Suggestions and other feedback "Please post bug reports in the bug report thread"
#91 Posted 03 March 2011 - 06:55 PM
#92 Posted 03 March 2011 - 06:59 PM
#93 Posted 03 March 2011 - 07:15 PM
#94 Posted 03 March 2011 - 11:53 PM
#95 Posted 04 March 2011 - 12:00 AM
E.C.S, on Mar 3 2011, 11:53 PM, said:
Translating mod info would be good, but you shouldn't mess with the cons because I update them a lot and it would cause coordination problems. Quote numbers get changed around and stuff like that, and people would try using the spanish language wgr2user.con from an older version and get compiler errors.
I have yet to do a GOOD version of the manual in English; most of the info only appears in game as game tips. After there is a good English version, then it would make sense to translate it.
#96 Posted 04 March 2011 - 12:10 AM
Edit: And I finished DanM's level. OMFG it was brilliant! TBO for the first few minutes I thought it was average by WGRealms 2 standard then it just kept getting bigger, more detailed and more hell-like. The boss fights were well done, especially the last one. Epic just got redefined! The music was well suited too.
I died several times in that, it just seemed impossible, and I mean it really did look impossible, then I hit the solution and it was so obvious;
I then proceeded to change my underwear.
I'm halfway through the first level of WGRealms 1 now, and I have to say all new maps so far are completely up to the high standards of the WGRealms 2 mod. And there are great new coded features too.
This post has been edited by Micky C: 04 March 2011 - 12:19 AM
#97 Posted 04 March 2011 - 12:25 AM
DeeperThought, on Mar 4 2011, 05:00 AM, said:
But if the translation is update I think there will be no problems, no?. I mean, for example, I translate the mod, weeks later, a new version is available, then I re-translate the mod. Anyway, is your mod (and William Gee of course), I don't want to bother you.
DeeperThought, on Mar 4 2011, 05:00 AM, said:
Roger that DT, I will wait for the GOOD version of the manual. Meanwhile, I will translate the actual manual for the basic help and info.
#98 Posted 04 March 2011 - 01:10 AM
#99 Posted 04 March 2011 - 02:01 AM
Micky C, on Mar 4 2011, 12:10 AM, said:
I used that on the dead body sprites but not on anything else.
Micky C, on Mar 4 2011, 12:10 AM, said:
Yes, hats off to DanM for the epicness on steroids. By the way, I don't think your method is any big secret. In fact, it's still quite possible to win with a different method. Try playing using the Revenge pow meter (it goes up when you take damage instead of when you cause damage). I made a movie of that level which I will probably upload soon.
Quote
Thank you and good luck with the rest of the episode.
#101 Posted 04 March 2011 - 03:44 PM
#102 Posted 04 March 2011 - 11:01 PM
But I can't help but think how great it would be if there was some co-op, and maybe dukematch, but co- op would lbe amazing with maybe one player as duke and one as jedric and killed monsters drop ammo for both or something. It'd certainly increase the replayability and variety of the TC.
I know that the commander's red alert mod works with multiplayer so it's possible, and I think I've seen videos of AMC TC dukematch with different playable characters but only DT knows how much work would be involved (which is probably a lot) so it's down to him whether it's worth it or not.
Edit: Think about releasing POW on other players! muahahahahaha
This post has been edited by Micky C: 04 March 2011 - 11:07 PM
#103 Posted 04 March 2011 - 11:25 PM
For example, when you use the shotgun zoom feature, this actually increases the size of Duke Nukem.
Press F7 while using alt fire to see what I mean, depending on how that was coded it can cause any other players in game to increase in size no matter what weapon they are holding.
EDIT: When WGR2 was still in the making before the original release both William and I would test this online and it worked great.
This post has been edited by The Commander: 04 March 2011 - 11:26 PM
#104 Posted 04 March 2011 - 11:56 PM
#105 Posted 29 June 2011 - 05:01 AM
#106 Posted 29 June 2011 - 11:33 AM
#107 Posted 29 June 2011 - 02:31 PM
#108 Posted 19 July 2011 - 02:01 AM
Edit: I can easily see one of the weapons being something similar to DukePlus's gravity gun, where you can draw enemies in before meleeing them, or kill them by throwing them into a wall or into other enemies. Or picking up a whole bunch of enemies at once and requiring the player to move the mouse up and down to mash them against the floor maybe.
Either way, a 3rd playable character would be a cool edition and definitely add to the replay value considering the large, and possibly growing, amount of maps.
This post has been edited by Micky C: 19 July 2011 - 03:25 AM
#109 Posted 19 July 2011 - 01:17 PM
For now, I would rather spend my time on improving the existing features and adding new stuff for mappers to play with than spend time coming up with a new playable character.
#110 Posted 19 July 2011 - 05:32 PM
I thought it would be cool if the player could step into a sector (like the jump boot charger), spawn some particle effects, and require the player to press 'r' or whatever the POW button is, and give up a certain amount of spirit energy to activate something.
This opens up many possibilities: A player could use "POW" to blow a hole in a wall, an inactive teleporter could be placed in the sector so that the POW activation will teleport the player, and the spirit energy could also be used to open 'magically sealed' doors.
The problem is this effect isn't strictly necessary, and might require additional things like POW vials, and the respawn sprites from DukePlus that have lots of respawn options like spawning enemies every 2 minutes. I wouldn't use the effect in the map I'm currently working on, but I thought it'd be something neat to do in possible future maps.
#111 Posted 19 July 2011 - 07:12 PM
There's a feature that James put in AMC TC which I think would be cool in WGR2. Some structures have cables running between them, and the player can use a hook to slide down them (kind of like a tram without the cart to ride in). It would add a swashbucking touch and would fit in well thematically.
For something more magical, I could add jump pads like the ones in DukePlus. I've always thought that long distance jump pads are a lot of fun -- like going on an amusement park ride. And they could be useful for a lot of things, if used creatively. For example, there could be a map consisting of several islands all surrounded by lava, and you have to use jump pads to get from one island to another.
I will of course add ladders, as you requested.
The exploding barrel type sprites from regular Duke 3D are still in there, and they could easily be replaced with medieval versions. Using exploding barrels to blow up cracks or kill monsters next to them is a classic that never gets old, and it's not used much in Duke (as compared to Doom).
I post more if I think of something.
#112 Posted 19 July 2011 - 07:23 PM
And as for the hook to slide down, that would actually fit in really well in the map I'm working on, where Duke is required to find his way across some village rooftops to get to a certain area, so I'll look forward to seeing that update
Edit: while I'm posting; is it possible to give sound sprites an activation, so that they can be triggered in addition to starting when the player steps in their sector?
This post has been edited by Micky C: 19 July 2011 - 07:26 PM
#113 Posted 12 April 2013 - 12:38 PM
#114 Posted 12 April 2013 - 01:05 PM
Speedy Eggbert, on 12 April 2013 - 12:38 PM, said:
DanM maps makes full use of polymer and TROR as well as Micky's map
My episode is meant to be played with polymost and it does use models where they fit.
#115 Posted 09 May 2013 - 03:09 PM
This post has been edited by Mark.: 09 May 2013 - 03:16 PM
#116 Posted 09 May 2013 - 03:19 PM
Btw, aren't you guys going to go with a new name for the next release? No sense in calling it WGRealms, when WG isn't making maps for it anymore.
#117 Posted 09 May 2013 - 03:30 PM
I don't know why Mark calls his maps unofficial, they'd probably end up in an episode with the release.