RELEASE: DUKE NUKEM FOREVER 2013 "it wasn´t a hoax."
#361 Posted 09 May 2013 - 03:35 PM
#363 Posted 09 May 2013 - 03:50 PM
Edit: fixed stupid phone autocorrecting.
This post has been edited by Micky C: 09 May 2013 - 03:56 PM
#364 Posted 09 May 2013 - 03:52 PM
This post has been edited by DavoX: 09 May 2013 - 03:52 PM
#365 Posted 09 May 2013 - 03:54 PM
Micky C, on 09 May 2013 - 03:50 PM, said:
Micky C, on 09 May 2013 - 03:50 PM, said:
also:
Micky C, on 03 May 2013 - 11:48 PM, said:
There was one more I dont find.
#366 Posted 09 May 2013 - 04:00 PM
Quote
Yeah, that's a slight implication, but not a statement. I could have just been testing it in the original levels or something.
Anyway here are the promised pics. Bear in mind they're WIP. I'm not showing anything beyond the first third of the level, at least not at this point.
#367 Posted 09 May 2013 - 04:30 PM
Gambini, on 09 May 2013 - 08:00 AM, said:
Yes, I was talking about the desert one. The one that kills the donkey.
EDIT:
And I really wish I would know more about mapping in the Build engine, just because of this mod. But then I am very busy with other projects anyways and wouldn't find any time.
This post has been edited by fuegerstef: 09 May 2013 - 05:21 PM
#368 Posted 09 May 2013 - 05:25 PM
fuegerstef, on 09 May 2013 - 04:30 PM, said:
And I really wish I would know more about mapping in the Build engine, just because of this mod. But then I am very busy with other projects anyways and wouldn't find any time.
Maybe you could convince interceptor to make a game in the build engine.
#369 Posted 09 May 2013 - 07:56 PM
#370 Posted 10 May 2013 - 12:38 AM
Gambini, on 09 May 2013 - 08:00 AM, said:
Editing the shotgun cannon from SW for the miniguns might work better with the rest of the Duke's artwork, but it's your call.
But it may be just me, I've seen the Doom guns way too many times!
#371 Posted 10 May 2013 - 12:42 AM
That would be sweet. However that sort of random horizontal floating sloped circular architecture is the worst thing you can try doing in the build engine. It's pretty much impossible.
You might be able to pull off a very very small scale version using TROR but that's going to be ultra glitchy in polymost which is a no-no in this mod.
This post has been edited by Micky C: 10 May 2013 - 02:38 AM
#372 Posted 10 May 2013 - 07:30 AM
#373 Posted 10 May 2013 - 11:42 AM
Micky C, on 10 May 2013 - 12:42 AM, said:
random horizontal floating sloped circular architecture is the worst thing you can try doing in the software build engine
FTFY
In DNF everything was made using models - you can do that in both Polymost and Polymer as well. Collision is the trickiest part but using a mix of invisible sprites and clipshapes it should be doable without even using TROR. Also, models are very cheap to render.
Yeah, I know that's not usable for this project, but since you said Build engine...
This post has been edited by Diaz: 10 May 2013 - 11:45 AM
#374 Posted 10 May 2013 - 07:36 PM
Playing No One Lives Forever 2 for the first time in years and I get farther then I've ever gotten, and what do I find out?
These guys
Are where the "Who are you" and "Who did this to me?" EDF soldier sounds are from.
You guys make some awesome choices. Wasn't expecting to stumble across something like that so randomly
This post has been edited by Bloodshot: 10 May 2013 - 08:12 PM
#375 Posted 10 May 2013 - 10:33 PM
Heh! and Mikko thought they sounded stupid
BTW NOLF 1&2 are awesome games. I loved them!
#376 Posted 10 May 2013 - 11:23 PM
#377 Posted 11 May 2013 - 12:40 AM
One of my favorite moments
It makes it extra exciting that if you want to make the jump while things are blowing up you actually have to risk it and time it right yourself.
This post has been edited by Bloodshot: 11 May 2013 - 12:44 AM
#378 Posted 11 May 2013 - 04:27 AM
#381 Posted 11 May 2013 - 04:57 AM
#382 Posted 11 May 2013 - 05:00 AM
#383 Posted 11 May 2013 - 07:07 AM
Cathy, on 11 May 2013 - 04:38 AM, said:
That snowmobile just clipped three trees!
jet_nick, on 11 May 2013 - 04:53 AM, said:
I insist that you should post those in the what´re u working on thread. As I don´t plan to add content from other people, or if do, i´ll come out to ask. It´s funny also that I was thinking of that Witchaven thug for making those ants at some point, but if so, I´d like to do it myself.
#384 Posted 11 May 2013 - 10:25 AM
#385 Posted 11 May 2013 - 11:07 AM
jet_nick, on 11 May 2013 - 04:53 AM, said:
The head looks like the Kilmaat alien from Powerslave. I like (the body should be a bit taller though).
This post has been edited by Loke: 11 May 2013 - 11:07 AM
#387 Posted 11 May 2013 - 05:48 PM
Still Jet_nick is a neat combination.
#390 Posted 12 May 2013 - 04:33 PM
Honestly though it feels pretty similar, and they are available in MP maps which is pretty awesome
This post has been edited by Bloodshot: 12 May 2013 - 04:49 PM