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Shadow Warrior corner  "This thread has alotta Wangs! Discussions on Shadow Warrior only."

User is offline   Hendricks266 

  • EDuke32 Senior Developer
  • 5,686

  #511

View Postaxl, on 13 October 2017 - 10:56 PM, said:

Since it will support all Build games, will it make EDuke32 obsolete?

No, it will always be possible to do advanced things much more easily with access to source code. I can't imagine replicating all of EDuke32's modding features, client/server networking, etc by injecting them into the DOS exe. The most modification capacity that will be possible would be something like the Lua scripting featured in some 8-bit and 16-bit console emulators. Enough to fix bugs and make small changes, but anything drastic would be an uphill battle.

That said, my project could provide a far more accurate experience that the port that currently calls itself "Chocolate Duke". The primary goal of the project is to provide a 100% (and I mean 100%) accurate experience, with as many modern conveniences as possible, and without the frustrations and performance impacts of an emulator. My work will also be open source and unobfuscated.

View Postaxl, on 13 October 2017 - 10:56 PM, said:

Do you have like a deadline in your mind?

Two years ago, when I learned enough about x86 assembly through my university studies to pull it off.

One year ago, when I almost got to the fun part after working on the base layer for a computer security course final project.

Me right now, restraining myself due to other responsibilities:



View Postaxl, on 13 October 2017 - 10:56 PM, said:

Shouldn't we make a separate thread on this?

It would make sense, but I haven't even announced this project yet, and I don't want to draw much attention to yet another thing I say I'd like to do but haven't done the grunt work of delivering on. There are other things much closer within reach.

View Postaxl, on 13 October 2017 - 10:56 PM, said:

I'm very curious about your port ! Sorry if I ask too many questions :)

No worries. :)
7

User is offline   PikaCommando 

  • 337

#512

How complex was the Ninja AI in SW97? They were marketed as being able to do everything a player can (swimming, climbing ladders, jumping, crouching), which I'd say is ahead of Quake 2's, but does it simply stop there? I seem to recall a few instances where they ducked under my rockets, but Quake 2 enemies can also do that. Do they have any special AI routine that makes them search out the player in a special manner or something (like Coolie Ghosts circling around in the air), or do they only walk/swim/climb/jump/crawl forward in a straight line to kill the player?
0

User is offline   Ninjakitty 

  • 80

#513

View PostPikaCommando, on 24 October 2017 - 04:49 AM, said:

How complex was the Ninja AI in SW97? They were marketed as being able to do everything a player can (swimming, climbing ladders, jumping, crouching), which I'd say is ahead of Quake 2's, but does it simply stop there? I seem to recall a few instances where they ducked under my rockets, but Quake 2 enemies can also do that. Do they have any special AI routine that makes them search out the player in a special manner or something (like Coolie Ghosts circling around in the air), or do they only walk/swim/climb/jump/crawl forward in a straight line to kill the player?

I don't know whether they can swim or not, but they never want to seem to get into a water sector, despite having a swimming animation. They can definitely climb, jump, and duck, though. They don't really seek out the player before seeing them for the first time, at which point they actually acknowledge the player. And once they have acknowledged the player, they seem to have a preference to stay within a certain distance from the player, shoot, and reposition if the player moves too much while close to them or moves out of their line of sight.

When life gives you lemons... https://youtu.be/CM-CIvMEqUs?t=52
1

User is online   Phredreeke 

  • 65

#514

I thought enemies wouldn't see you if you're under water while they're above it?
0

User is offline   PikaCommando 

  • 337

#515

View PostNinjakitty, on 24 October 2017 - 12:25 PM, said:

I don't know whether they can swim or not, but they never want to seem to get into a water sector, despite having a swimming animation.


Now that you mentioned it, I can't recall any instances of seeing them swimming in the final game too but I know they did swim in one of the alpha's demo loops



This post has been edited by PikaCommando: 24 October 2017 - 04:12 PM

1

User is offline   Ninjakitty 

  • 80

#516

View PostPhredreeke, on 24 October 2017 - 03:50 PM, said:

I thought enemies wouldn't see you if you're under water while they're above it?

It depends. If it's a Room-Over-Room (the kind where you can see into the water), then they will be able to see you.

If it's just a regular body of water, what the game actually does is teleport you to an underwater sector whenever you crouch in the water entrance sector. These sectors are actually separate, and are in separate parts of the map, so enemies can't see through it.

When life gives you lemons... https://youtu.be/CM-CIvMEqUs?t=52
1

User is online   Phredreeke 

  • 65

#517

Yeah I was thinking of it from a Duke/Blood perspective
0

User is offline   PikaCommando 

  • 337

#518

Hmm, I remember fighting swimming Cultists in Blood. iirc they could do everything the player can too. Are Cultists from Blood and Ninjas from Shadow Warrior running on the same AI/codebase?
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User is online   Phredreeke 

  • 65

#519

Probably not, given that Blood was developed outside of 3D Realms, even before they sold the rights to it
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User is offline   Jim 

  • 16

#520

SW maps with mines removed by Phredreeke

http://s000.tinyuplo...730926990238508

http://s000.tinyuplo...895652601588838

http://s000.tinyuplo...469215497297591
1

User is online   fuegerstef 

  • 578

#521

View PostJim, on 28 October 2017 - 12:23 PM, said:



I replaced the maps in the offical grp-file and it works like a charm. :)

A few free casual games by me: http://gamejolt.com/...uegerstef/2615/
0

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