PM

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#133

Unfortunately seem to have run into a bit of a bug.

Have finished Ep1&2, took the opportunity to do Caste Argent and collect the Archonitron piece. Upon returning to the Nexus via the Ep2 portal, about 5-10s after warping in, a "BFG" sound explodes and crashes the game. Have replicated this with multiple loads of the level. Not sure how to get around it.
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#134

Quote

Awesome!

Should I still test them out and report what issues I find, or do you have that covered? I'm more than willing to assist in whatever way I can, small as it may be.


Join our discord and we will let you beta test. :)

https://discord.gg/jNrKdk5
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#135

Quote

Unfortunately seem to have run into a bit of a bug.

Have finished Ep1&2, took the opportunity to do Caste Argent and collect the Archonitron piece. Upon returning to the Nexus via the Ep2 portal, about 5-10s after warping in, a "BFG" sound explodes and crashes the game. Have replicated this with multiple loads of the level. Not sure how to get around it.


Is this the second time you have been to episode 2 and you returned by the portal in the house level? Or did you use the Archonitron piece to enter the nexus?
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User is offline   Danukem 

  • Duke Plus Developer

#136

Always include the eduke32.log that is generated if the game crashes. There are zero known crashes and any new unknown crashes like the one reported require an investigation, and the log is the starting point. I can only speculate from the report that somehow a huge number of enemies were in the map and Axon cast his BFG spell on them, resulting in a too many sprites spawned crash... but that's just speculation and I have no idea why enemies would be anywhere near him at that point in the game.
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#137

Sorry about that, did not know that it generated a log.

Second time, returned via the house level, however, if I remember correctly returning from the Archonitron piece in Castle Argent created the same crash.

Quote

EDuke32 r9271-83a6addae
Built Oct 22 2020 12:58:27, GCC 10.2.0, 64-bit
Using D:/Games/DemonThrone102/demonthrone/ for game data
Running on Windows 10 (build 10.0.18363)
Initialized 1ms system timer
CPU: Intel® Core™ i9-9880H CPU @ 2.30GHz
Initializing SDL 2.0.13
Searching for game data...
Using D:/Games/DemonThrone102/demonthrone/WGR2/ for game data
Using "WGR2.grp" as main game data file.
Compiling: WGR2/WGR2GAME.con (564225 bytes)
Using DEF file: wgr2.def.
Including: WGR2DEFS.CON (91039 bytes)
Including: WGR2USER.CON (100964 bytes)
Including: WGR2QUESTS.CON (38265 bytes)
Including: WGR2VARS.CON (21865 bytes)
Including: WGR2SHARED.CON (128447 bytes)
Including: WGR2HUD.CON (136548 bytes)
Including: WGR2PLAYER.CON (176627 bytes)
Including: WGR2ITEMS.CON (95209 bytes)
Including: WGR2MON.CON (281753 bytes)
Including: WGRDEMONOVA.CON (28484 bytes)
Including: WGREVILKNIGHT.CON (16832 bytes)
Including: WGRCYCLORD.CON (10616 bytes)
Including: WGRARCHON.CON (26253 bytes)
Including: KHANNA.CON (20301 bytes)
Compiled 1698096 bytes in 61ms
Initialized 256.0M cache
Loading "wgr2.def"
...........
Definitions file "wgr2.def" loaded in 1558 ms.
Sound vocwav/SPIDTH.WAV(#278) not found!
Sound vocwav/JOKE.VOC(#448) not found!
Initializing OSD...
Loaded game controller database
No game controllers found
Executing "settings.cfg"
Setting video mode 320x200 (0-bpp windowed)
Refresh rate: 144.03Hz
OpenGL information
NVIDIA Corporation GeForce RTX 2080/PCIe/SSE2 4.6.0 NVIDIA 417.77
Setting video mode 1920x1080 (32-bpp fullscreen)
Refresh rate: 144.03Hz
Opened "WGR2/texturecache" as cache file
Generating voxel models for Polymost. This may take a while...
Initializing sound: SDL WASAPI driver on Realtek(R: 44.1 KHz stereo with 64 voices
Initializing MIDI driver: AdLib OPL3 emulation
animvpx: rate is 24 frames / 1 seconds (24.000 fps).
animvpx: GLSL mode
VP8 timing stats (mean, max) [ms] for 32 frames:
read and decode frame: 0.00, 0
3 planes -> packed conversion: 0.00, 0
upload and display: 0.00, 0

Wrote eduke32.cfg
Wrote settings.cfg

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#138

Nothing useful in that log unfortunately. If you have a save file that demonstrates the bug, that would help.
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#139

Since I am not sure about upload for the forum, attached is the link for a Google Drive where I have added both the auto-save and General Save both taken right before the incident.

..https://drive.google.com/drive/folders/1ZucNRHxPIlf0FCUol932jPAA4Ty_X2of?usp=sharing. .
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User is offline   Danukem 

  • Duke Plus Developer

#140

Did you play all the way to the crash for that log? It looks like a log from starting the game and then immediately quitting.
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#141

I started and restarted for the purpose of catching the crash in the act. The log is taken immediately following the crash from the file "eduke32.log" in the "DemonThrone102" folder. Below is a fresh crash which grossly appears the same to me, however, I definitely am not the brainiest for this.

Quote

EDuke32 r9271-83a6addae
Built Oct 22 2020 12:58:27, GCC 10.2.0, 64-bit
Using D:/Games/DemonThrone102/demonthrone/ for game data
Running on Windows 10 (build 10.0.18363)
Initialized 1ms system timer
CPU: Intel® Core™ i9-9880H CPU @ 2.30GHz
Initializing SDL 2.0.13
Searching for game data...
Using D:/Games/DemonThrone102/demonthrone/WGR2/ for game data
Using "WGR2.grp" as main game data file.
Compiling: WGR2/WGR2GAME.con (564225 bytes)
Using DEF file: wgr2.def.
Including: WGR2DEFS.CON (91039 bytes)
Including: WGR2USER.CON (100964 bytes)
Including: WGR2QUESTS.CON (38265 bytes)
Including: WGR2VARS.CON (21865 bytes)
Including: WGR2SHARED.CON (128447 bytes)
Including: WGR2HUD.CON (136548 bytes)
Including: WGR2PLAYER.CON (176627 bytes)
Including: WGR2ITEMS.CON (95209 bytes)
Including: WGR2MON.CON (281753 bytes)
Including: WGRDEMONOVA.CON (28484 bytes)
Including: WGREVILKNIGHT.CON (16832 bytes)
Including: WGRCYCLORD.CON (10616 bytes)
Including: WGRARCHON.CON (26253 bytes)
Including: KHANNA.CON (20301 bytes)
Compiled 1698096 bytes in 62ms
Initialized 256.0M cache
Loading "wgr2.def"
...........
Definitions file "wgr2.def" loaded in 1529 ms.
Sound vocwav/SPIDTH.WAV(#278) not found!
Sound vocwav/JOKE.VOC(#448) not found!
Initializing OSD...
Loaded game controller database
No game controllers found
Executing "settings.cfg"
Setting video mode 320x200 (0-bpp windowed)
Refresh rate: 144.03Hz
OpenGL information
NVIDIA Corporation GeForce RTX 2080/PCIe/SSE2 4.6.0 NVIDIA 417.77
Setting video mode 1920x1080 (32-bpp fullscreen)
Refresh rate: 144.03Hz
Opened "WGR2/texturecache" as cache file
Generating voxel models for Polymost. This may take a while...
Initializing sound: SDL WASAPI driver on Realtek(R: 44.1 KHz stereo with 64 voices
Initializing MIDI driver: AdLib OPL3 emulation
animvpx: rate is 24 frames / 1 seconds (24.000 fps).
animvpx: GLSL mode
VP8 timing stats (mean, max) [ms] for 41 frames:
read and decode frame: 0.02, 1
3 planes -> packed conversion: 0.00, 1
upload and display: 0.00, 0
Gv_ReadSave(): read 13298216 bytes extended data from offset 0x0011635a
Cache time: 757ms
Cache time: 9ms
E1L1: NEXUS
Wrote eduke32.cfg
Wrote settings.cfg

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User is offline   Danukem 

  • Duke Plus Developer

#142

OK, yeah, that log is pretty useless -- the game crashed without generating any error message. That does rule out my too many sprites theory at least.
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User is offline   Ninety-Six 

#143

Would it be possible for converted enemies during POW events to drop Gems at the point of converstion instead of on death? Converted enemies live for a long time after the POW meter runs low and so they don't drop any Gems during Gem Farmer.
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User is offline   Danukem 

  • Duke Plus Developer

#144

View PostNinety-Six, on 15 November 2020 - 08:48 AM, said:

Would it be possible for converted enemies during POW events to drop Gems at the point of converstion instead of on death? Converted enemies live for a long time after the POW meter runs low and so they don't drop any Gems during Gem Farmer.


Must be a bug. They drop gold and activate stuff upon conversion...everything they drop is supposed to be dropped when they convert. Oh well at least it's just the gem farmer powerup that is affected which isn't important anyway.
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#145

Posted Image
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User is offline   Ninety-Six 

#146

Hell yeah! Back in full force! All is well.

Now the people who played Demon Throne but never Siege Breaker won't miss out.
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User is offline   Micky C 

  • Honored Donor

#147

Those two maps were quite good and I’m glad that they’ll be included.

As one of the people who worked on Knee Deep, I won’t lose any sleep if it isn’t included. It was always a separate, stand-alone download to the original, and quite frankly the level design is out of place compared to the rest of WGR2 and not on the same page aesthetically.
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#148

I dont have a copy of Knee Deep to be able to include it in some way. Is there a download somewhere?
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User is offline   Ninety-Six 

#149

https://forums.duke4...945#entry155945

For the record the Classic version is a selectable episode.

I can vouch for its quality. Aesthetically I don't think it's that far off from something like Utter Chaos. If anything it probably resembles the game a bit more accurately than that.

All the same, I do have a love for Knee-Deep and I replayed it just as often as Siege Breaker, and sometimes a little more if I wanted to get right into the thick of battle since Knee-Deep starts you off, appropriately enough, in the deep end and never stops.

This post has been edited by Ninety-Six: 16 November 2020 - 12:39 AM

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#150

I see a new boss was added, I cant use that, I have to use a demonthrone boss... I will combine the 2 levels into 1 level since the boss level is tiny anyway.
That giant slimmer boss now throws cannon voxels at you in demon throne.
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