Build engine games general
#61 Posted 10 May 2014 - 10:45 PM
SW I think moves the RoR sectors to the location they appear to be in at map load time, Blood leaves them where they are. I don't know about RR.
#62 Posted 10 May 2014 - 10:50 PM
Quote
From what I've been told, SW and RR shouldn't be too much trouble to port over to eduke given the source code is available. However as Daedolon consistently mentioned to me, the engine code for Blood was forked from the standard Duke/SW/RR/Nam variant fairly early on, such that it would be completely unpractical for someone working for free in their spare time to make an accurate port of it using the eduke engine. Things like physics, the sound system etc..
As with projects like Blood TC, you could just try to get as close as possible with what we currently have, which many might consider acceptable, but it's not quite the same.
This post has been edited by Mickey C: 10 May 2014 - 10:51 PM
#63 Posted 11 May 2014 - 11:09 AM
#64 Posted 12 May 2014 - 06:26 AM
Though I think more than RR, it's Powerslave I'd love to see.
#65 Posted 01 June 2014 - 09:49 AM
Is it just me or is Shadow Warrior harder than Duke3D? Even the basic ninjas can be dangerous if you don't deal with them quickly. The beginning of the first level (I mean the very beginning before you get the uzi in the truck) gets me often, since I only have shurikens and I'm not fast enough to kill them with the katana.
Also, shadow ninjas. If you're hit by them, you're (almost) dead. Of course the best way of dealing with them is to kill them as quickly as possible, but that's not always possible... And they appear in the FIRST level! I feel like a chicken for using saves to deal with them.
Finally, even though there's that Build engine issue with the mouse control, I actually think this game (and Blood) were sorta meant to be played with mouse because of the grenade launcher and the sticky bombs. I use autoaim even with mouse because the enemies are quite hard to hit even though you aim correctly (although obviously you aren't supposed to). They were released after Quake, and Quake featured full mouse aiming so this makes more sense.
#66 Posted 01 June 2014 - 10:06 AM
MrBlackCat
This post has been edited by MrBlackCat: 01 June 2014 - 10:07 AM
#67 Posted 01 June 2014 - 10:31 AM
MrBlackCat, on 01 June 2014 - 10:06 AM, said:
MrBlackCat
Cool. I tried playing Shadow Warrior both with keyboard and K/M. With keyboard it's a little harder because aiming is less precise and the enemies are fast. But I'm used to keyboard controls because that's how I played Duke3D and DOS Doom back when I was a kid. It's not too difficult to adjust to WASD, though.
Maybe I should create another thread about the saves...
#68 Posted 01 June 2014 - 10:32 AM
MrBlackCat, on 01 June 2014 - 10:06 AM, said:
MrBlackCat
How do you kill the ghosts in shadow warrior with a keyboard only?
#69 Posted 01 June 2014 - 10:39 AM
Hank, on 01 June 2014 - 10:32 AM, said:
It's a bit annoying, but it's a game of waiting until they're more or less aligned with my aim, then I press the keys to correct it and shoot them. I use Riot Gun and Uzi like most. If they're moving about crazily I don't even bother going after them, I wait until they reappear because they slow down and become vulnerable.
#70 Posted 01 June 2014 - 01:30 PM
Hank, on 01 June 2014 - 10:32 AM, said:
Duke of Hazzard, on 01 June 2014 - 10:39 AM, said:
MrBlackCat
This post has been edited by MrBlackCat: 01 June 2014 - 01:31 PM
#71 Posted 01 June 2014 - 01:52 PM
MrBlackCat, on 01 June 2014 - 01:30 PM, said:
MrBlackCat
Interesting. Considering their damage from a single red blast, ability to wander through walls, sneaking up from behind and attacking in groups - I'm impressed.
#72 Posted 01 June 2014 - 02:12 PM
The shadow ninjas are much harder to kill with keyboard than the ghosts.
#73 Posted 01 June 2014 - 02:38 PM
Hank, on 01 June 2014 - 01:52 PM, said:
MrBlackCat
#74 Posted 01 June 2014 - 02:45 PM
Duke of Hazzard, on 01 June 2014 - 02:12 PM, said:
Generally in a BUILD game, with a non-hitscan projectile, you want to aim for the feet because the hitscan radius will be calculated from the sprite's actual coordinate point, which is on the floor.
#75 Posted 01 June 2014 - 02:47 PM
Hendricks266, on 01 June 2014 - 02:45 PM, said:
Unfortunately I couldn't do that because I was playing with keyboard, but thanks for the tip.
#76 Posted 02 June 2014 - 04:06 AM
Duke of Hazzard, on 01 June 2014 - 09:49 AM, said:
I have always assumed that SW was intended to be harder by the developers, and was meant for experienced Duke3D players. I have no idea if it was actually designed that way, but indeed SW is a bit harder.
Then again, some of the weapons in Shadow Warrior are somewhat more powerful than those in Duke's arsenal, so maybe the enemies were scaled up accordingly.
Also while it's true for both Duke3D and SW, in SW it really helps to find as many secrets as possible and use them to your advantage.
As for mouse aiming, Shadow Warrior was definitely dseigned with that as a viable control mode, since it even includes the option to turn off auto aim. I have this impression that the level design in SW is more suitable for the mouse freelook mode, whereas Duke Nukem 3D seems to play equally well with the mouse or with keyboard only. It's not about the aiming difficulty, but the layout of the level.
#78 Posted 03 June 2014 - 08:45 AM
MrFlibble, on 02 June 2014 - 04:06 AM, said:
Then again, some of the weapons in Shadow Warrior are somewhat more powerful than those in Duke's arsenal, so maybe the enemies were scaled up accordingly.
Also while it's true for both Duke3D and SW, in SW it really helps to find as many secrets as possible and use them to your advantage.
As for mouse aiming, Shadow Warrior was definitely dseigned with that as a viable control mode, since it even includes the option to turn off auto aim. I have this impression that the level design in SW is more suitable for the mouse freelook mode, whereas Duke Nukem 3D seems to play equally well with the mouse or with keyboard only. It's not about the aiming difficulty, but the layout of the level.
My skills are rusty so that's why I'm having trouble. I hadn't touched an FPS game for years.
I actually had the impression the SW weapons are weaker. The Riot Gun needs more shots to kill than Duke's Shotgun, and missiles don't always result in death for the enemies (while in Duke the RPG is almost an uber weapon). I think it's because the enemies have more hitpoints, especially the Rippers and the upgraded ninjas. (although the equivalent of the Ripper in Duke3D would be the Protector Drone, which has similar strength and is arguably more dangerous)
This post has been edited by Duke of Hazzard: 03 June 2014 - 08:46 AM
#79 Posted 04 June 2014 - 01:30 AM
#80 Posted 04 June 2014 - 01:00 PM
Can Shadow Warrior load custom grp files without exteranl applications? I know Blood can, but I searched and searched and found nothing on SW.
Also, how to build a rff file? KGROUP does the job just fine for grp files, but I can't find a tool that builds rff files. Seems most people are only interested in extracting them.
The reason I'm asking is that I want to pack Cryptic Passage for Blood and Twin Dragon for SW in a single file, for convenience. I only own the GOG versions and those are a mess, I don't know which file does what most of the time.
#81 Posted 04 June 2014 - 04:10 PM
SW: use any of the grp tools...
#82 Posted 04 June 2014 - 05:25 PM
Corvin, on 04 June 2014 - 04:10 PM, said:
SW: use any of the grp tools...
Thanks.
That's the brickwall I thought I would hit... I don't think CRYPTIC.EXE can load a rff file that's not the plain BLOOD.RFF.
#83 Posted 04 June 2014 - 05:35 PM
You can use this batch file to do the same exact thing:
http://www.the-postm...s/crypticfix.7z
#84 Posted 04 June 2014 - 06:06 PM
PS: Here's the default install list of OUWB (non GOG) but off the CD: http://dukertcm.com/...s.html#bludcomp
This post has been edited by Corvin: 04 June 2014 - 06:20 PM
#86 Posted 05 June 2014 - 12:59 PM
I'm running the game through DOSBox. I noticed SW from GOG comes with a special AUTOEXEC.BAT section in the conf file that allows you to choose between the main game and its different expansions. I wanted to create one for Blood to use a single shortcut, but I don't know how to do it.
EDIT: One of the more annoying things about GOG is that they don't sell the whole game. The image for OUWB is missing a lot of files, and the music is in lossy ogg. Granted, most of the files on the CD are unnecessary nowadays (TEN executables, for example), but they're providing a subpar service (especially in the case of music) for the sake of lower file sizes, when these old DOS games don't go beyond 500MB in most cases.
This post has been edited by Duke of Hazzard: 05 June 2014 - 01:44 PM
#87 Posted 06 June 2014 - 12:58 AM
#88 Posted 07 June 2014 - 09:35 PM
#89 Posted 14 August 2014 - 08:27 AM
http://www.dosgames....pic.php?t=20216
#90 Posted 06 November 2014 - 01:46 PM
This post has been edited by Skulldog: 06 November 2014 - 01:47 PM