
AMC TC general
#181 Posted 27 September 2012 - 10:37 PM
I killed the 4 cultists and Lilith still had her shield. Maybe that's because I sniped them with the pistol and machine gun before entering the room and thus before she spawned?
This post has been edited by MetHy: 27 September 2012 - 10:38 PM
#182 Posted 28 September 2012 - 12:41 AM
MetHy, on 27 September 2012 - 10:37 PM, said:
I killed the 4 cultists and Lilith still had her shield. Maybe that's because I sniped them with the pistol and machine gun before entering the room and thus before she spawned?
Yeah, that would be it exactly. I did want to have a cutscene before showing the summoning but didn't have enough sectors/time to do it.
#183 Posted 28 September 2012 - 12:47 AM
That sounds interesting, what would have been in the cutscene?
#184 Posted 28 September 2012 - 02:27 AM
Micky C, on 28 September 2012 - 12:47 AM, said:
That sounds interesting, what would have been in the cutscene?
A short conversation between Lilith and James that would be different depending on if you found her diary or not; also I was never able to secure a VA for her so that would of also made it impossible to make.
#185 Posted 28 September 2012 - 12:25 PM
James, on 28 September 2012 - 02:27 AM, said:
A short conversation between Lilith and James that would be different depending on if you found her diary or not; also I was never able to secure a VA for her so that would of also made it impossible to make.
THERE'S ALWAYS RINA-CHAN!
No don't do that please.
#186 Posted 01 October 2012 - 02:11 AM
James, on 20 September 2012, 06:33 PM, said:
I did try multiple times to get VA from everybody, but unfortunately most members of the squad have pretty much moved on from Duke modding.
Does it mean that in future releases there won't be voice acting for the main story?

#187 Posted 01 October 2012 - 04:09 AM
At least a few of the old mappers still hang around and might do some voice acting. On the other hand, there will most likely be new character(s) in episode 2 corresponding to new mappers who join the TC, and they will most likely do voice acting. Worst case scenario there can be NPCs voiced by people outside of the project. I for one would be disappointed if there was no new voice acting.
#188 Posted 16 October 2012 - 11:49 PM
The last boss (big thing with the small wiz).
First I always thought the boss was indestructible without killing these 4 guys.
But isn't.
If you get close (risky) you can shoot down and it will die with the small wizard shielded.
You auto aim at wizard on top but if you get soo close and point down you can actually shoot the beast.
Might be an undiscovered bug.
First I always thought the boss was indestructible without killing these 4 guys.
But isn't.
If you get close (risky) you can shoot down and it will die with the small wizard shielded.
You auto aim at wizard on top but if you get soo close and point down you can actually shoot the beast.
Might be an undiscovered bug.
#189 Posted 16 October 2012 - 11:57 PM
I was under the impression that killing those four guys made the witch vulnerable, not the boss, but I agree that I originally thought that I had to kill those guys to kill the boss. I guess the missing cutscene would have helped explain that, or maybe there was a PDA message that I missed (you stop reading those after a while, haha).
#190 Posted 17 October 2012 - 05:02 AM
First off I'd play with auto-aim off since it makes headshots impossible to get - as Micky said you kill the cultists to get Lilith's shield down; what I normally do is kill all but 1 of the guys so her shield is still active and so I can't accidentally hurt her (if you do hit her, she starts to attack with magic orbs herself otherwise she doesn't hurt you) Of course if you kill her it does drain alot of the entity's health away.
#191 Posted 17 October 2012 - 08:14 AM
You can make a ifvare blocking (from being hit).
My mod since Oblivion era uses the thing (boss cannot be hurt until you kill its summon or parts).
Also Lilith can't be hurted and when big boss dies she stays a bit while big boss dies and when boss dying frames are over Lilith is dead.
My mod since Oblivion era uses the thing (boss cannot be hurt until you kill its summon or parts).
Also Lilith can't be hurted and when big boss dies she stays a bit while big boss dies and when boss dying frames are over Lilith is dead.
This post has been edited by Zaxtor: 17 October 2012 - 08:15 AM
#197 Posted 23 April 2013 - 06:08 AM
Loke, on 23 April 2013 - 05:40 AM, said:
Is there some sort of sound library in which you can search for certain sound effects (similar to Ryan Lennox's DN3D sound list here.)?
There is the sound list in Mapster32, but you probably already know about that (if not you can get it in 2D mode by pressing F2)
#198 Posted 23 April 2013 - 06:21 AM
Nope, did not know about that. This just made my life 10x more easier. Thanks!
#199 Posted 24 April 2013 - 03:36 AM
This is certainly one of the best mods I've ever played. Hope there will be more!

#200 Posted 02 May 2013 - 03:50 PM
Hey, how do you construct a door so it changes between levels like in Millhaven? As for as I can see the wiki doesn't explain this. I've examined the Millhaven map and it seems like you're supposed to transport to another room (after activating the door transport sprite) before the level changes but I just can't get it to work; instead of loading the second level I just transport to another part of the map that I'm currently on. Ugh, I'm so confused. Obviously I'm doing something horribly wrong.
#201 Posted 02 May 2013 - 04:18 PM
There should be a manual included with the TC. If not, it looks like you're serious about making the map, so maybe ask James if you can get access to the SVN.
#202 Posted 02 May 2013 - 11:06 PM
I'm not sure if it's in the main file, I've included the documents that Dan wrote since he made the hub maps. - are you adding the maps to the con file though? You can't link between usermaps so they would have to actually be added to the con files. If it helps the door transport in Millhaven basically teleports the player to a little sector and then the HUB effector is handled seperately. The spritepal for that SE refers to the level in the current episode it takes you to.
Attached File(s)
-
Hub maps.zip (2.52K)
Number of downloads: 758
This post has been edited by James: 02 May 2013 - 11:07 PM
#203 Posted 07 May 2013 - 05:19 PM
Ugh, since I have more or less zero skills regarding .con coding I'll just have to settle for one single map for now. Thanks for the info though.
Anyway, here's a screenshot of one area of the map.
Anyway, here's a screenshot of one area of the map.

#206 Posted 09 May 2013 - 11:09 AM
Gambini, on 07 May 2013 - 05:29 PM, said:
must... resist... copying... idea... 

Just the same, I was thinking

Great stuff, Loke. I hope to see more soon.
#207 Posted 30 July 2013 - 01:33 PM
http://andr01d.hubpa...hub/Review-AMC#
I just discovered this review of the AMC TC, a pretty good one although I personally didn't encounter that strange RPG bug he mentioned. Episode 2 is going to have plenty more voice acting though guys I'm happy/sad to say
I just discovered this review of the AMC TC, a pretty good one although I personally didn't encounter that strange RPG bug he mentioned. Episode 2 is going to have plenty more voice acting though guys I'm happy/sad to say

#208 Posted 30 July 2013 - 02:22 PM
That's a long review. I'm not sure how many people are going to read it but I gave it 5 stars and chose the "better than Duke 3D option" in the poll anyway

#209 Posted 30 July 2013 - 06:16 PM
When might we expect this new release? Is it a year or two away or 5+ years?
#210 Posted 30 July 2013 - 10:27 PM
If current progress continues than hopefully next year, I've just been keeping very quiet because of there being lots to do and not wanting to lead people on to believing it would be out soon.