Duke4.net Forums: AMC TC general - Duke4.net Forums

Jump to content

  • 37 Pages +
  • « First
  • 12
  • 13
  • 14
  • 15
  • 16
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic

AMC TC general

#391

Looks like playing as Zaxtor on this map will almost feel as if you were playing Oblivion, actualy that would be a kickass mod idea >> porting Zaxtor's AMC HUD and weapons into Oblivion 3D as toggleable like in Duke Plus or as a definite replacement for those who would like to.
0

User is offline   Jblade 

#392

View Postthedrawliner, on 11 January 2015 - 09:36 AM, said:

Looks like playing as Zaxtor on this map will almost feel as if you were playing Oblivion, actualy that would be a kickass mod idea >> porting Zaxtor's AMC HUD and weapons into Oblivion 3D as toggleable like in Duke Plus or as a definite replacement for those who would like to.

Spoiler


Zaxtor: looks good! just remember the TC is intended for classic mode so make sure the TROR works alright in it :lol:
0

User is offline   Zaxtor 

#393

View PostJblade, on 11 January 2015 - 10:55 AM, said:

Spoiler


Zaxtor: looks good! just remember the TC is intended for classic mode so make sure the TROR works alright in it :lol:



TROR works well.

I did a fun test.
In polymost mode some part of the main door does HOM but in classic mode the HOM is gone.
1

User is offline   Micky C 

  • Honored Donor

#394

New milestone; SVN is now at 1500 revisions :lol:
1

#395

Jblade, Oh that would be a blast ^^


What does HOM mean ?
I keep discovering new acronyms.
0

User is offline   Micky C 

  • Honored Donor

#396

Hall of Mirrors. It's a rendering glitch that happens under certain circumstances where nothing is drawn to the screen so it contains an echo of what was previously shown in that space.
0

#397

Ah yes I see, I witnessed such glitches when using dnclip at times, and some mirrors tend to have a similar glitch like in E2L6, thanks for the info ^^
0

User is offline   Zaxtor 

#398

More shots of the Jungle Base (inside the base)
Posted Image
3

User is offline   Zaxtor 

#399

Why there are a few "png" stuff in AMC mod when I thought is classic mode.
I noticed some HRP stuff.
0

User is offline   Micky C 

  • Honored Donor

#400

I don't think there's any HRP stuff in the TC. Sure a few tiles have a relatively high resolution if that's what you mean.
0

User is offline   Jblade 

#401

Apart from a few converted tiles to additive there's no HRP support in the pack - the tiles are merely backups for some of the additive sprites so polymost isn't completely unplayable but it definitely is intended for classic mode. Others are imported in as they're too large to fit in the art tiles.

This post has been edited by Jblade: 31 January 2015 - 02:52 PM

0

User is offline   Zaxtor 

#402

The cool core I did works fine in classic mode but in polymost mode it get hommy.
1

User is offline   Micky C 

  • Honored Donor

#403

Yeah we'll try and support the TC in openGL as much as we can, but realistically some of the levels will be unplayable in anything but classic.

This post has been edited by Micky C: 31 January 2015 - 03:22 PM

1

User is offline   Rhaisher 

#404

I don't know if this question has been answered before, but I've been using the search function and haven't been able to find anything related to it, so... What's the console code to summon a Nail Gun (the temporary weapon)? :lol:
0

User is offline   Jblade 

#405

spawn NAILGUN_SPRITE :lol:
0

#406

This question has been answered but a long time ago ....

Gives the occasion to ask a new (I guess) question : Will the temporary Nail-Gun appear in the AMC armory ? Because it's actualy the ONLY gun not to appear in it :/
And BTW after analysing the architecture of that room it appears that there is room for 4 new guns in the central part of it which leads me to ask : Was that because you had thoughts for a few more temporary weapons but couldn't get them to work or was it just some sort of aesthetic trick ?
0

User is offline   Jblade 

#407

The nailgun is in the armoury, but the armoury was intended to just be a little test bed for weapons so in the newer versions the weapon is removed when you exit the area. As for the space for weapons, it was made bigger to make room for the future episodes and their weapons :lol:
0

User is offline   Zaxtor 

#408

More screenshots of the Jungle base level.
Posted Image
1

User is offline   Micky C 

  • Honored Donor

#409

What's the story with the map? You're mixing a lot of different independent factions there. They must have a good reason for cooperating.
0

User is offline   Zaxtor 

#410

In the base they are experimenting with zombies.


The aliens are doing all sort of things.
0

User is offline   Rhaisher 

#411

I don't know if this has been reported before, but I've found a bug in Rusty's "semi-auto acc." upgrade for his revolvers. It turns out that his revolvers are already semi-auto when you start a new map and are downgraded to "manual" (you have to click for every shot) if you buy their upgrade. :D

Also, last night I was playing the "Mega Plaza" map in "The Classic Collection" and, while I was crouching, trying to pull a lever to open the safe room in the bank section of the level, the legs of a... "prostitute" (those girls with a bag hanging from their shoulders and moving a foot slowly, heh :)) got caughted in the middle and I "rescued" her (removed her from the level, anyway). Is this supposed to work this way? I mean, if you press the "action" button in front of them while standing on your feet, you give them a buck. If you do the same but crouching, you rescue them. It makes no sense, lol. :lol:

All in all, I'm interested in knowing if this "rescue" count for the award, and if they can drop a random item when rescued (I tried with three or so and none dropped anything). ;)

Anyway, I'm REALLY looking forward for EP2, I love this TC. Keep up the good work! :D
1

User is offline   Jblade 

#412

Quote

I mean, if you press the "action" button in front of them while standing on your feet, you give them a buck. If you do the same but crouching, you rescue them. It makes no sense, lol.

Heh, this is a 'secret' way to save civies in case they're in the line of fire or in danger of an explosion :lol:
0

#413

The thing with Rusty's revovler being semi-auto from the start has been misunderstood ^_-

When you don't have the upgrade : no matter the fact you hold click or not you will always fire at the same speed
When you have the upgrade : you can no longer hold click but you can fire as fast as you click AKA potentially faster than without the upgrade


So NO it's not a downgrade or a bug -_^
1

User is offline   Zaxtor 

#414

Last loads for the level

Now at 1791 sectors, over 11200 lines, 4033 sprites and 39 TROR.. Very big base.
Posted Image
2

User is offline   Jblade 

#415

excellent, looking forward to playing the finished product and putting it into the episode :)
1

User is offline   Micky C 

  • Honored Donor

#416

Good news, I did some quick calculations and the episode should take more than 4 hours to play through Posted Image
0

#417

For a newcomer or an experienced player ?
0

User is offline   Jblade 

#418

you'll find out in about a fortnight so Micky stop teasing people about it :)
1

User is offline   Zaxtor 

#419

Level should be finish anytime.

All is left is making the exit and the switch to "renabled" the doors.

I made a freaken beautiful room where we see the exterior of the base (through windows).
Nice pretty complicated TROR
1

User is offline   Micky C 

  • Honored Donor

#420

View PostZaxtor, on 04 March 2015 - 10:21 PM, said:

Nice pretty complicated TROR


I'll be the judge of that :)
0

Share this topic:


  • 37 Pages +
  • « First
  • 12
  • 13
  • 14
  • 15
  • 16
  • Last »
  • 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