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BLiGHT [Released, sorta]

User is offline   CruX 

#61

View PostGambini, on 01 September 2012 - 03:15 PM, said:

And would not be better if the crossair follows it? or at least it´s enlarged while this is happening? I know that sounds tricky but I´m more of or everything or nothing at all.

Making the crosshair follow the weapon would actually be pretty easy, since they're displayed with the same commands, but doing that would be counterproductive in terms of making sure the crosshair accurately reflects where the player's aiming. The position of the HUD weapon has no relation to where the projectile's going to fly.

This post has been edited by EmericaSkater: 02 September 2012 - 03:49 AM

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User is offline   Gambini 

#62

I should see it in action. In my suggestion i beared in mind that about where the shot will hit. But I understand how that could be still counterproductive. Maybe if the gun weren´t in "ironsight" position it should not be so noticeable.
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User is offline   CruX 

#63

Posted Image

Couple things; got a minimalist hud worked out last night - - yes, I've seriously been putting it off this entire time. It's terrible, I know, and I'm a whore of a man for doing that. It's kind of tough to tell from the screen shot, but Captain Awesome's done some (excellent, IMO) re-editing to the Carnivore, so it doesn't look quite so blatantly PD-ish. Course, you can get a better look in the OP. Also, I've been shuffling out skyboxes for the past few weeks. Somebody's been whipping up some really excellent stuff in that department, unfortunately I haven't heard from him in a while, so I think he might've realized what a talentless hack I am and decided to quit wasting his time with it. Da'h well.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#64

At least I liked that. But are you sure about using that digital font without a black background?

I am uncertain if you are using the standard Duke 3D palette, or every tile has a palette of it's own... either way, using a palette of your own would give the game an unique atmosphere. For example, what it looks like with Hexen palette:

Posted Image

Of course the tan color from Duke 3D is very unusual, so it was converted to grey. But it can be solved if you was to create your own palette...

This post has been edited by Fox: 16 September 2012 - 04:18 AM

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User is offline   Player Lin 

#65

It's good, but... I still like the old HUD for some reasons... even it needed some works because it looks like not good... ;)
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User is offline   CruX 

#66

View PostFox, on 16 September 2012 - 04:09 AM, said:

At least I liked that. But are you sure about using that digital font without a black background?

Not sure what you mean by "black background". If you're talking about making the numbers cast a shadow on the screen, I did that. But I doubt it, since that's pretty plain to be seen. Do you mean the outer edges of the numbers should be recolored, or there should just be a solid black underlay?

In either case, Duke3d's palette is being used, with ExtClut being the only modification to it. I don't want to mess around with the palette for two reasons; I don't know how and I've spent tons of time making sure the tiles being used look good in the game's palette. If I were to change it out at this point, I'd basically be throwing all that work out.

View PostPlayer Lin, on 16 September 2012 - 07:03 PM, said:

It's good, but... I still like the old HUD for some reasons... even it needed some works because it looks like not good... ;)

The full HUD's still included. This is just an option.
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User is offline   Cage 

#67

A new palette would add a lot of extra flavor but it's kinda late for that - you've already got a lot material to convert. Plus it's a lot of work:

From my experience with the palette - the palette itself isn't that much of a problem, it seems to me that the lookup table is - how the colors behave when shaded and with transparent sprite/wall overlaid above them. The tools which I've dealt with allow only to edit a single shade table at a time and the automatic solution (transpal.exe) works well only for transparency - when used for the shade tables it grays out colors while they get darker - pretty much as the Doom's default colormap.

Anyway, keep up the progress, can't wait to play this. ;)
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User is offline   XThX2 

#68

View PostEmericaSkater, on 16 September 2012 - 03:23 AM, said:

Posted Image

Couple things; got a minimalist hud worked out last night - - yes, I've seriously been putting it off this entire time. It's terrible, I know, and I'm a whore of a man for doing that. It's kind of tough to tell from the screen shot, but Captain Awesome's done some (excellent, IMO) re-editing to the Carnivore, so it doesn't look quite so blatantly PD-ish. Course, you can get a better look in the OP. Also, I've been shuffling out skyboxes for the past few weeks. Somebody's been whipping up some really excellent stuff in that department, unfortunately I haven't heard from him in a while, so I think he might've realized what a talentless hack I am and decided to quit wasting his time with it. Da'h well.


Should be "acquired" right? ;)
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User is offline   CruX 

#69

^^ Is it? I dunno, man. I'm retarded.
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User is offline   CruX 

#70

Just a little level design update;

Posted Image

Inside of an apartment. Including this one, I've gotten three built so far, with another (thankfully unfurnished) one on the way. Each one takes me about two to three hours to build. Three hours for all of ten seconds worth of gameplay. The moral there is that I'm no faster at mapping today than I was a year ago.
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User is offline   Loke 

#71

View PostEmericaSkater, on 07 October 2012 - 08:04 AM, said:

Three hours for all of ten seconds worth of gameplay. The moral there is that I'm no faster at mapping today than I was a year ago.


Welcome to the club.

Great screenshot btw, nice use of color.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#72

Good like usual. I like how it reminds of Shadow Warrior levels.

This post has been edited by Fox: 07 October 2012 - 08:45 AM

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User is offline   Jenz/Amaka 

#73

Very interesting mod and I don't see any problems I'd like to complain.
I'll be keeping eye on this mod for sure.
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User is offline   Cage 

#74

Very stylish, especially the plants and the furniture textures!
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User is offline   MetHy 

#75

I've been following this thread and this mod is getting more and more interesting. it might turn out as good as amctc and wgr2. I hope it doesn't get abandoned.
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User is offline   CruX 

#76

BLiGHT's getting a little release today. It's nothing big, so don't get too excited, just the project along with the test board that I handed out to the folks that beta tested it a few months ago. Read more about it in the OP.
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User is offline   Lunick 

#77

Gimme gimme gimme :D

Edit: Love it love it love it :D

This post has been edited by Lunick: 21 October 2012 - 04:46 AM

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User is offline   MetHy 

#78

So this is a demo?
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User is offline   Loke 

#79

Since I'm a dumbass I completely overlooked the armory room and took on a good amount of enemies with the starting pistol and then had to rely on the quick kick -- yeah, I though that I must've had missed something in the beginning so I went back and found it. Sometimes I just want to slap myself.
But anyway, very cool stuff. The weapons feel great though I do wish the shotgun had a auto-reload so you don't have to manually pump the handle.
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User is offline   MetHy 

#80

There is an armory room ? Is it the room with the medipack? Because I ran out of ammo very quickly too and had to rely on the kick as well until I reached the part near the green teleporter.
Speaking of the kick : it seems that enemies (besides the red and green slimy monsters), apparently they can't attack you when you keep slamming the kick into their face when staying very near. The drones do shoot from times to times in this situation but it doesn't hit you. You should fix that I guess.

Anyway that was a great demo! I love the visual style as well as level design. Your style reminds me of Geoffrey's style to the point that I could almost believe you are him.
I also liked the slow pace of the game.

The way the player's view moves heavily from left to right when walking disturbed me at first but I quickly grew used to it.
Also I got a glitch in the last room with a viewscreen (the room where you can unlock the exit). I pressed the switch and then I couldn't get out of the room (the door wouldn't work anymore?); then when I looked at the viewscreen again I could not exit it and I was stuck.

Hoping to see more soon! Great but short.
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User is offline   Loke 

#81

Yeah, it's in the same hallway as the infirmary. The door to the armory is locked but you can bash it open with a few kicks.
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User is offline   supergoofy 

#82

Interesting TC, I'll check it, thanks
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#83

The game is gun, and the graphics and sounds feel oldschool. It was interesting to test out.

Here is my beta testing feedback:
- The gameplay is counterintuitive. You must press open to pick-up items, all medkits works like inventory, you don't change weapon when run out of ammo, etc;
- Running speed feels too slow;
- The kick seems too weak, or at least annoying to use;
- There should have at least a clue that you must kick that door to open it (perhaps something like a footprint mark on it would work out), and that it needs multiple kicks doesn't help it out;
- The teleport effect takes too long.
- Particularly I did not enjoy so many blocked ways;

This post has been edited by Fox: 08 March 2013 - 11:41 AM

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User is offline   CruX 

#84

Thanks everybody, glad it's (mostly) well-received so far :D It looks like some of the stuff that's being mentioned (teleporters, picking up stuff with the open key, the shotgun's functionality, etc.) are just design choices that I liked and I'm (unfortunately) the odd man out. Since I like them, though, I don't intend to change them.

View PostFox, on 21 October 2012 - 09:05 AM, said:

- The gameplay is counterintuitive. You must press open to pick-up items, all medkits works like inventory, you don't change weapon when run out of ammo, etc;

I'm not sure what you're talking about with the medikits. The largest health pickup is an inventory item, but it was like that in DN3D too, and the rest of them heal on pickup. Sure you're not confusing those with the pickups in CrackDown?

As for the auto-change on weapons, weapon-switching is something I struggle with a lot. Every time I redraw a new set of weapons, I end up getting this host of retarded glitches and bugs that I can never completely iron out, and it looks like this is just the newest thing. I'll look into it. It may be an accidental byproduct of my attempt to fix my last glitch with weapon switching.

View PostFox, on 21 October 2012 - 09:05 AM, said:

- Running speed feels too slow

I didn't change anything about the running speed. Long as you don't wind yourself, you walk (and run) as quickly as you did in DN3D.

View PostFox, on 21 October 2012 - 09:05 AM, said:

- The quick seems too weak, or at least annoying to use;

It always bothered me how you'd quick kick in DN3D, ie you're pretty much kicking while running and quite possibly blowing holes through your thigh. Lowering your weapon to do the quick kick was just a way of addressing that. It's already stronger than the quickkick in DN3D, but I suppose I can put a bit more 'umf' behind it to help compensate for the longer time involved. TBH I didn't really thing it'd be that big of a deal.

View PostFox, on 21 October 2012 - 09:05 AM, said:

- There should have at least a clue that you must quick that door to open it (perhaps something like a footprint mark on it would work out), and that it needs multiple quicks doesn't help it out;

The message was supposed to be the clue, though I'll concede it could be made a bit more clear. Maybe I'll make an icon for it or something.

View PostFox, on 21 October 2012 - 09:05 AM, said:

- Particularly I did not enjoy so many blocked ways;

Just me not thinking far enough ahead in terms of how I'm designing levels, then going back and blocking shit off to keep the progression in tact. It's terrible, I know.

View PostMetHy, on 21 October 2012 - 08:02 AM, said:

Also I got a glitch in the last room with a viewscreen (the room where you can unlock the exit). I pressed the switch and then I couldn't get out of the room (the door wouldn't work anymore?); then when I looked at the viewscreen again I could not exit it and I was stuck.

That's...really disturbing. I got a similiar remark during the beta, but I couldn't reproduce it (and still can't). There's a few things I can think to add into the code, though, that might prevent something like that. Thanks though, I'm glad you liked it. Geoffrey design is good :D

This post has been edited by EmericaSkater: 21 October 2012 - 09:38 AM

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User is offline   Daedolon 

  • Ancient Blood God

#85

This mod is just really confusing me. Why are you still using old batch files while still using a sub-directory for the game? Why does the player randomly start running every now and then? Why can't I pick up big medkits?
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#86

I assume this is not intended to be the first level for the final release?
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User is offline   CruX 

#87

View PostDaedolon, on 21 October 2012 - 09:38 AM, said:

Why are you still using old batch files while still using a sub-directory for the game? Why does the player randomly start running every now and then? Why can't I pick up big medkits?

I'm using batch files because, quite frankly, it's the only way I know how to set it up and the directory (at least with extclut) helped keep things a bit more organized. I would've just packed it all into a grp, but apparently there's some kind of issue with doing that if you're using ogg sound effects. As for randomly running and not being able to pick stuff up, I have no idea. Like, at all. That's the first I've heard of it. Do you literally just start moving on your own?

View PostFox, on 21 October 2012 - 09:39 AM, said:

I assume this is not intended to be the first level for the final release?

Sure isn't. It was mostly just meant as a zoo-type level where I could put in all the enemies and test some of the effects that involved coding I'd never done before. I spent a bit more time on it to see what kind of level design I could do with the textures I had because I'd never mapped with stuff outside of DN3D before and I wanted to know I could make something decent looking with what I had.

This post has been edited by EmericaSkater: 21 October 2012 - 09:50 AM

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User is offline   Daedolon 

  • Ancient Blood God

#88

View PostEmericaSkater, on 21 October 2012 - 09:44 AM, said:

I'm using batch files because, quite frankly, it's the only way I know how to set it up and the directory (at least with extclut) helped keep things a bit more organized.


Just rename BLiGHT.CON as GAME.CON and place it file inside the ExtCLUT directory and you can run it by selecting the directory as a custom game in the EDuke32 launcher.

I personally like to have EDuke32 just to launch the mod straight without having to hassle with custom directories or batch files.

View PostEmericaSkater, on 21 October 2012 - 09:44 AM, said:

As for randomly running and not being able to pick stuff up, I have no idea.


Apparently your sprinting code doesn't account for autorun, which I always keep on, the player just starts running whenever you have enough strength. I didn't even realize you had separate sprinting code earlier.

For the items, it seems like you can't pick up a large medkit unless you've used one, but the inventory keys do not work at all. I had to bind the use medkit key separately and use that before I could pick them up. I think it's a bad idea to tie items to the inventory system, then disable it altogether.

Other than that it seems like a fun mod to play, going to wait for the full release.
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User is offline   CruX 

#89

View PostDaedolon, on 21 October 2012 - 10:09 AM, said:

Just rename BLiGHT.CON as GAME.CON and place it file inside the ExtCLUT directory and you can run it by selecting the directory as a custom game in the EDuke32 launcher.
I personally like to have EDuke32 just to launch the mod straight without having to hassle with custom directories or batch files.

Alright, I'll do that for the next release, though in my defense, I really hadn't assumed that clicking on a bat file would be much of a hassle :D

View PostDaedolon, on 21 October 2012 - 10:09 AM, said:

Apparently your sprinting code doesn't account for autorun, which I always keep on, the player just starts running whenever you have enough strength. I didn't even realize you had separate sprinting code earlier.

With the function for the sprining code being considered, the only real way to "account" for auto-run would be to disable it, which I didn't want to do. I wanted to discourage people from running when they didn't have to, but not outright force them, ergo you can use autorun if you want, but you'll run out of stamina pretty quick.

View PostDaedolon, on 21 October 2012 - 10:09 AM, said:

For the items, it seems like you can't pick up a large medkit unless you've used one, but the inventory keys do not work at all. I had to bind the use medkit key separately and use that before I could pick them up. I think it's a bad idea to tie items to the inventory system, then disable it altogether.


Even if it's resolved, that sounds really odd. The large medikit is the only "inventory" item that's actually been kept in the game, but I've never had a problem picking it (or anything else) up, regardless of the bindings. Either way, nothing was really "disabled" per se, it's just that no other inventory items exist, so for all intents and purposes, the system itself doesn't exist. Still, no keys pertaining to the inventory were disabled, nor were any displays (though since all the artwork for them was replaced, nothing would show up anyway). Glad you're enjoying it past the other problems, though.
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User is offline   Loke 

#90

View PostEmericaSkater, on 21 October 2012 - 09:34 AM, said:

The message was supposed to be the clue, though I'll concede it could be made a bit more clear. Maybe I'll make an icon for it or something.


I don't know, but as soon as she said "worn-down" it was made pretty clear to me what you had to do. But you could probably try making the door look more... busted up.
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