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WG Realms 2 Episode 1 Released!

User is offline   necroslut 

#211

Why isn't this frontpage yet?
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User is offline   TerminX 

  • el fundador

  #212

Good question! I told Yatta to get it done but he hasn't yet. :)
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User is online   Danukem 

  • Duke Plus Developer

#213

Yatta asked me to provide some materials for the news item, and I have been a little slow in getting it all together. I've sent him everything he needs now except for screenshots. Here's a screenshot gallery I just made showing scenes from the first part of the game:

http://img4.imagesha...?g=duke0000.jpg

I was going to do more from farther into the game, but I don't have time now.
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#214

Cool!
I sent him a PM with a link to the screen shots I uploaded yesterday. http://two.wgrealms....reenshots1.html
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User is offline   VinsaneOne 

#215

I'm on the 3rd level and let me tell ya, it rocks! Pisses me off alot, died many, many times, but I like that. Makes ya want to keep going back for more ass-kicking. I havn't had a crash or game freeze but, why does it take so very long to unload when I quit the game? Then I have to force it to close because windows says its not responding. Hmm......
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User is online   NY00123 

#216

Good job with WGR2! I can tell that there were things I didn't expect to see, which make the MOD feel like a new thing.
You play as Duke in a MOD of Duke3D, but it has a different feeling, in a way that I like. Maybe it does feel like Doom a few times (which I guess that is expected).
To everybody who's going to play it, the first episode may seem to have a few levels, but most of them are quite big.

Now to a few things, maybe already mentioned somewhere in the first 8 pages of the thread (heh...):
- I know it may not be common for someone to encounter this. (Or maybe it is common?) Well, I've noticed that when you finish a level and then load a saved game, the 'noclip' cheat is in affect.
- As mentioned earlier, there are case sensitivity issues on Linux. What I believe that should be done to prevent that in the future, is just pack anything in a GRP, a ZIP, or multiple files of these kinds. Basically, for this release, what I've done to solve the case sensitivity issues is pack the game dir in a ZIP file (excluding the internal GRP which has been moved out).

These are a few things that I remember. Anyway, good job to anybody involved in the development of WGRealms 2 and keep up the good work!
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User is offline   Micky C 

  • Honored Donor

#217

I remember reading a way of getting the WGRealms ending working by typing something in the console, but I tried looking for it and couldn't find it :) I'd be very grateful if someone could point it out and retype it. I started off the game using the standard eduke32 but even if I finish it using the build included, the game just quits after the end of level screen. Is this meant to happen?
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#218

/\ I think this is what you were looking for?

View PostDeeperThought, on Nov 10 2009, 12:54 PM, said:

Oh, I forgot that linux users can't use the eduke32.exe included with the TC. You had to compile from the last available source, and that source had a bug which corrupted variables in cached maps, causing the crash when you grab the scroll at the end of the game which takes you back to the hub map. Hopefully TerminX will make that new source available soon.

Until then, here's how you can see the ending:

Spoiler

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User is offline   Micky C 

  • Honored Donor

#219

yep, thanks WG, it worked! Looking forward to episode 2 :)
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User is online   Danukem 

  • Duke Plus Developer

#220

View PostMicky C, on Nov 21 2009, 03:05 PM, said:

yep, thanks WG, it worked! Looking forward to episode 2 :)


It should work without crashing at the end if you compile EDuke32 with the latest released source (which wasn't true at the time I wrote the quoted post).

EDIT: Specifically, that particular crash is fixed with revision 1540.

This post has been edited by DeeperThought: 21 November 2009 - 04:48 PM

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#221

Not sure if I should repost this but just in case...

My friend, TheSeriousCacodemon, is about to stream live and play WGR2 [on Skill 3 or Skill 4, I forget which], and I figure I'd invite you to see it if anyone cares. It'll be at 7:00PM EST. You can go there through the following links.

http://www.justin.tv...uscacodemon/old
or...
http://www.justin.tv/seriouscacodemon

So anyways, if anyone's interested, I'll see you there and so will he. >.>

Oh yeah, do note, he commentates live, but he'll still be watching the chat window, in case anyone cared.

EDIT: Stream over. BTW, I know DT, WG, TerminX and Plagman were there, but I figure I'd inform the rest of you that my friend DID end up having a single freeze crash near the end of the stream. Still, it doesn't seem to be too common on his end.

This post has been edited by Lord Misfit: 21 November 2009 - 09:22 PM

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#222

I'm enjoying the different gameplay of WGR2 but having recently beaten WGR, I don't understand how its considered the best episode ever made. The Level design was good and all but it just didn't seem to appeal to me, I guess I just prefer more urban levels.
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#223

Its just a matter of taste, I'm pretty sure its not considered the best episode by the majority, just one or two people.
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User is offline   VinsaneOne 

#224

View PostVinsaneOne, on Nov 18 2009, 01:01 AM, said:

I'm on the 3rd level and let me tell ya, it rocks! Pisses me off alot, died many, many times, but I like that. Makes ya want to keep going back for more ass-kicking. I havn't had a crash or game freeze but, why does it take so very long to unload when I quit the game? Then I have to force it to close because windows says its not responding. Hmm......
Quoted myself here to say it was my dumb-ass fault which caused the problem stated above. I was running it in a directory containing a Duke3d grp file! :) You guys always suggest a fresh, clean directory...Lesson learned.


View PostWilliam Gee, on Nov 21 2009, 11:55 PM, said:

Its just a matter of taste, I'm pretty sure its not considered the best episode by the majority, just one or two people.
I happen to like the vast, open space to explore and dealing with the unexpected. It's amazing how much I missed the first time through, then finding new stuff playing a second time!
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User is offline   TerminX 

  • el fundador

  #225

Bug: when you finish a level while holding the chaingun, pressing fire plays the spinning up sounds during the statistics screen.
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User is offline   Sangman 

#226

Heh heh, I'm kindof wondering to myself how people discover all these minor bugs :) Seems like they play through it all like 5 times and try every little thing they can think of :)
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User is offline   Gambini 

#227

TX surely knows the potential bugs beforehand :)
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User is offline   TerminX 

  • el fundador

  #228

That just means that when I notice things like that I know why they happen. :)
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User is offline   Davidos 

#229

Any chance we'll see a walkthrough for this?


I mean, for the secrets. I can't find that last golden apple anywhere... and I'm missing a secret.



Btw, I've been on here since 3d realms took a nose dive and I don't think I've ever posted before...

This post has been edited by Davidos: 26 November 2009 - 06:02 PM

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User is online   Danukem 

  • Duke Plus Developer

#230

View PostDavidos, on Nov 26 2009, 06:01 PM, said:

Any chance we'll see a walkthrough for this?


I mean, for the secrets. I can't find that last golden apple anywhere... and I'm missing a secret.


I'm already spending all the time I can spare to work on the game content for the next episode. Making a walkthrough is not a high priority. In fact, I don't even know where all the secrets are. I'll let you in on a tentative plan, though...

In future releases, you will be able to return to completed levels and get stuff that you missed, as well as find new stuff and enemies that weren't there the first time through. I might code a radar for missing apples/backpacks/etc that is linked to the episode's scroll.
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User is offline   Davidos 

#231

Wow, that's like, better than New Game Plus (If ya ever played Diablo.)

Will it be like, hardcore enemies or just a random variety?
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User is offline   ZedDB 

#232

I'm glad to see that TX is working on the linux version and updating the gtk start window! Thank you TX! However even in the svn version the game crashes when picking up the scroll at the end of the 3rd level and going back to the "lobby". So thought that maybe I needed a clean install of wgr2 so i deleted the folder and unpacked the game again. But now i can even get it to start :S If I try to start WGR2 with my .sh (.bat copy/paste) it just segfaults no error dumps. And then if i start it with just the "custom mod" option in the gtk ui then this happens:
http://pastebin.com/d52854be5
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User is offline   supergoofy 

#233

Actually newer eduke32 builds (svn or official) have various con coding problems, and various mods are broken.
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User is offline   Franpa 

#234

View PostDeeperThought, on Nov 13 2009, 06:35 AM, said:

I've made some progress on identifying the midis:

anxity - Castlevania 3, "Anxiety" (Remixed by Jay Reichard)
This track is not used in Episode 1.

bosfight - Guilty Gear XX, "In the Arms of Death" (midi by solis)

boss3 - SonicA3_-_Boss.mid
I only have the file name and I can't find it on VGMusic.com, but it's there somewhere. A boss theme from some Sonic game obviously.

c3 - Castlevania 3, "Encounter" (no artist listed)

cave - James Bond Golden Eye, "Caverns" (midi by King Meteor)

endlevel - Perfect Dark, "Pelagic II X" (midi by Yves Spierts)

gameover - Xcom (?)

lost - Age of empires 1

silent - None

soeboss2 - ?

title - Xcom (?)

warlord - Unreal

wgx1 - Age of empires 1

wgx2 - doom (?)

wgx3 - Unreal tournament

wgx4 - ?
wgx5 - ?
wgx6 - doom
wgx7 - ?
WG found all of these and I don't know where they came from. They are not used in episode 1.

victory - ?

within - Castlevania 2, "Within These Castle Walls" (remix by Jay Reichard)
This track is not used in episode 1.

wgx4 is Descent 2 (credits). I still have a really old version of wgr2 from before it was turned into a grp >.>" I can't figure out the other unknown tunes as there's quite a few files you've not listed and I dunno what names changed etc. in the final/current version.
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#235

I'm on like Level 1 or 2 still. :)
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User is offline   Helixhorned 

  • EDuke32 Developer

#236

Um, bump :lol:.. just wanted to say that I've enjoyed playing WGR2 a lot! Very fast-paced, and level design is fantastic!
The one thing I didn't like was the final boss. Basically, toward the end I was quite short on ammo (that pile of ammo before the arena was quickly depleted), so my strategy for killing him consisted of grabbing some chaingun ammo that was thankfully lying around somewhere and empty it on him without even moving. Have I missed some gameplay between picking up the scroll and the final scene
Spoiler
? Eduke32 crashed on entering the level after the boss fight...
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User is online   Danukem 

  • Duke Plus Developer

#237

View PostHelixhorned, on Jan 1 2010, 10:28 AM, said:

Um, bump :lol:.. just wanted to say that I've enjoyed playing WGR2 a lot! Very fast-paced, and level design is fantastic!
The one thing I didn't like was the final boss. Basically, toward the end I was quite short on ammo (that pile of ammo before the arena was quickly depleted), so my strategy for killing him consisted of grabbing some chaingun ammo that was thankfully lying around somewhere and empty it on him without even moving. Have I missed some gameplay between picking up the scroll and the final scene
Spoiler
? Eduke32 crashed on entering the level after the boss fight...


That crash sounds like an EDuke bug that had been fixed shortly before WGR2 was released. I'm sure you have the latest build, though, so I don't know what is going on. You didn't miss any gameplay, though: the scroll takes you back to the first level, but in a different spot where you have a good view. The surviving heroes that you freed can be seen walking around, and there's a game tip telling you that you finished ep 1. That's it.

I don't know how you could have killed the boss without moving. He is coded to teleport to different locations throughout the fight.
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User is offline   Helixhorned 

  • EDuke32 Developer

#238

Oh, it's not impossible... you position yourself somewhere in front of him, and when he tries to teleport you track his ghost. If you continually fire on him, he won't even have a chance to get you with those ice balls/spikes. Very lame, I know...
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User is online   Danukem 

  • Duke Plus Developer

#239

View PostHelixhorned, on Jan 1 2010, 11:06 AM, said:

Oh, it's not impossible... you position yourself somewhere in front of him, and when he tries to teleport you track his ghost. If you continually fire on him, he won't even have a chance to get you with those ice balls/spikes. Very lame, I know...


But that's not the kind of teleporting that I mean. When his health reaches certain amounts he is coded to instantly teleport to the locations of certain statues that are scattered around in a large area. When this happens, a message displays saying "FIND THE BOSS!" and you have to hunt him down. It was a feature I added about a week after the initial release, when problems with the boss battle become evident. I wonder if you have the old version.
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User is offline   Spiker 

#240

You could really consider making the torches not to be influenced by the shading of a floor/ceiling. This would really improve their appearance.

This post has been edited by Spiker: 01 January 2010 - 12:34 PM

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