AMC TC general
#991 Posted 17 March 2019 - 02:42 AM
EDIT: new page, here's the patch agian:
https://www.dropbox....ch%201.zip?dl=0
This post has been edited by Jblade: 17 March 2019 - 02:43 AM
#992 Posted 17 March 2019 - 04:07 AM
Edit: Map screen already says Showdown in Hong Kong as the mission.
This post has been edited by Steambull: 17 March 2019 - 04:09 AM
#993 Posted 17 March 2019 - 04:11 AM
#994 Posted 17 March 2019 - 04:37 AM
This post has been edited by Steambull: 17 March 2019 - 04:38 AM
#995 Posted 17 March 2019 - 09:51 AM
#996 Posted 17 March 2019 - 11:08 AM
#997 Posted 17 March 2019 - 11:11 AM
#998 Posted 17 March 2019 - 11:31 AM
#999 Posted 14 April 2019 - 04:33 PM
While I already shared a long comment on moddb about this mod, written with my experience still fresh in mind, I still felt that I should share my experience with this TC in a more broad manner. Just to start of, in my impressions, I'll try to focus on mostly on my journey and the feel of the work and my own feelings while playing it. I don't want to talk too much about the difficulty, because to be honest, I really suck at this game, so while I dabbled in Normal mode, even Easy can be very challenging to me - which is ironic, as I was a Serious Sam modder/mapper, and yet, going against 100 Kleer Skeletons with a sledgehammer on Normal doesn't even compare to going against a single Pigcop in this TC (or really, any hitscan enemy in any Build engine game; somehow, my brain just cannot wrap itself around the feel of the engine, despite playing Duke3D since its release).
Another aspect I won't touch on is performance as I have a pretty beefy PC and the game never had performance problems whatsoever.
To start off my story, I have learned of this project from the Rock Paper Shotgun article that someone posted one day on one of the Serious Sam community discords (it was probably the official Croteam one). It instantly got my attention for two reasons: One, is that it's a very long-in-development Duke3D TC that I somehow didn't know about, despite me checking out Duke3D mods on moddb at least once yearly (in hindsight, I probably seen it before, but I gave it a pass due to the lack of a trailer and the screenshots being somewhat confusing). I already had two love affairs with fan-made projects that were developed for 10+ years, and following their development for at least as much (those projects being the Another Metroid 2 Remake, and the Mental Omega mod for Red Alert 2), so I had good feelings about this one; so far, fan works with such a passion put into them never made me disappointed.
The other reason is that the music in the Ep3 trailer was AWESOME, and what I was seeing in it was really intriguing. (Good music with fitting visuals is the no-1 way for a trailer to get to me; enough that I often rewatch such trailers even after the games came out.) It also came at a most opportune time, as recently I've been on a sort of personal research project into the evolution of the FPS genre, the apparent abandonment of the "complex design" of older games, and chasing the idea of a "true evolution of the old-school shooter", insisting that modern interpretations very often miss the point (in a way, the Serious Sam series "corrupting" the idea of the old-school shooter both in the minds of developers and many of gamers too). Yes, it sounds very pretentious, I know.
And so my journey began...
Episode 1
Episode 2
Episode 3
Conclusion
Addendum: On the world map
This ended up longer than I thought, so I put the post into sections, under spoiler tags.
#1000 Posted 14 April 2019 - 09:08 PM
By Black Gate I'm assuming you mean Dark Gate - did the spoilery bug happen before or after the patch? I'll look into it regardless.
#1001 Posted 14 April 2019 - 10:32 PM
I'm really happy about Ep4's theme, as I often mused about the lack of Fantasy-themed shooters made in modern times (fortunately, we did get Amid Evil, though still waiting for it to leave Early Access).
This post has been edited by Solais: 14 April 2019 - 10:36 PM
#1002 Posted 14 May 2019 - 09:04 AM
This post has been edited by Jblade: 14 May 2019 - 09:05 AM
#1003 Posted 14 May 2019 - 09:26 AM
Also, that 3D render of the Beyonders... I seen that in a dream yesterday....
#1005 Posted 14 May 2019 - 10:21 PM
A bit too Holywoodian to my taste though ^^
#1006 Posted 20 May 2019 - 02:00 PM
#1011 Posted 21 May 2019 - 10:32 PM
#1012 Posted 24 May 2019 - 11:20 AM
#1013 Posted 25 May 2019 - 12:22 AM
#1015 Posted 25 May 2019 - 10:40 AM
Jblade, on 25 May 2019 - 01:07 AM, said:
There is also the... "revised" definition in Ep 3. Wink.
#1016 Posted 25 May 2019 - 01:53 PM
#1017 Posted 01 June 2019 - 11:21 PM
I attempted to pllay this roughly 4 months ago but it was stuck in software render (despite manually selecting OpenGL several times) which made the game run like trash and was virtually unplayable...
#1018 Posted 01 June 2019 - 11:36 PM
There is a big update in the works though, which focuses on improving some of the art, so perhaps it would be worth waiting for that.
#1019 Posted 03 June 2019 - 02:18 AM
Micky C, on 01 June 2019 - 11:36 PM, said:
There is a big update in the works though, which focuses on improving some of the art, so perhaps it would be worth waiting for that.
OpenGL is hardware accelerated so unless you are literally running a potato I can't see any reason why software would perform better under normal circumstances...
For example the latest eduke32 build running Duke Nukem 3D, NAM or WWII GI utilizing OpenGL easily pushes 250+ FPS on my machine because the GPU is being utilized while the only compatible version running AMC TC in software render struggles to make 30 FPS often dropping into the 10-12 range.
So my question is: Why have you decided to set the game up in such a way?
How would an artwork change fix this issue?
This post has been edited by Avenger: 03 June 2019 - 02:19 AM
#1020 Posted 03 June 2019 - 02:26 AM
The maps in the AMC TC are far larger and more complex than those released in the 90’s. Polymost is still fairly CPU-bound because of how dynamic the engine is, meaning the GPU sits around waiting while the CPU is processing things. The net result of this and other factors means that polymost is slower in several maps.
There is talk of the eduke devs doing some under-the-hood improvements to move a lot more of the polymost processing. TROR is also relatively glitch-free in polymost now, however the builds where it is fixed seem to cause crashes. So down the line, hopefully, the TC will be glitch-free and running on polymost with a high frame rate. When this will happen is hard to say.