BETATESTER for PROJECT CON "Last Beta bevore Release. New Version!"
#1 Posted 01 September 2013 - 11:01 PM
A new Duke experience!
!!! BETA CLOSED !!!
Check here for the first Release:
http://forums.duke4....-con-first-cut/
This post has been edited by Nukem1982: 14 September 2013 - 12:19 AM
#3 Posted 02 September 2013 - 12:56 AM
Apiai, on 01 September 2013 - 11:55 PM, said:
i'm interested.
Thanks.
I send you the link per PM.
#5 Posted 03 September 2013 - 12:31 AM
The Commander, on 03 September 2013 - 12:16 AM, said:
It's been done before.
Slender Mod?
No, it has nothing to do with this one.
#6 Posted 04 September 2013 - 07:37 AM
I didn't finish it yet, no bugs at this point, will play it again tomorrow
#8 Posted 04 September 2013 - 10:12 AM
Apiai, on 04 September 2013 - 07:37 AM, said:
I didn't finish it yet, no bugs at this point, will play it again tomorrow
Thank you.
Good to hear that everything is working fine.
#9 Posted 06 September 2013 - 05:21 AM
#10 Posted 06 September 2013 - 05:56 AM
This thing has potential, I like how you tried to make some of the effects without changing GAME.CON. The mapping is good, most of the areas look atmospheric. It runs fine on my PC and it had all sounds and textures.
Still, here's a list of things which bothered me:
1.Some of the sounds play for too long, and sometimes it makes a big mess when there's a lot of sounds playing at the same time.
2.The explosion effect looks kind of strange. It doesn't look scary. I would recommend to replase the texture and sound for it, or find a better way to kill the player if he falls into the trap.
3.It's possible to spawn outside the room after falling into the pit.
4.The way you have to install this mod is weird. Why not make .bat and a custom grp with all data?
This post has been edited by zykov eddy: 06 September 2013 - 06:01 AM
#11 Posted 06 September 2013 - 09:35 PM
zykov eddy, on 06 September 2013 - 05:56 AM, said:
This thing has potential, I like how you tried to make some of the effects without changing GAME.CON. The mapping is good, most of the areas look atmospheric. It runs fine on my PC and it had all sounds and textures.
Still, here's a list of things which bothered me:
1.Some of the sounds play for too long, and sometimes it makes a big mess when there's a lot of sounds playing at the same time.
2.The explosion effect looks kind of strange. It doesn't look scary. I would recommend to replase the texture and sound for it, or find a better way to kill the player if he falls into the trap.
3.It's possible to spawn outside the room after falling into the pit.
4.The way you have to install this mod is weird. Why not make .bat and a custom grp with all data?
Hi and thanks for testing.
1.Yeah, some sounds are too Long. I will change lenght in the Release-version.
2. The Explosion effect is at the moment something like a placeholder.
3.That Bug was new to me, but i fixed it. No big deal.
4.The full Release-version will have a .bat File.
Thank you for the tipps.
#12 Posted 07 September 2013 - 03:27 PM
This is a good start for an horror map. Not so scary because I'm getting used with that horror style with the previous projects, like - for example - Slender Woods which scared me... but nowadays wouldn't that much anymore.
Nevertheless, this theme offers a large field of innovations and possibilities. I've been surprised in the beginnings (child, cat, ...) ; the new sounds, the places and the tiles used for them were conveying a strong atmosphere.
I didn't had too much this feeling about the sounds being repetitive as I've noticed the intention to sustain the atmosphere all the time. But maybe it was a little bit overused.
The other downside for me is this stroboscopic part which is not a bad idea first but, ultimately, becomes very blinding and tiring depending of how long time you may take to find the little steps to get the way out.
No bugs for me.
Impressive in the overall.
Thanks for sharing.
#13 Posted 07 September 2013 - 10:25 PM
David B., on 07 September 2013 - 03:27 PM, said:
This is a good start for an horror map. Not so scary because I'm getting used with that horror style with the previous projects, like - for example - Slender Woods which scared me... but nowadays wouldn't that much anymore.
Nevertheless, this theme offers a large field of innovations and possibilities. I've been surprised in the beginnings (child, cat, ...) ; the new sounds, the places and the tiles used for them were conveying a strong atmosphere.
I didn't had too much this feeling about the sounds being repetitive as I've noticed the intention to sustain the atmosphere all the time. But maybe it was a little bit overused.
The other downside for me is this stroboscopic part which is not a bad idea first but, ultimately, becomes very blinding and tiring depending of how long time you may take to find the little steps to get the way out.
No bugs for me.
Impressive in the overall.
Thanks for sharing.
Thanks for your time and the tipps.
One Question:
The Enemy (That woman), works it fine?
Could you see her and was she chasing after you?
#14 Posted 08 September 2013 - 01:40 AM
Nukem1982, on 07 September 2013 - 10:25 PM, said:
One Question:
The Enemy (That woman), works it fine?
Could you see her and was she chasing after you?
No, a pigcop was chasing me into the corridors where light flashes.
That's the only ennemy I saw, I couldn't kill it (as expected from what I read on the letter) and he hit me several times.
I didn't see any woman and I didn't know about that.
I suppose now the pigcop was meant to be replaced by a woman character, if true it didn't work. Correct ?
#15 Posted 08 September 2013 - 01:57 AM
David B., on 08 September 2013 - 01:40 AM, said:
That's the only ennemy I saw, I couldn't kill it (as expected from what I read on the letter) and he hit me several times.
I didn't see any woman and I didn't know about that.
I suppose now the pigcop was meant to be replaced by a woman character, if true it didn't work. Correct ?
Hm...
That's strange.
In the Procon.grp file the pigcop is replaced with another enemy.
Did you use HRP or something?
And did you do this:
Run EDUKE32 and at "Custom Game Content Direcory" choose PROCON !
This post has been edited by Nukem1982: 08 September 2013 - 02:07 AM
#16 Posted 08 September 2013 - 03:59 AM
Nukem1982, on 08 September 2013 - 01:57 AM, said:
That's strange.
In the Procon.grp file the pigcop is replaced with another enemy.
Did you use HRP or something?
And did you do this:
Run EDUKE32 and at "Custom Game Content Direcory" choose PROCON !
Yes, I used the HRP (I figure out now that 'autolad folder' has been left 'enabled'), but I turned off Polymer as explained.
At launch I also choosed PROCON in the custom game content also as mentionned.
I understant now this was meant to be played in 8bits. But I've just had a try and believe me, it was far less impressive in 8bits.
I supposed the HRP must be 'on' - and thought during the game everything was ok - cause the tiles and environment were perfectly shown in this mode.
And in my sense, that's a better realistic and frightening mode for this map. It was a little bit like a movie.
So here are some suggestions that comes in mind...
- I would urge you do go ahead with a 16/32 bits mode in mind, or - at least - keep it as a possibility. I think it's worth a lot.
- As you're using many new sounds, IMO I would also change this old known duke's scream when the player is falling down just a the beginning, for a new better quality sound.
#17 Posted 08 September 2013 - 05:06 AM
David B., on 08 September 2013 - 03:59 AM, said:
At launch I also choosed PROCON in the custom game content also as mentionned.
I understant now this was meant to be played in 8bits. But I've just had a try and believe me, it was far less impressive in 8bits.
I supposed the HRP must be 'on' - and thought during the game everything was ok - cause the tiles and environment were perfectly shown in this mode.
And in my sense, that's a better realistic and frightening mode for this map. It was a little bit like a movie.
So here are some suggestions that comes in mind...
- I would urge you do go ahead with a 16/32 bits mode in mind, or - at least - keep it as a possibility. I think it's worth a lot.
- As you're using many new sounds, IMO I would also change this old known duke's scream when the player is falling down just a the beginning, for a new better quality sound.
OK. so the fact is:
in 8bit you have the custom enemy but not in the other modes, right?
#18 Posted 08 September 2013 - 05:18 AM
Nukem1982, on 08 September 2013 - 05:06 AM, said:
in 8bit you have the custom enemy but not in the other modes, right?
Right. I saw the woman in the right mode (8bits).
Impressive.
#19 Posted 08 September 2013 - 05:26 AM
David B., on 08 September 2013 - 05:18 AM, said:
Impressive.
With the HRP-Mode is a good idea, but i donĀ“t know how to convert a sprite into a 3D-Model???
#20 Posted 08 September 2013 - 05:40 AM
Nukem1982, on 08 September 2013 - 05:06 AM, said:
in 8bit you have the custom enemy but not in the other modes, right?
#21 Posted 08 September 2013 - 05:41 AM
Nukem1982, on 08 September 2013 - 05:26 AM, said:
Yeah I know, that's the problem. You can't.
But I think you can make an HRP mode so to have a nice texturing and environment, without to take care too much about the fact that custom sprites will remains 2D.
You just can't convert 2d sprites into 3d-model, cause models are something totally different created from scratch with 3D tools creation as you probably know, in the same way the HRP team is using when they have to produce new 3d-models to replace original ones (medkit, stuffs, objects, ennemies...). The creation of 3d human shapes are far more difficult than current life objects and I'm not sure this is necessary.
Edit : as Leo said, most contents are replaced by the HRP. So the only trick to find is how to avoid HRP replace also your custom 2d-sprites.
This post has been edited by David B.: 08 September 2013 - 05:44 AM
#22 Posted 08 September 2013 - 10:38 PM
http://s000.tinyuplo...807978876457043
The last Beta before release in a few weeks.
#23 Posted 10 September 2013 - 02:44 AM
Nukem1982, on 08 September 2013 - 10:38 PM, said:
http://s000.tinyuplo...807978876457043
The last Beta before release in a few weeks.
I'll have a look after work, tonight.
#24 Posted 10 September 2013 - 05:50 AM
David B., on 10 September 2013 - 02:44 AM, said:
Thanks.
I fixed some bugs and now CON has more custom stuff.
But not finished yet.
At the moment I work on custom speech for the character.