Duke4.net Forums: Need opinions - Duke4.net Forums

Jump to content

  • 3 Pages +
  • 1
  • 2
  • 3
  • You cannot start a new topic
  • You cannot reply to this topic

Need opinions

User is offline   CruX 

#31

View PostSangman, on Jan 1 2010, 10:11 AM, said:

Also I don't think the door transition effect thing is very necessary, it's just gonna get annoying if you need to open a lot of doors.


...Yeah, I think I'm probably just going to get rid of that. Bad idea. Bad, bad idea.
0

User is offline   NerdZilla 

#32

View PostSangman, on Jan 1 2010, 10:11 AM, said:

Nice, aim system is gonna need some work obviously (rather than have the player aim manually you could do it Metroid-style). Also I don't think the door transition effect thing is very necessary, it's just gonna get annoying if you need to open a lot of doors.


You have a good point. Ive seen something from a WG RPG that would work. But the old RE never had that... Maybe you could make it so the player can only look up and down 25% from an even angal? I'm sure that would'nt be too hard? And it would make the game alot more playable. Not to mention, alot like the old RE.
Or heres a really simple one. Make the player look ahead when moving?.. im not sure what you have done. but i hope one of those ideas helped? i really like this mod.

This post has been edited by NerdZilla: 01 January 2010 - 11:16 AM

0

User is offline   Sangman 

#33

Restrict movement? Nah, that's not the problem. What needs to be restricted is aiming so you can aim at an enemy without having to resort to trial-and-error of pressing buttons. Could have several targets on-screen, one of them in a different colour to signify "that's what you're aiming at right now" and have the player cycle through other targets with a couple of buttons. Then again, perhaps this could make things laughably easy (read: not scary at all)..
0

User is offline   CruX 

#34

Okay, I've taken this in a slightly different direction. I caved in and decided that giving a third person mod a unique player sprite was more important than a sprite that would change with the player's weapon, and wound up hacking together my own spin on a strife guy.

Also went ahead and coded my own system of footsteps, and a hud that makes use of the showview command. Unfortunately because of this, it looks like I won't be able to use polymer for this mod, since the showview command doesn't seem to work with it. I don't entirely mind this, since that would make it a bit more widely available (alot of people can't run it, from what I've heard). This ended up being alot more work than I originally planned on doing, but I figure what the hell? I'm starting to have fun with it now, because it's beginning to feel a bit more like its own unique thing. I might code another weapon or two, and I have some more work to do with the gore, but as I do that I'm going to work on it's first three levels. Hopefully in the next couple of weeks, it'll be good to go.

Here are two videos that show what I've changed.

http://www.youtube.c...h?v=GO67YKT3UNo

http://www.youtube.c...h?v=78ISyn3qrhk

Kudos to anyone that gets the reference made at 00:19 on the second video.
0

User is offline   Spiker 

#35

Nice videos! But I don't get the reference. Guess I've seen to many movies with "a head in a refrigerator" LOL.
0

User is offline   necroslut 

#36

Looks very cool and interesting!
0

User is offline   Sebastian 

#37

Looks awesome! I can't wait to actually play around with it myself!

About the reference -- the only thing that came to mind was Friday the 13th: Part II..
0

User is offline   EHCB 

#38

That's really working beautifully in terms of atmosphere.
Great stuff.
0

User is offline   CruX 

#39

View PostRusty Nails, on Feb 10 2010, 12:40 PM, said:

Looks awesome! I can't wait to actually play around with it myself!

About the reference -- the only thing that came to mind was Friday the 13th: Part II..


Hey man, after seeing some of the stuff you've done with the AMC tc, I can't wait to see what you could do with something like this, either.

View PostSpiker, on Feb 10 2010, 10:53 AM, said:

Nice videos! But I don't get the reference. Guess I've seen to many movies with "a head in a refrigerator" LOL.


Now that I look back on it, the reference is probably near to impossible to get. It actually has nothing to do with a movie, and if you don't live in the states, there's little to no likelihood you'd know about it. The only other clue I really gave was the apartment number that was in the first video.
0

User is offline   Jokke_r 

#40

I like that first person view aim assist box, very clever. I was wondering are the controls camera oriented or player oriented?. As in will pressing "w" (or whatever you have mapped as forward) cause the player to move in the direction his nose is pointing, or cause him to move in that direction in relation to the camera angle?
0

User is offline   CruX 

#41

http://www.youtube.c...h?v=LlJxU2YIOqU

...One more little video, just because I'd feel guilty if I didn't allude to Zombieland in some way.


View PostJokke_r, on Feb 11 2010, 01:34 AM, said:

I like that first person view aim assist box, very clever. I was wondering are the controls camera oriented or player oriented?. As in will pressing "w" (or whatever you have mapped as forward) cause the player to move in the direction his nose is pointing, or cause him to move in that direction in relation to the camera angle?


The camera's completely fixed, so the player sprite moves in whatever direction he's facing. It takes just a little getting used to at first (though turning down the mouse sensitivity helped).
0

User is offline   Sangman 

#42

Nice ut2k4 sounds ;) But I wouldn't have enemies that aren't on-screen fire upon you (I know you can see what the protagonist is looking at in the top left corner but.. I dunno, it doesn't sit right with me)
0

User is offline   Jblade 

#43

View PostSangman, on Feb 12 2010, 05:31 PM, said:

Nice ut2k4 sounds ;) But I wouldn't have enemies that aren't on-screen fire upon you (I know you can see what the protagonist is looking at in the top left corner but.. I dunno, it doesn't sit right with me)

It's not a problem as long as you get an indicator of the enemy's direction or something - if you're getting hit and can't find out where he is, then there's a problem.

In anycase this looks amazing! It's definitly coming together :P
0

User is offline   ZedDB 

#44

Wow. I can't wait to play this! ;)
It's also good to see that the font that I made comes to use! If you are planning to keep them then perhaps I could add the missing signs that I didn't include like "." "!" etc...
0

User is offline   CruX 

#45

View PostSangman, on Feb 12 2010, 10:31 AM, said:

Nice ut2k4 sounds ;) But I wouldn't have enemies that aren't on-screen fire upon you (I know you can see what the protagonist is looking at in the top left corner but.. I dunno, it doesn't sit right with me)


The aim assist box does wonders. I don't really want to put many limits down or anything, so whether or not there is an enemy firing offscreen is more or less up to the mapper.

View PostJames, on Feb 12 2010, 11:01 AM, said:

It's not a problem as long as you get an indicator of the enemy's direction or something - if you're getting hit and can't find out where he is, then there's a problem.

In anycase this looks amazing! It's definitly coming together :D


Thanks alot, man! To you, Rusty and Sangman. I'm grateful for all of the feedback I get, but it's that much nicer when it's coming from someone that's working on something as badass as the AMC TC.

View PostZedDB, on Feb 12 2010, 01:04 PM, said:

Wow. I can't wait to play this! :P
It's also good to see that the font that I made comes to use! If you are planning to keep them then perhaps I could add the missing signs that I didn't include like "." "!" etc...


Go for it! The punctuation marks look a just a tad awkward right now.
0

User is offline   ZedDB 

#46

How do you want them? In .art files?
0

User is offline   Sangman 

#47

View PostEmericaSkater, on Feb 13 2010, 04:34 AM, said:

Thanks alot, man! To you, Rusty and Sangman. I'm grateful for all of the feedback I get, but it's that much nicer when it's coming from someone that's working on something as badass as the AMC TC.


Me and Rusty are working on the AMC TC as well ;) Although probably much less intensively as James.
0

User is online   Lunick 

#48

lookin' good hope to play soon
0

User is offline   EHCB 

#49

I just had a thought about this.
Isn't there a DukePlus feature to project images onto blank geometry? So in theory couldn't this thing use sexy pre-rendered backgrounds ala Alone In The Dark?
0

User is offline   CruX 

#50

View PostZedDB, on Feb 13 2010, 02:13 AM, said:

How do you want them? In .art files?


If it's not too much trouble. Saves me some cutting/pasting ;)

View PostSangman, on Feb 13 2010, 05:59 AM, said:

Me and Rusty are working on the AMC TC as well :P Although probably much less intensively as James.


Yeah, I meant to indicate in my thanks that I knew that, but I got some words mixed up. Either way, I anticipate the release of that T.C more than any other, and it's really awesome that the guys that are making it have an interest in something I'm working on.

View PostEHCB, on Feb 13 2010, 07:21 AM, said:

I just had a thought about this.
Isn't there a DukePlus feature to project images onto blank geometry? So in theory couldn't this thing use sexy pre-rendered backgrounds ala Alone In The Dark?


I don't know that it was used in DukePlus, but it was in WGR2. Basically if you use a screen drawing command in the displayrooms event, then turn a texture to a picnum that doesn't exist, it'll display whatever you drew with said command. I messed around with it here and there, but never got it to work completely the way I wanted. It is a pretty neat effect, though.
0

#51

Awesome mod I've always wanted to see something in the classic RE style used in something.

I liked the door opening effect, but since that's gone maybe you could make it so people can lean so you can aim around corners to deal with those tricky situations.

Keep up the good work can't wait to see more, if there is anything you need just let us know i'm sure most people will jump at the chance to contribute to your project. ;)
0

User is offline   CruX 

#52

These are the next (and likely last) couple of videos for this mod that I'm uploading before a release of at least some kind. After this, I'm going to just focus on mapping. I spent the majority of the past few days spriting, and this'll show what I've gotten accomplished. Circumstances more or less caused me to have to keep each video under 1 gig, so sorry each one is so short (there are three, total).

http://www.youtube.c...u/2/fLvyAkhYbyI

http://www.youtube.c...u/1/xI_cunYcqeE

http://www.youtube.c...u/0/qvpa27baMyU


Some details here and there, reloading animations were the first thing I started on, and they add a bit more challenge, since the game won't automatically do it for you. Once the mag-count on your weapon hits zero, it won't fire. While reloading, the player won't be able to move or shoot, so it adds that extra second or two of vulnerability in a firefight that can get you fragged.
The pistol and assault rifle magazines are completely replenished with one animation, but shotgun shells have to be inserted individually.

I also did a separate set of zombies (all of the guys with guns in the videos) called Black Swan. The Black Swan is a reference to the mod's plot line that I'm slowly brain storming over as I work
on it. They're a bit more lethal than the zombies in predating videos, and they run the gamut on weapons, armor, etc.

Ghouls (the big, fleshy screechy things on the bottom floor of the second video) are the new straight sluggers that replace the ZC zombie. They're big, dumb, slow, and have noticeable trouble getting around in smaller areas. I've play tested them in a larger area, where the were a few more, and got my ass handed to me, so they're not as easy to bring down as the video makes it seem.

Pretty much every enemy in these videos was sprited over the past few days. Some took waaay more time than others and effort than others, but with these things done, I think I'm finished with all of the new enemies/player animations I want to have for this mod.

This post has been edited by EmericaSkater: 18 March 2010 - 04:58 AM

0

User is offline   Plagman 

  • Former VP of Media Operations

#53

These three videos are private, can't watch them.
0

User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#54

http://www.youtube.c...h?v=juFZh92MUOY <_<
0

User is offline   CruX 

#55

Funny, doesn't youtube set them on public by default? Oh well, fixed now.
0

#56

Well I still cant view the videos...
0

User is offline   CruX 

#57

View PostBrOiler1985, on Mar 18 2010, 05:38 AM, said:

Well I still cant view the videos...


if you weren't signed in, then no, it probably didn't. It's good now, though. The links will take you directly to them.
0

User is offline   Sebastian 

#58

I could watch them just fine.
Also, OMG the guy hanging from the chains. <_<

This post has been edited by Rusty Nails: 18 March 2010 - 06:22 AM

0

User is offline   CruX 

#59

View PostRusty Nails, on Mar 18 2010, 06:21 AM, said:

Also, OMG the guy hanging from the chains. <_<


Brilliant, no? <_<
0

User is offline   Danukem 

  • Duke Plus Developer

#60

View PostEmericaSkater, on Mar 18 2010, 07:25 AM, said:

Brilliant, no? <_<


Yes. What does "DOUBLE TAP" mean? And I noticed you were destroying the bodies. Do they get back up again if you don't?
0

Share this topic:


  • 3 Pages +
  • 1
  • 2
  • 3
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks not owned by Voidpoint, LLC are the sole property of their respective owners. Play Ion Fury! ;) © Voidpoint, LLC

Enter your sign in name and password


Sign in options