Powerslave/Exhumed questions
#61 Posted 12 August 2014 - 02:12 PM
- if you set the "run" key as "capslock", you can actually have autorunning. No need to hold that shift key all the time anymore!
- and if you use that capslock autorunning; you can strafe super fast! The superfast strafing doesn't work with the 'strafe left' and 'strafe right' keys, however it works if you use 'strafekey + left' or 'strafekey + right' (again only if you use the autorunning capslock). So, by settings the Q and D keys to 'left' and 'right' (rather than strafe left/right in a normal WASD setting) and use a key like Lshift or Lctrl as "strafe" key; and hold that key anytime you want to strafe, you can use that superfast strafing.
Too bad I only got told about that after I'm done replaying the game! Damn!
Oh ; and another protip from me to make playing more comfortable too, though not a glitch this time : in this game you have to hold a key to be able to look up/down with the mouse. Well, if you set that key to a mousebutton like RMB or MMB, it makes mouselook much more convenient....
#62 Posted 12 August 2014 - 07:22 PM
#64 Posted 13 August 2014 - 04:18 AM
Corvin, on 12 August 2014 - 07:22 PM, said:
Yeah sure! Now if only someone could find a way to play the game in resolution higher than 640*400... I tried manually editing the cfg and put 800*600 but that doesn't work.
#65 Posted 13 August 2014 - 05:34 AM
#66 Posted 13 August 2014 - 11:19 PM
MetHy, on 13 August 2014 - 04:18 AM, said:
scaler=normal2x forced
Doesn't really change the resolution the game is running on but scales the image on the screen in DOSBox...
http://www.dosbox.com/wiki/Scaler
This post has been edited by zirkoni: 13 August 2014 - 11:19 PM
#67 Posted 16 August 2014 - 05:56 AM
Lunick, on 13 August 2014 - 05:34 AM, said:
I really don't know what people have against the controls of this game... Sure it's a bit more limited than other FPS, but it's not a problem considering the enemies feel like they were built with that more limited scheme in mind. It's just different rules, like going from Megaman 4 with slide and charge to Megaman 2 without slide and charge.
Plus it really is the only 'flaw' of the game and like I said I find it hard to even call it a flaw. I'd rather play Powerslave and its limited controls than the first Redneck Rampage with full WASD+mouse control but with glitchy enemies, invisible keys and hidden switches.
Yet, most people seem to like RR more.
zirkoni, on 13 August 2014 - 11:19 PM, said:
Doesn't really change the resolution the game is running on but scales the image on the screen in DOSBox...
http://www.dosbox.com/wiki/Scaler
That makes things a bit better, thanks!
#68 Posted 21 December 2014 - 08:46 AM
MetHy, on 12 August 2014 - 02:12 PM, said:
- if you set the "run" key as "capslock", you can actually have autorunning. No need to hold that shift key all the time anymore!
- and if you use that capslock autorunning; you can strafe super fast! The superfast strafing doesn't work with the 'strafe left' and 'strafe right' keys, however it works if you use 'strafekey + left' or 'strafekey + right' (again only if you use the autorunning capslock). So, by settings the Q and D keys to 'left' and 'right' (rather than strafe left/right in a normal WASD setting) and use a key like Lshift or Lctrl as "strafe" key; and hold that key anytime you want to strafe, you can use that superfast strafing.
Too bad I only got told about that after I'm done replaying the game! Damn!
Oh ; and another protip from me to make playing more comfortable too, though not a glitch this time : in this game you have to hold a key to be able to look up/down with the mouse. Well, if you set that key to a mousebutton like RMB or MMB, it makes mouselook much more convenient....
Apparently it's also possible to have toggle mouselook by setting the mouselook key to numlock or scroll-lock; haven't tried it myself but sounds pretty cool
#69 Posted 12 February 2015 - 06:19 PM
https://twitter.com/...983957368324096 - at the 30.00 minute mark.
#71 Posted 12 February 2015 - 08:34 PM
Mr. Tibbs, on 12 February 2015 - 06:19 PM, said:
They're not the ones who are in the best position to do such a thing...
#72 Posted 12 February 2015 - 08:40 PM
#74 Posted 11 March 2015 - 11:11 PM
Quote
Yes it’s true the game began as a PC FPS called Ruins. Paul wanted to make something with an Egyptian theme, so we started developing the game using the Build engine for Apogee in tandem with three other games they were making using the same engine. The other three games were Shadow Warrior (ninja theme), Duke Nukem (sci-fi theme), and Blood (horror theme). Our Egyptian themed game rounded out the “theme spread” for this set I guess, or at least I think that’s what Apogee’s original vision was. Eventually the product changed hands on the publishing side and we continued development on 3 platforms: PC, Saturn, and PlayStation. Playmates Interactive published the U.S. versions (“Powerslave”), and BMG published the game in Europe (“Exhumed”) and Japan (“A.D. 1999: Pharaoh’s Revival”).
The PC version was well underway when we began planning the Saturn version. I don’t remember why we started with the Saturn version first over the PlayStation version, but it became our lead platform between the two consoles. At first is seemed reasonable that we would attempt to just port the game to the Saturn, but I realized we had a great opportunity to do something different with the console versions of the game that could break away from what was typically expected for first person shooters at the time. There wasn’t really a push at that time to cater first person shooters to console gamers, and for the most part the console FPS selection was very limited. I remember specifically there was a huge hole in that area on the Saturn, and I may be wrong about this but I’m pretty sure the only FPS available for Saturn when we began development was a game called Robotica, which I played in detail to see what we would be competing with. It became clear that if we struck in a certain way we could really run away with something great that hadn’t been done at all up to that point.
There were a few key areas where I saw lots of opportunity to expand the FPS genre on consoles. One of them was controls and mobility, and so we set out to speed up movement to feel more like a jog, and also allow the player to make soaring jumps. This allowed us to take a fresh approach with level design and factor in more dexterity and “3D FPS platforming” style of game play. Another area was the overall structure and progression of the game. I wanted to avoid a linear experience, and instead offer a feeling of exploration and accomplishment, so we designed the “artifact system” in which the player discovered artifact items to gain permanent new special abilities so that they could gain access to areas of the game previously impossible to reach. The world map was added to help reinforce the setting and game world and navigate the level structure. All of this was kind of a nod to Metroid and several other games, so it wasn’t a new concept by any means, but it was new to the FPS genre and seemed to fit well for console gamers.
#75 Posted 21 September 2016 - 08:19 AM
I tried to convert a map of Powerslave for eduke32 and mapster32 has recognized it without problems ...
even replacing only a few textures here and there ...
my question is : why do not we create a tc for eduke32 which is much more compatible and there would be no need to do everything from scratch ?
#76 Posted 21 September 2016 - 02:47 PM
This post has been edited by leilei: 21 September 2016 - 02:48 PM
#77 Posted 21 September 2016 - 04:16 PM
but this guy in a couple of hours have done 3 maps that work well on eduke32 ...
I note with discomfort that can not ask anything on these forums , without offending the people's patience ... then I wonder : what are you doing on the forum that when someone has an idea strikes your feelings ?
This post has been edited by montycoral: 21 September 2016 - 04:17 PM
#78 Posted 22 September 2016 - 12:33 AM
montycoral, on 21 September 2016 - 04:16 PM, said:
but this guy in a couple of hours have done 3 maps that work well on eduke32 ...
I note with discomfort that can not ask anything on these forums , without offending the people's patience ... then I wonder : what are you doing on the forum that when someone has an idea strikes your feelings ?
He quoted you (the splinter in your head-part) and gave an honest answer. Just because it isn't the answer you wanted to hear means he was rude or something.
#79 Posted 22 September 2016 - 12:39 AM
The Build version of Powerslave has simpler behaviours than say... Blood, but it would still be off.
The right state of mind would be making the actual game more compatible with Mapster32.
This post has been edited by MetHy: 22 September 2016 - 12:40 AM