[RELEASE] Duke Forces -- THE Star Wars mod for EDuke32
#31 Posted 06 May 2016 - 05:18 PM
This post has been edited by Jamesfff: 06 May 2016 - 05:26 PM
#32 Posted 06 May 2016 - 09:32 PM
Loke, on 06 May 2016 - 01:48 PM, said:
That was useful and I was able to fix both bugs, thanks. As I said, I will upload a bugfix update before the end of the month.
#33 Posted 07 May 2016 - 09:41 PM
#34 Posted 07 May 2016 - 11:14 PM
stumppy84, on 07 May 2016 - 09:41 PM, said:
Thanks for the heads-up on that! I'm hoping for this project to get enough attention to motivate mappers to build levels for the story mode. But I don't want it to get too much attention, if you know what I mean.
#35 Posted 07 May 2016 - 11:48 PM
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This should be in Duke Nukem 3D: Megaton Edition Steam Workshop!!
Thanks for your support. Duke Forces is powered by EDuke32 -- an extremely versatile, enhanced port of Duke Nukem 3D. Without EDuke32, neither Duke Forces nor any of my other mods (and countless other great mods by other authors) would exist. If you would like to support EDuke32 and its main developer, Richard Gobeille, check out the Eduke32 website and consider making a donation to support its continued development. The Megaton Edition uses some of Gobeille's code, by the way, which is why he received some royalties from it, until Gearbox shut that down over a dispute about a future EDuke32 project.
I hope I got my facts right.
#36 Posted 08 May 2016 - 12:31 AM
#37 Posted 08 May 2016 - 12:35 AM
MetHy, on 08 May 2016 - 12:31 AM, said:
Good point. I will edit my reply accordingly.
#38 Posted 08 May 2016 - 01:22 AM
#39 Posted 08 May 2016 - 01:24 AM
PsychoGoatee, on 08 May 2016 - 01:22 AM, said:
Well honestly if it wasn't Star Wars then no one would give a shit.
#41 Posted 08 May 2016 - 01:33 AM
Trooper Dan, on 08 May 2016 - 01:24 AM, said:
Also, I gotta say I loved seeing Max Rebo in Red Light District. Everybody especially gives a shit about that kooky blue elephant musician.
#42 Posted 08 May 2016 - 01:47 AM
PsychoGoatee, on 08 May 2016 - 01:33 AM, said:
A bit of trivia: The Max Rebo sprite is in fact the music effector sprite -- it becomes visible and displays his pic when set to play BAR_MUSIC.
One of my goals is to get Porkins into the game somehow. If there was a sprite set for him I would totally use it.
#43 Posted 08 May 2016 - 06:23 AM
Lunick, on 08 May 2016 - 01:25 AM, said:
Because none exist anymore.
#44 Posted 08 May 2016 - 07:05 AM
Trooper Dan, on 08 May 2016 - 01:47 AM, said:
the bossk sprite is basically wearing a xwing pilot uniform
convince one of those art guys to put in some black boots, a white helmeted human head, replace the gun with a doughnut, give it a beard, and make it fat.
This post has been edited by Forge: 08 May 2016 - 07:07 AM
#45 Posted 08 May 2016 - 08:14 AM
Forge, on 08 May 2016 - 07:05 AM, said:
convince one of those art guys to put in some black boots, a white helmeted human head, replace the gun with a doughnut, give it a beard, and make it fat.
Guys at DF-21.net did it already for standard x-wing pilot https://web.archive....wax/rbwaxv3.zip
Anyway among all the stuff I've sent to TD there should be, it makes more sense to work on that. Just a lens filter and it will look more fat.
This post has been edited by Fantinaikos: 08 May 2016 - 08:15 AM
#46 Posted 08 May 2016 - 08:23 AM
This post has been edited by Fantinaikos: 08 May 2016 - 08:24 AM
#47 Posted 08 May 2016 - 09:35 AM
This post has been edited by FistMarine: 11 December 2016 - 06:03 AM
#48 Posted 08 May 2016 - 10:14 AM
Fantinaikos, on 08 May 2016 - 08:23 AM, said:
RNG.
I really hope that's it, because in the code they only have a small chance of appearing.
Fantinaikos, on 08 May 2016 - 08:23 AM, said:
Yeah that should work. For story mode, maybe he could be standing somewhere holding a burger, and when you press the spacebar on him he says "Red 6 standing by!" and takes a bite out of it. EDIT: Damn that is really mean to a guy who died in combat fighting the empire
This post has been edited by Trooper Dan: 08 May 2016 - 10:34 AM
#49 Posted 08 May 2016 - 10:57 AM
#51 Posted 08 May 2016 - 04:12 PM
MusicallyInspired, on 08 May 2016 - 04:03 PM, said:
Yeah, that's a classic -- I was actually thinking of that gif when I posted earlier.
#53 Posted 10 May 2016 - 07:29 AM
#55 Posted 10 May 2016 - 10:07 AM
Tea Monster, on 10 May 2016 - 08:23 AM, said:
Trooper Dan, on 08 May 2016 - 10:14 AM, said:
^^ Just that or something similar. As Fantinaikos pointed out, editing a few x-wing pilot sprites would be the way to go.
#56 Posted 10 May 2016 - 10:17 AM
Mr. Nukem Roses, on 10 May 2016 - 07:29 AM, said:
What the difficulty levels change:
- The distance at which an enemy is guaranteed to react to you
- When outside that distance, the likelihood that an enemy will see you and start reacting to you
- The health multipliyer of enemies (range from 50% of normal health on POC to 125% on DIG)
- The number of seconds you get in fight for your life mode
- The speed of enemy laser bolts (POC = half speed, LR = 2/3 speed, above that is normal speed)
I made all enemies appear on all difficulties. With the changes above, difficulty levels still work even if the map author didn't bother to tag enemies with them.
#58 Posted 12 May 2016 - 08:26 PM
Mr. Nukem Roses, on 12 May 2016 - 02:49 PM, said:
11