WGR1 - WGR2 conversion. "7 level episode"
#32 Posted 15 February 2011 - 10:20 PM
Good news. mapping is finished. DT just has to code the boss and beta testing can start.
#33 Posted 16 February 2011 - 02:10 AM
Is anyone interested in helping out with beta testing this weekend? I want to get people who have already played the released version all the way to the end, so we can get feedback about the new maps and stuff without fielding questions about the gameplay mechanics of the TC which aren't going to be changed anyway.
WG will be moving soon so his involvement from now on will be very limited.
#34 Posted 16 February 2011 - 03:32 AM
I hope the changes made to the original Duke gameplay (monsters, weapons, etc) will also be good, because I thought the original was great also because of those and the way you used them.
#35 Posted 16 February 2011 - 07:52 AM
Or was that a different mod?
#36 Posted 16 February 2011 - 08:08 AM
The Commander, on Feb 16 2011, 10:52 AM, said:
Or was that a different mod?
Change your character? Or do I have a wrong version?
http://www.moddb.com/games/wgrealms-2/tuto...astle-demonhorn
take a look. I have not defeated the boss yet, but when you do you should be able to play mid-evil.
#38 Posted 16 February 2011 - 09:30 AM
DeeperThought, on Feb 16 2011, 11:10 AM, said:
I'm definitely interested! About time I actually play some Duke . How long would the new episode be, compared to WGR2?
#39 Posted 16 February 2011 - 10:27 AM
Helixhorned, on Feb 16 2011, 09:30 AM, said:
There are twice as many levels, but they are shorter, so... about 50% longer? I'll send PMs to you and the other testers when it's ready.
#41 Posted 16 February 2011 - 01:39 PM
#42 Posted 16 February 2011 - 10:13 PM
We have a special palette for quad damage which makes everything greyscale except for the reds. It worked in the eduke32.exe packed with the last official version of WGR2, but the palette does not work with the latest build.
Too see this quickly, start a game, open the console and spawn QUADDAMAGE
The palette is changed using the setgamepalette command.
0 is regular
1 is under water
2 is for night vision
3 is not used
4 is for quaddamage
5 is for being on fire
Note that the other palettes have been altered as well, and they all work correctly, including palette 5. Also note that you may see the _sky_ change to grey with the latest build, but that's because the sky uses a high res skybox and it is done by swapping in a different tile number. And finally, this has been tested in all renderers and all behave the same.
This post has been edited by DeeperThought: 16 February 2011 - 10:19 PM
#43 Posted 17 February 2011 - 08:51 AM
#44 Posted 17 February 2011 - 09:35 AM
Plagman, on Feb 17 2011, 08:51 AM, said:
Attached!
Attached File(s)
-
PALETTE.zip (35.5K)
Number of downloads: 887
#46 Posted 19 February 2011 - 12:29 AM
It seems a few of the effects are not documented WGR2MapsterHelp.htm
#47 Posted 19 February 2011 - 12:38 AM
The Commander, on Feb 19 2011, 12:29 AM, said:
No, not currently. Why do you ask?
The Commander, on Feb 19 2011, 12:29 AM, said:
Yeah, I'm going to update the documentation for the next release. Is there any particular effect you need to know about?
#48 Posted 19 February 2011 - 01:13 AM
DeeperThought, on Feb 19 2011, 09:38 PM, said:
I have a one time sound on map load where the player starts, it is played while the select screen is up.
I can get around this issue easy enough but I thought I would just ask anyhow as I would like the player to use Jedrik.
DeeperThought, on Feb 19 2011, 09:38 PM, said:
I am using a static cutscene camera also on map start to show a conversation between the player and another character.
The issue here is that the player is not seen. (I know the reason for this)
I could get around this by using a sprite of the player on a tiny sector that disapheres into the ground after the camera is finished, another possibility is that before the next update you could force the F7 view mode on when say EXTRA 32 (unused?) is set on the camera. This way the APLAYER sprite is then drawn.
This post has been edited by The Commander: 19 February 2011 - 01:13 AM
#49 Posted 19 February 2011 - 01:50 AM
#50 Posted 19 February 2011 - 09:51 PM
DeeperThought, on Feb 17 2011, 09:35 AM, said:
As I thought, I broke it with rev 1772 when working on highpal. I'm looking at it right now.
#52 Posted 19 February 2011 - 10:21 PM
Plagman, on Feb 19 2011, 10:08 PM, said:
Awesome!
btw, do you know why the eduk332 wiki is down?