WG Realms 2 Episode 1 Released!
#31 Posted 08 November 2009 - 11:07 AM
Here's what happens: If I move the mouse to, say, the right, the player view moves to the right by a very small amount and then stops even though I keep moving the mouse. If I want to take the look further to the right, I have to lift the entire mouse and repeat the process.
Also, is there any good reason why the game ignores all my config files from the old WGR2 beta directory (or any Duke3D directory) so that I have to assign keys manually as well as graphic settings?
This post has been edited by Mikko_Sandt: 08 November 2009 - 11:08 AM
#32 Posted 08 November 2009 - 11:28 AM
#33 Posted 08 November 2009 - 11:28 AM
Mikko_Sandt, on Nov 8 2009, 11:07 AM, said:
Here's what happens: If I move the mouse to, say, the right, the player view moves to the right by a very small amount and then stops even though I keep moving the mouse. If I want to take the look further to the right, I have to lift the entire mouse and repeat the process.
WGR2 doesn't do anything with mouse movement, you must be having a problem with the included build of EDuke32.
Mikko_Sandt, on Nov 8 2009, 11:07 AM, said:
Just copy your old cfgs into the WGR2_EP1 folder.
#34 Posted 08 November 2009 - 12:20 PM
#35 Posted 08 November 2009 - 01:14 PM
These memory leaks infested older Eduke versions (I got the same problems playing with DNWMD some time ago), but disappeared with the latest stable snapshot before Polymer. Now they're back. Fuck.
P.S. : WGR better than WGR2 ? That's crazy talks, IMHO.
This post has been edited by Headless_Horseman: 08 November 2009 - 01:16 PM
#36 Posted 08 November 2009 - 01:28 PM
CraigFatman, on Nov 8 2009, 10:47 AM, said:
Are you talking only about the sprites and textures? It's true that most of those are ripped or edited, although I wouldn't minimize the work of Cage in making all those completely new weapons. However, all the level design and coding were done from scratch, which is a lot of new stuff. Even the ripped enemies have original code and attacks, and there are tons of original features, like the POW system to give one example.
CraigFatman, on Nov 8 2009, 10:47 AM, said:
There is a known EDuke32 problem which leads to crashes and is related to the new sound system. These are the only crashes we have been having in testing (we know they are caused by the sound system because the crashes stop when sound is disabled). I don't believe your crashes were caused by level geometry. However, if you don't mind taking the time to provide a few screenshots showing some of the bugs you have found, we would appreciate it and will fix them.
CraigFatman, on Nov 8 2009, 10:47 AM, said:
Imho, first WGR was better.
Everyone else thinks the weapons look good (I think they are great myself). Sorry you didn't like them. The souls can get annoying if they are following you for very long. I was thinking about making them fuse together to make a smaller number of bigger ones.
@HH We had to use this build of EDuke32, even though it is not an official build, because it fixes a serious bug which would cause WGR2 to crash every time near the end of the game. Hopefully the remaining bugs will be fixed soon.
This post has been edited by DeeperThought: 08 November 2009 - 01:29 PM
#37 Posted 08 November 2009 - 01:40 PM
Maybe a distance of say 2048?
#38 Posted 08 November 2009 - 02:02 PM
DeeperThought, on Nov 8 2009, 01:28 PM, said:
... However, if you don't mind taking the time to provide a few screenshots showing some of the bugs you have found, we would appreciate it and will fix them.
Everyone else thinks the weapons look good (I think they are great myself). Sorry you didn't like them. The souls can get annoying if they are following you for very long. I was thinking about making them fuse together to make a smaller number of bigger ones.
* POW is one boss ownage system when maxed out. The idea of skills are good too! (Especially the lightning aura)
* The texture bugs are usually misalignments at some areas (Mostly near watery areas) and their edges. (I can think of the purple water zone right now)
* I think every weapon except for the chainsaw is looking great. I also noticed, why is it not repeating like a chaingun ? It is like 3 cuts then wait a second; but the chainsaw is still displaying cutting frames during that.
Also, a question of curiosity. Will we be holding the script we obtained at the end of episode 1 during all episodes ? (Or, a more general question, will we have our stats (max life/ammo) kept for other episodes as in a RPG game ?)
#39 Posted 08 November 2009 - 02:10 PM
XThX2, on Nov 8 2009, 02:02 PM, said:
The scroll you get at the end of the first episode is like a town portal that can take you back to the hub level at any time, but it can only be used in the first episode maps. The second episode will have a different scroll at the end. You will get to keep your stats from one episode to the next, although you will have to start over again with each new release because the code will be updated (old saved games won't be valid). The original plan was that the episodes could be done in any order. That means for example you could do episode two first, then return to the hub level and do episode three and finally episode one. When all three episodes have been conquered, there will be a final challenge that gets unlocked. And there's also another big thing in planning that I'm not mentioning.
#40 Posted 08 November 2009 - 02:56 PM
http://www.livestream.com/DanielG
Should be fun.
EDIT: It was fun for a while, but the live streaming software started giving me BSOD.
This post has been edited by DeeperThought: 08 November 2009 - 04:03 PM
#41 Posted 08 November 2009 - 07:31 PM
Won't get a chance to play it for another few days most likely
#42 Posted 08 November 2009 - 08:19 PM
#43 Posted 08 November 2009 - 10:03 PM
Basically I wanted to ask WG or DT now that I know for sure: Are either if you going to update the Modifications page on the EDuke32 wiki with WGR2 and it's information? I want there, didn't see it, then considered adding a mention of it for you guys, but then figured one of you would be best to do it instead if such was your intention, since you know all the full information a lot of us wouldn't.
This post has been edited by Lord Misfit: 08 November 2009 - 10:10 PM
#44 Posted 09 November 2009 - 02:03 AM
Headless_Horseman, on Nov 9 2009, 12:14 AM, said:
I'd say why. WGR felt like Duke, and WGR2 is a strange mix of Doom, Quake, Hexen and other crap. Imho, the TC lacks style uniqueness a bit...
DeeperThought, on Nov 9 2009, 12:28 AM, said:
Sure, here are some level flaws.
This HUB.MAP stairway has one step twice wide, and one of the sides (top-left corner) has improper texture.
These walls seem to have wrong texture.
This elevator transport SUDDENLY changes its exit side when activated.
Besides, I found an underwater door which lets Duke breath inside it. Btw, certain door walls have odd alignment, are they supposed to be ceiling aligned?
This post has been edited by CraigFatman: 09 November 2009 - 05:03 AM
#45 Posted 09 November 2009 - 02:30 AM
i just wish there was some fog fx in these maps, they are practically begging for it
would of done wonders for the atmosphere
next swamp has to be white fog hexen style
#46 Posted 09 November 2009 - 04:05 AM
#47 Posted 09 November 2009 - 05:03 AM
Sangman, on Nov 9 2009, 03:05 PM, said:
Maybe... I'm trying to be objective, though sometimes I pay too much attention to certain things which people usually overlook. My main fault here is a poor ability to distinguish the major from the minor... Everything appears important and necessary.
#48 Posted 09 November 2009 - 06:48 AM
I can't wait to play more levels!
But I can't play it with polymer renderer, because the fps is damned low(8-2x fps, sometimes when more effects happens, and fps drop to 1 with some seconds...) in most open areas on my 8600GT... I switched to polymost and it runs fine as hell(60-4xx fps...WTF?).
I'm not blame about the renderer but it just doesn't work with me and my computer, sorry.
This post has been edited by Player Lin: 09 November 2009 - 06:56 AM
#49 Posted 09 November 2009 - 07:37 AM
CraigFatman, on Nov 9 2009, 02:03 AM, said:
Sure, here are some level flaws.
wgrbug0.png
This HUB.MAP stairway has one step twice wide, and one of the sides (top-left corner) has improper texture.
wgrbug1.png
These walls seem to have wrong texture.
wgrbug2.png
This elevator transport SUDDENLY changes its exit side when activated.
Besides, I found an underwater door which lets Duke breath inside it. Btw, certain door walls have odd alignment, are they supposed to be ceiling aligned?
I knew about the elevator exit side switch thing but had forgotten to tell WG. The big stair in HUB.map I noticed too, but I figured it was because whoever made the staircase in the game world had done an imperfect job so it didn't bother me. The wrong textures are indeed wrong.
I asked WG about the underwater doors that allow breathing last month, and he said that the door sector cannot be tagged both as underwater and as a door, and I didn't think it was worth trying to fix with a hack (especially since the player needs air at that point in the tunnel anyway).
Thanks for your report.
#50 Posted 09 November 2009 - 07:40 AM
Player Lin, on Nov 9 2009, 06:48 AM, said:
I can't wait to play more levels!
But I can't play it with polymer renderer, because the fps is damned low(8-2x fps, sometimes when more effects happens, and fps drop to 1 with some seconds...) in most open areas on my 8600GT... I switched to polymost and it runs fine as hell(60-4xx fps...WTF?).
I'm not blame about the renderer but it just doesn't work with me and my computer, sorry.
That's normal. Polymer uses more resources when rendering large numbers of sprites and stuff. Also, flickering dynamic lights are all over the map in Polymer.
#51 Posted 09 November 2009 - 07:59 AM
DeeperThought, on Nov 9 2009, 07:37 AM, said:
There's SE31 and 32 for a reason
#52 Posted 09 November 2009 - 10:27 AM
#53 Posted 09 November 2009 - 11:03 AM
Though I understand if you're not interested in any of that - I wouldn't be.
#54 Posted 09 November 2009 - 01:29 PM
Mikko_Sandt, on Nov 8 2009, 08:07 PM, said:
Here's what happens: If I move the mouse to, say, the right, the player view moves to the right by a very small amount and then stops even though I keep moving the mouse. If I want to take the look further to the right, I have to lift the entire mouse and repeat the process.
I've got the same problem right here, but not as severe as you describe. I can look to the right pretty far, then it seems to get stuck, I have to look to the left or lift the mouse to be able to look the right. Strangely it doesn't always do it... Do you by any chance have a Trust Predator mouse? I might try playing around with Eduke32's mouse settings, see if mouse smoothing has something to do with it...
Anyway, I've played a little while until it just completely crashed a few minutes ago. What I've seen from it is pretty awesome , but I'm afraid I'll have to start all over now...
Edit: Screwing around with the mouse settings didn't solve the problem. Oh and looking to the left does not 'unstuck' the mouse btw, only lifting up does... very strange indeed. And it only does it when looking to the right...
This post has been edited by SkullHacker: 09 November 2009 - 01:40 PM
#55 Posted 09 November 2009 - 01:38 PM
SkullHacker, on Nov 9 2009, 11:29 PM, said:
Creative's Fatal1ty mouse, the gaming mouse.
#56 Posted 09 November 2009 - 02:42 PM
#57 Posted 09 November 2009 - 04:54 PM
Anyway, made the folder and copied WGR2.GRP to the second folder. No crashes since. Probably not even related.
#58 Posted 09 November 2009 - 04:56 PM
But according to the eduke log it does find wgr2.cfg.. Anyhow I replaced the wgr2.cfg with my eduke32.cfg and converted the wgr2.bat so an .sh file and added "--cfg WGR2_EP1/wgr2.cfg" and eduke didn't complain anymore I could finally play!
However the x server error comes back from time to time when I try to start wgr2. But in most cases all I have to do is to launch eduke again and it works... O_o
Don't have any problems like these with vanilla duke :S
#59 Posted 09 November 2009 - 05:13 PM
Forge, on Nov 9 2009, 04:54 PM, said:
Because there is an outdated command in the .bat file that I should have deleted. It will be fixed in the next update. Your crashes are unrelated (if they were freezes, then they were probably examples of the dreaded eduke32 sound freeze that we have been discussing in the bugs subforum).
#60 Posted 09 November 2009 - 05:16 PM
ZedDB, on Nov 9 2009, 04:56 PM, said:
But according to the eduke log it does find wgr2.cfg.. Anyhow I replaced the wgr2.cfg with my eduke32.cfg and converted the wgr2.bat so an .sh file and added "--cfg WGR2_EP1/wgr2.cfg" and eduke didn't complain anymore I could finally play!
However the x server error comes back from time to time when I try to start wgr2. But in most cases all I have to do is to launch eduke again and it works... O_o
Don't have any problems like these with vanilla duke :S
Sorry about that. I think you could have avoided all that by simply starting eduke32.exe and and selecting WGR2_EP as the custom content directory. Please let me know if there are any case problems. There are probably some sounds that have some uppercase characters in their filenames but not in their paths, or vice versa (the log should say which files it isn't finding).