WG Realms 2 HRP (+ WGR 1/Beerzity Highres) "Ever wondered how WGR 2 could be in HD? Download this and find out."
#1 Posted 15 November 2015 - 04:47 PM
After 2 or 3 months of editing, converting and adaptations i can finally publish this pack.
Like the mod itself it's obviously a mix of self made content and various communities material.
http://www.duke4.org.../wgr2_hrp20.zip (424 MB)
Further details in attached text files.
It also requires a more stable permanent host, just want to clean much of space-eating dust accumulated in the process knowing that the posted work will not be lost.
Stuff that need to be solved
There still a bunch of things to do, help or suggestion are welcome. To avoid entire reupload, future versions will be released as a update patch.
- Dead enemies keeps facing player
Practically the first issue you will notice. Since it was not expected by mod mechanics that the enemies had models, every dead or dismembered body (with few exceptions) rotate in front of you. Fix this would require a direct intervention on the .con.
- Maphacks
The known problem with most of objects faced in wrong way. Someone should navigate through levels for seek what is in mispositioning and consequently compiling maphacks.
- Decapitated demon soldier don't die beheaded
An headshotted demon soldier return "normal" when stop moving, it surely depends by the final death frame that is the same of the standard one. In sprite form it was fine just because you can't see his head at animation end but in model form the frames need to be assigned to two distinct deaths.
- Demonhorn firstperson
For some reason i have difficulty in put them in game, even the only implemented is barely in place and it use half-random lines that need to be corrected.
//DemonHorn Fist
model "HR/Models/Gauntlets_right.md3" {
scale 250
skin { pal 0 file "HR/Models/hud_gauntlets.png" }
frame { name "attack_5" tile 6745 }
frame { name "attack_5" tile 6746 }
frame { name "attack_14" tile 6747 }
frame { name "attack_14" tile 6748 }
hud { tile 6745 xadd -2.0 yadd 2.0 zadd -4.5 }
hud { tile 6746 xadd -2.0 yadd 2.0 zadd -4.5 }
hud { tile 6747 xadd -2.0 yadd 2.0 zadd -4.5 }
hud { tile 6748 xadd -2.0 yadd 2.0 zadd -4.5 }
}
There is also the Axe and Hammer firstpersons to coding for who want to try
Axe-Hammer Demonhorn.zip (1.57MB)
Number of downloads: 292
This post has been edited by Fantinaikos: 18 January 2017 - 05:36 AM
#2 Posted 15 November 2015 - 05:50 PM
Fantinaikos, on 15 November 2015 - 04:47 PM, said:
Fantinaikos, on 15 November 2015 - 04:47 PM, said:
Fantinaikos, on 15 November 2015 - 04:47 PM, said:
Fantinaikos, on 15 November 2015 - 04:47 PM, said:
#3 Posted 15 November 2015 - 06:09 PM
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I was thinking of something simpler like a sub-download on Fissile Material or alternately on official William Gee site. I should also contact Gee himself to resolve some incompatibilities with the project.
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I did that actually, infact I have taken from there and included into WGR1 folder. They work perfectly.
#4 Posted 15 November 2015 - 06:30 PM
Fantinaikos, on 15 November 2015 - 06:09 PM, said:
There is a svn set up, people are actively mapping for WGR. I'm downloading the pack. I once put together a High res pack also, I'll see if I have much to add to yours.
#5 Posted 15 November 2015 - 06:44 PM
However, I must ask: Do the hi-res textures and models actually look good? I have nothing against it in principle, but making an HRP would be pointless if the quality isn't there. We have models of most of the enemies in our svn, but we don't currently use them, because of issues with animations, skins not looking too hot, etc.
Would you mind posting a video or two?
PS: dead enemies "facing the player" is what happens when you start with a sprite based death animation that only contains one angle, so you don't bother coding it to work for cases in which more angles are available. How did they solve this for the regular Duke 3D HRP? Did it require editing GAME.CON? (if so, it is a trivial edit for anyone with rudimentary scripting knowledge).
#6 Posted 15 November 2015 - 07:01 PM
Fantinaikos, on 15 November 2015 - 06:09 PM, said:
Drek, on 15 November 2015 - 06:30 PM, said:
Trooper Dan, on 15 November 2015 - 06:44 PM, said:
This post has been edited by LeoD: 15 November 2015 - 07:05 PM
#7 Posted 16 January 2017 - 10:44 PM
#8 Posted 17 January 2017 - 04:01 AM
enderandrew, on 16 January 2017 - 10:44 PM, said:
Unfortunately not but I've never stop working on it so I will upload the new version very soon, and it will work also with the KneeDeep expansion (If you don't know WGR1,WGR2 and KneeDeep are all included in the addon compilation, and as I said the pack is thought to work with this versions)
Probably it will work even on WGR3 when it comes out. But I have not heard any progress recently and the project it's a private thread anyway so.
However before doing an upload, there is someone (besides Drek) that can test n' correct eventual HRP packs imperfections?
This post has been edited by Fantinaikos: 17 January 2017 - 04:07 AM
#9 Posted 17 January 2017 - 04:58 AM
#10 Posted 18 January 2017 - 05:37 AM
You can download the pack from the new link in the first post or by clicking directly on this: http://www.duke4.org.../wgr2_hrp20.zip
As always if you think to have a suggestion/solution for the described problems or you find other kind of issues, your help to improve this pack is welcome.
#11 Posted 18 January 2017 - 12:54 PM
Thanks very much for taking the massive amount of time to do this. However, quality varies so much from fantastic down to "embarassingly bad". Instead of installing the whole pack I will once again pick and choose the ones I need for my upcoming ( WGR3 ?? ) maps. A few dozen at least. They will be a welcome addition.
This post has been edited by Mark.: 18 January 2017 - 12:57 PM
#12 Posted 18 January 2017 - 01:30 PM
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Need to be more specific about what you mean, those bad ones are some of the custom texture or models I made or the sensation of discrepancy between different HRP material by different authors with different skills? Even know what material looks bad would be useful. A little update was already planned anyway, if everything goes well.
Only find a model for the shotgun that resembled the sprite with the same crosshair style in sniper mode was a pain.
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The pack it's also updated to work with the latest DN3D HRP assets for avoid conflicts and glitches, so actually re-download everything would be recommended.
This post has been edited by Fantinaikos: 18 January 2017 - 01:34 PM