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AMC TC ideas and suggestions  "the thread to put all your ideas and suggestions for the AMC TC in"

User is offline   Jblade 

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#31

View PostMicky C, on 09 January 2012 - 02:38 AM, said:

Are there going to be any vehicles other than the tank? I'd be interested to see what you guys can come up with in that respect.

If you mean 3D ones than no since ilovefoxes came up with that code and I'd go crazy trying something like that :P If you just mean any vehicles than definitly - the hovercraft from IW is already in the release version, it's just not used in any maps apart from the rec room unlocked when you beat the episode. It's very likely that I'll code some form of flying/hover vehicle in the future as well.
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User is offline   Lt.Havoc 

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#32

Okay, I do have another suggestions regarding weapons: would it be possible to add additonal Plasma Weapons or replaced the sprite of the GDF plasma gun with the Westinghouse M95A1 plasmarifle? I mean this one:

Posted Image

http://www.goingfast...2029/M95A1.html

I think this would be a nice addition and also a reference as well. I also think this weapon exists as a model already. I know that there is a Termiantor mod for FO3 so maybe Half-Life has a version as well.

"He attacked everything in life with a mix of extraordinary genius and naive incompetence, and it was often difficult to tell which was which." -Douglas Adams
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User is offline   Jblade 

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#33

The GDF Plasma gun is the gun from Imagination World, so that's gonna stay :P I would like the Terminator plasma-gun though, if I ever find a model for it I can use than I'll most likely add it in for sure.
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User is offline   Lt.Havoc 

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#34

As I said, the gun exists in Fallout 3 and was ported over to Garrys Mod as well, so it should not be too hard to create a sprite out of it.

"He attacked everything in life with a mix of extraordinary genius and naive incompetence, and it was often difficult to tell which was which." -Douglas Adams
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User is offline   Lt.Havoc 

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#35

Well, James, I wanted to ask you something: what are the criteria for a model to be turned into a sprite? I ask because it has to do with my next suggestions.

"He attacked everything in life with a mix of extraordinary genius and naive incompetence, and it was often difficult to tell which was which." -Douglas Adams
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User is offline   Jblade 

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#36

View PostLt.Havoc, on 14 January 2012 - 10:05 AM, said:

Well, James, I wanted to ask you something: what are the criteria for a model to be turned into a sprite? I ask because it has to do with my next suggestions.

Well, if you can get a good view of it from a first person perspective (that's not too squished or too long, with a decent field of view) and it has a few frames for reloading (and firing, if it changes alot) than it's normally good.
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User is offline   Lt.Havoc 

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#37

James, I was not talking about weapons this time, I actually thought about the possibility to add new allies and enemies to the mod. It came to me after watching some of your older videos on your YT account where you played a Duke mod that had monsters from Quake, Blood and Half Life in it, among those where the Human Grunts from HL1. Now I asked me if it would be possible to take the SD/HD version of those soldiers, turn them intro sprites and put them in the AMC TC as US Army soldiers or something like that. I mean, Aeons of Death has a fuck ton of monsters that where once 3D models that are now sprites and I asked me if that would work for the AMC TC As well.

There are quite a few Human Grunt models out there for both Half Life and Opposing Force and I think that its no problem to ask the authors for permission to use them, but only if these models can be used, that is. I dont want to pitch ideas that are unrealistic or unfeasible because of engine limitations etc.

But at least know I know about the guns. That said, I once had a huge collection of HL1, OP4 and CS weapons, skins and whole model packs. I have to see if I still have them and such. I dont think that current guns are any issue, seeing as there are tons of them, I do believe sci-fi weapons could be a bit more problematic.

"He attacked everything in life with a mix of extraordinary genius and naive incompetence, and it was often difficult to tell which was which." -Douglas Adams
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User is offline   Jblade 

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#38

Model rips can be used but they would clash horribly with the other sprites since with the exception of the zombies all of the sprites are 2D-based - I really want to avoid the AeOD effect of having ugly model rips alongside normal sprites.

The EDF soldiers fulfull the niche of generic soldiers anyway - they don't make an appearence in Episode 1's singleplayer but they will appear in Episode 2. I've modified their appearence to look closer to the EDF soldiers in DNF, and they have great new voice acting by Sangelothi as well.
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User is offline   thatguy 

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#39

View PostJames, on 15 January 2012 - 04:43 AM, said:

Model rips can be used but they would clash horribly with the other sprites since with the exception of the zombies all of the sprites are 2D-based - I really want to avoid the AeOD effect of having ugly model rips alongside normal sprites.

The EDF soldiers fulfull the niche of generic soldiers anyway - they don't make an appearence in Episode 1's singleplayer but they will appear in Episode 2. I've modified their appearence to look closer to the EDF soldiers in DNF, and they have great new voice acting by Sangelothi as well.


Well it depends on the quality of the model. Most of the sprites are just renders of really simplified 3d models, lowered to the resolution of the sprite. Unless you are talking about ripping the models and having the used as actual 3d characters in the map, which obviously you shouldn't do anyways.
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User is offline   Lt.Havoc 

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#40

I see. Oh well, was just an idea. I am not sure if its a good idea to make your EDF soldiers look more like the one in DNF because I always found the EDF guys to be really bland looking and all. They look more like SWAT guys in all this blue then real soldiers. Heaving them wear urban camo or whatever would have made them look a lot better, thats why I suggested the HL Hgrunts because they would have looked a bit better. I would not have minded it clashing with the rest of the game, but then again maybe other people would not like that.

Quote

Well it depends on the quality of the model. Most of the sprites are just renders of really simplified 3d models, lowered to the resolution of the sprite. Unless you are talking about ripping the models and having the used as actual 3d characters in the map, which obviously you shouldn't do anyways.


Well, I thought about SD/HD hgrunt models you can find at various sides, you know like these by Ambient impact:

Posted Image

or the ones from poke 646 or the Special Forces version of these from Azure Sheep.

"He attacked everything in life with a mix of extraordinary genius and naive incompetence, and it was often difficult to tell which was which." -Douglas Adams

This post has been edited by Lt.Havoc: 15 January 2012 - 05:16 AM

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User is offline   thatguy 

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#41

Actually I thought any use of the soldier sprites from Strife is awesome. ;) They looked so awesome.
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User is offline   Lt.Havoc 

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#42

BTW: edited my last post and yes the Strife sprites are used very well in this mod, but they represent AMC soldiers already.

"He attacked everything in life with a mix of extraordinary genius and naive incompetence, and it was often difficult to tell which was which." -Douglas Adams
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User is offline   Jblade 

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#43

Yeah I know lots about the grunts and models that could be used, but as I said they just wouldn't fit in at all with the rest of the stuff in the mod ;) There are plenty of sprite edits of Duke to look like a soldier though, but as I said I'd rather avoid using one camo type since they could be used in any environment anywhere.
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#44

Should we confine weapon balance suggestions to this thread or the main thread?

I feel that enemies with the supernatural armor type should be differentiated from enemies that just have armor somehow. They both have the same thunk sound effect with blue sparks flying off. Is this possible with the current resources and code? In my dreams the wizards and ghosts would have a flashing pentagram with each hit and some creepy chanting but that's probably impossible.
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User is offline   Jblade 

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#45

View PostRaritysretainer, on 15 January 2012 - 07:01 AM, said:

Should we confine weapon balance suggestions to this thread or the main thread?

I feel that enemies with the supernatural armor type should be differentiated from enemies that just have armor somehow. They both have the same thunk sound effect with blue sparks flying off. Is this possible with the current resources and code? In my dreams the wizards and ghosts would have a flashing pentagram with each hit and some creepy chanting but that's probably impossible.

That's most definitly possible ;) That thunk sound effect isn't specific to damage types, it's just a general 'ugly' noise to show that hits are doing nothing. It can be disabled in the settings text file. An effect to show that the enemy is supernatural rather than just not taking damage is a good idea though, and I'll look into it (Although I think chanting is a bit too much for each hit)

EDIT: and done just that - found some cool magical circle effects which I've used for a protection sigil that spawns randomly when hitting a supernatural enemy with an uneffective weapon. Also used them to make some cool effects for spawning certain things, as well as enhancing the atmosphere in 'For Providence' B)


This post has been edited by James: 15 January 2012 - 08:01 AM

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User is offline   Lt.Havoc 

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#46

Oh well then, was just an idea, would have been cool to see those Human Grunts in the mod even if they would have looked out of place (I personally dont care mixing models like that).

Still can I request more one liners from the main cast please? James is the only one having special comments regarding headshots and armored enemies, would be cool if the rest get those too and such.

Also, there are some other things that I thought about recently: I already said that with the next episode there should be more stuff to research but what do you guys think about also adding the feature to hire personnel, like specialists of some sort and have the feature to train your soldiers and so on? I mean James in the end said that the AMC needs to grow and for an Allied Military Complex/command they need to expand and hire more people and such to do that so they can become an army in their own right. Just an idea.

"He attacked everything in life with a mix of extraordinary genius and naive incompetence, and it was often difficult to tell which was which." -Douglas Adams
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User is offline   Jblade 

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#47

I've asked the team to record many more incidental one-liners but nobody else stepped forward...if they record it than I'll add it in.

As for the second request, I won't say much because I don't like to promise anything but things like that are on the drawing board for Episode 2. That's all I'll say for now ;)

EDIT: also Raritysretainer, I'd put balance suggestions here if you want - I'm always keen to hear what other people have to say about it since balancing the mod is such a daunting and huge task B)


This post has been edited by James: 15 January 2012 - 11:52 AM

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#48

It feels odd to see the AMC as a well organized and funded organization, since one of the inspirations for the mod is X-com. I saw X-com as an underfunded company that could only get drunken hobos for soldiers, recovering drug addicts for engineers, with the scientists and pilots being the only people with a clue what they're doing.

As too weapon balance, Highwire's rocket launcher could do with some tweaking. Its splash damage is either absurdly low for a rocket launcher or just bugged. Rusty nail's revolvers have too much spread and too little damage in exchange for a low fire rate and capacity when you're duel wielding them. Another small nitpick would be miko's assault rifle lacking an indication on the model itself of what firing mod it's set on.

This post has been edited by Raritysretainer: 15 January 2012 - 02:41 PM

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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...
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#49

View PostLt.Havoc, on 15 January 2012 - 10:45 AM, said:

Oh well then, was just an idea, would have been cool to see those Human Grunts in the mod even if they would have looked out of place (I personally dont care mixing models like that).

There are sprite rips of this model already (the one wearing the red beret)
I haven't looked fully into AMC TC yet as I have been busy but I suggested to James about adding them a long time ago, so I don't know if they are in there somewhere.

EDIT: Looks like this
Posted ImagePosted Image

Posted Image

This post has been edited by The Commander: 15 January 2012 - 02:15 PM

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User is offline   Jblade 

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#50

View PostRaritysretainer, on 15 January 2012 - 01:58 PM, said:

It feels odd to see the AMC as a well organized and funded organization, since one of the inspirations for the mod is X-com. I saw X-com as an underfunded company that could only get drunken hobos for soldiers, recovering drug addicts for engineers, with the scientists and pilots being the only people with a clue what they're doing.

Heh, if you look at the main agents though they may be good but they're far from professional and mostly crazy B) There is more backstory that could be told as to why the AMC Squad is relatively well funded, but of course if you think about the world threat is vast and the AMC Squad can only really reply to at most 8 different incidents at the same time if they want to spread themselves thin. Most of the money did go to building the facility and equipping the soldiers - it's not done terribly well in the first episode but there is money and treasure to be found which implies that war funds are what keeps the squad afloat.

Episode 2 will partly focus on building up the squad - I should of made the base more ramshackle and have it steadily improve over the episodes but these would of been a nightmare. The extra researchable base modules are one of my comprimises.

Quote

As too weapon balance, Highwire's rocket launcher could do with some tweaking. Its splash damage is either absurdly low for a rocket launcher or just bugged. Rusty nail's revolvers have too much spread and too little damage in exchange for a low fire rate and capacity. Another small nitpick would be miko's assault rifle lacking an indication on the model itself of what firing mod it's set on.

Yeah I shouldn't of released his missile launcher in the condition it was; it's designed for anti-armour but fires 2 missiles for some reason. I'll revamp it at some point, possibly even replace it with an RPG-7 (which would make infinitely more sense, although I also wanted one as a temp weapon as well) Rusty's revolvers are really overpowered if you have two and fully charge up the alt-fire - headshots deal enough damage to kill most enemies and it's perfectly accurate when 'charged' ;) Good point about Mikko's AR - the numbers change colour on the little screen but that's a poor indication. I'll see what I can do.
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User is offline   Lt.Havoc 

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#51

View PostThe Commander, on 15 January 2012 - 02:09 PM, said:

There are sprite rips of this model already (the one wearing the red beret)
I haven't looked fully into AMC TC yet as I have been busy but I suggested to James about adding them a long time ago, so I don't know if they are in there somewhere.

EDIT: Looks like this
Posted ImagePosted Image


Hey that does not look bad at all. The sprite looks really neat and would love to see it in the TC maybe as some sort of Spec Ops guys or something like that. Do you have any more screenshots of them btw?

"He attacked everything in life with a mix of extraordinary genius and naive incompetence, and it was often difficult to tell which was which." -Douglas Adams
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...
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#52

View PostLt.Havoc, on 16 January 2012 - 03:01 AM, said:

Hey that does not look bad at all. The sprite looks really neat and would love to see it in the TC maybe as some sort of Spec Ops guys or something like that. Do you have any more screenshots of them btw?

I can do one better and give you the art files to replace Duke. (doesn't have swim or kicking animation though)

Id look at this in a vanilla copy of Duke Nukem, I wouldn't put this file in the AMC TC folder.

Attached File(s)



Posted Image
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User is offline   Sangman 

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#53

View PostJames, on 07 January 2012 - 03:13 AM, said:

Mars will be visited in the future, either in a flashback form showing Geoffrey and Rusty's recruitment or a mission set there as suggested :)


I did start making a map set on Mars but it never really progressed much, I wonder if anyone still has it.

I also hope we can get Episode Two finished as well, almost all of my mapping was for that so that'd be kindof a shame if it didn't see the light of day :) I should continue building on it once I have a machine that can actually run Eduke32 properly...

traB pu kciP
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User is offline   Jblade 

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#54

Yeah I've still got it as well as a few of the dialogue lines you did for it :)
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User is offline   Lt.Havoc 

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#55

Say will you write an Wiki article for the Cycloid Race of Aliens? It would be nice to know more about them.

"He attacked everything in life with a mix of extraordinary genius and naive incompetence, and it was often difficult to tell which was which." -Douglas Adams
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User is offline   Jblade 

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#56

I do intend to fill out the wiki more but most of my days are consumed with work or other things :)
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User is offline   Lt.Havoc 

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#57

BTW: why does Highwire have the M16A2/M203 as a speical weapon you can buy, when all other guns are Russian in nature? Would it not have made more sense to give him a AK74/GP30 instead? Just something I was wondering all the time.

"He attacked everything in life with a mix of extraordinary genius and naive incompetence, and it was often difficult to tell which was which." -Douglas Adams
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User is offline   Jblade 

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#58

View PostLt.Havoc, on 19 January 2012 - 01:23 PM, said:

BTW: why does Highwire have the M16A2/M203 as a speical weapon you can buy, when all other guns are Russian in nature? Would it not have made more sense to give him a AK74/GP30 instead? Just something I was wondering all the time.

Simply because Highwire's a big fan of Scarface; a long time ago he had as his avatar at AMC a picture of his face photoshopped onto Tony Montana at the very end scene when he's firing his M16 :)
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User is offline   Lt.Havoc 

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#59

Oh THATS where that comes from. I have seen it in the loading screen when you start the game, as part of the collage. Okay then. Thanks for answering that.

"He attacked everything in life with a mix of extraordinary genius and naive incompetence, and it was often difficult to tell which was which." -Douglas Adams
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User is offline   Micky C 

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#60

I can't recall the name of it, but what about adding a mapping feature which allows the player to swing across something one after the other (e.g vines, bars or a pole) to get over an obstacle like a pit. The player would be able to climb horizontally, downwards or upwards, making it different from zipwires. The only thing I can think of getting in the way of this is the HUD animation.

Polymer wishlist: Global illumination, SSAO, Bloom, reflective surfaces, adjustable specular (wetness), volumetric lighting.
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This post has been edited by Micky C: 22 January 2012 - 03:53 PM

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