[RELEASE] Duke Forces -- THE Star Wars mod for EDuke32
#62 Posted 13 May 2016 - 08:17 AM
Trooper Dan, on 12 May 2016 - 08:26 PM, said:
thanks. i recently started my playthrough of the mod. got 5 levels done so far, but posted 3 cause the next to levels are quite long that i'm gonna have to split'em into parts
https://www.youtube....2s7DDwBWNuOcEnN
#63 Posted 21 May 2016 - 06:48 AM
Unless someone finds a major bug, this will be the last update in a long time, because I want to focus on developing the story mode and making some major additions. If you played version 1.0, the big things you will notice are: new hud display for switching weapons, new enemy to replace protector drones, a second type of blaster pistol, rebalanced enemy health amounts and improved enemy pathfinding.
#64 Posted 30 May 2016 - 04:15 PM
Also this happen to me when I was playing my usermap with this mod.
#65 Posted 30 May 2016 - 05:50 PM
This post has been edited by MusicallyInspired: 30 May 2016 - 05:51 PM
#66 Posted 30 May 2016 - 06:12 PM
If you want to cheat and give yourself those force perks without completing episodes 3 and 4 (for force pull and choke, respectively), you can do so by either editing your eduke32.cfg file, or by adding them in the console. If you do the latter, they won't be permanently saved though.
cfg editing method: Open the file eduke32.cfg and find [Maptimes]. After the map time entries, there may or may not be an entry for [Gamevars]. You want it to look like this:
[Gamevars]
savedperks = 756
That will give you both force perks every time you start a game. For all perks, you would set savedperks to 1023
Console method: open the console and type "setvar perks 756". Notice that in this case, it is the perks var, not the savedperks var.
Perks function as a bitfield:
1 = looting ability
2 = enhanced looting
4 = shield recharge ability
8 = enhanced shield recharge
16 = enhanced saber, but wont do anything as cheat
32 = ehhanced saber dash
64 = health regen < 10
128 = increased fight for your life time
256 = force pull (on items only)
512 = force choke (on enemies with throats only)
#67 Posted 30 May 2016 - 07:28 PM
#68 Posted 30 May 2016 - 08:42 PM
MusicallyInspired, on 30 May 2016 - 07:28 PM, said:
If the force meter was displaying without having earned the perk, that's a bug that I haven't seen before. Otherwise, to use a force power you hold down the spacebar, or whatever key/button you have assigned to open doors and interact with things. On enemies, you actually have to be hitscanning them with your crosshair on their sprite to lock on for the choke. On items, it will lock on if you are pointing in the general direction.
#69 Posted 01 August 2016 - 12:41 AM
It's a reminder that being small isn't always bad: sometimes it's good to fly under the radar.
-------
On a different subject, I am still looking for level designers! It's been about 2 months since I have done any serious work on this project, but I still think about it almost every day.
#70 Posted 01 August 2016 - 12:13 PM
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Knew it. They knew it was what the fans actually wanted and what they weren't providing.
It's cool to see it's still going to go ahead, though. Just not as a Star Wars game. Now we'll see whether people prefer the atmosphere of Star Wars to the gameplay of classic Battlefront.
This post has been edited by MusicallyInspired: 01 August 2016 - 12:18 PM
#71 Posted 02 August 2016 - 02:32 AM
They were asking for trouble putting it on Greenlight.
This post has been edited by Nokiaman: 02 August 2016 - 02:33 AM
#73 Posted 02 August 2016 - 01:29 PM
#74 Posted 02 August 2016 - 08:17 PM
#75 Posted 03 August 2016 - 03:58 AM
MusicallyInspired, on 02 August 2016 - 01:29 PM, said:
That's not really different. Putting it on Steam is just making it too visible. I was honestly surprised it took this long for Lucasarts to react.
This post has been edited by Nokiaman: 03 August 2016 - 04:00 AM
#76 Posted 03 August 2016 - 09:13 AM
Micky C, on 02 August 2016 - 08:17 PM, said:
No, it was going to be free.
#77 Posted 27 August 2016 - 06:07 AM
I'm trying to run DukeForces with eduke 32-bit r5811 (I have tried r5839 but it crash with no error msg at all), and I've got a lot of errors :
"No palette loaded, in tilefromtexture definition near line duke3d.def:842"
And a final error : "problem initializing Build Engine : No palette found"
What am I doing wrong ?!
#78 Posted 27 August 2016 - 06:29 AM
Apiai, on 27 August 2016 - 06:07 AM, said:
I'm trying to run DukeForces with eduke 32-bit r5811 (I have tried r5839 but it crash with no error msg at all), and I've got a lot of errors :
"No palette loaded, in tilefromtexture definition near line duke3d.def:842"
And a final error : "problem initializing Build Engine : No palette found"
What am I doing wrong ?!
It sounds like you are trying to run it as a standalone game without the data from Duke Nukem 3D. You need to have a file named "DUKE3D.GRP" which comes with your Duke Nukem 3D install. That file should be placed in the folder that contains the eduke32 binary.
Many players also have the Duke Nukem 3D Megaton edition on steam, and eduke32 knows to look for the game data in the steam directory if you have that.
Once you do get hold of the file, I would strongly recommend using the most recent eduke32 revision.
#79 Posted 27 August 2016 - 10:46 AM
Thanks for replying
#80 Posted 27 August 2016 - 02:46 PM
Nokiaman, on 02 August 2016 - 02:32 AM, said:
They were asking for trouble putting it on Greenlight.
You forgot about SEGA. They C&D only one project and that was because they could lose Street of Rage IP, although they allowed the devs to release the game and gave some time to spread it across Internet.
They did? It's even worse than screaming about your attempt at remaking/porting something of what you don't have license. They asked for it and guess they just wanted to PR their Battlefront clone because let's face it, why bother doing it for free when you could just make money instead. However, I find it funny that EA refused to cooperate, not only that build was legit Pandemic Battlefront III, it would mean to them easy money and better reputation. Looks like only Disney understood it, too bad they were too stupid to give EA exclusive SW license. No easy money for them.
#81 Posted 27 August 2016 - 02:52 PM
Apiai, on 27 August 2016 - 10:46 AM, said:
Thanks for replying
Glad to help. Don't forget to leave feedback once you play the game!
#82 Posted 27 August 2016 - 07:12 PM
Sledgehammer, on 27 August 2016 - 02:46 PM, said:
AFAIK EA wasn't involved. Disney came to the team independent of them with the C&D. Also, Galaxy In Turmoil is still going to be free.
This post has been edited by MusicallyInspired: 27 August 2016 - 07:12 PM
#83 Posted 28 August 2016 - 08:54 AM
What I like :
- kill to revive feature
- saber combat
- wheel-robot animation and model
- explosion animation
- posters, book covers
I don't like the black fog (default visibility), it's too low, is it possible to adjust it ? (set DEFAULTVISIBILITY in user.con is not working)
#84 Posted 28 August 2016 - 10:16 AM
Apiai, on 28 August 2016 - 08:54 AM, said:
Changing that value should work. But to make visibility higher, the number should be lower. If you set it to 0, you should get full visibility (no fog). Here's an explanation:
http://wiki.eduke32....wiki/Visibility
I do use code to change the value when the player zooms, but the changes are all based on DEFAULTVISIBILITY, so changing that should do the trick.
#85 Posted 31 January 2017 - 09:00 AM
#86 Posted 31 January 2017 - 11:34 AM
Tea Monster, on 31 January 2017 - 09:00 AM, said:
Thanks for the heads-up. As it happens, I have started working on this again in the last couple of days. Not so much with models, but on force powers and gameplay stuff for now.
#87 Posted 31 January 2017 - 02:37 PM
#88 Posted 31 January 2017 - 03:25 PM
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What about unlock the Mind Trick ability? Basically brainwashing a low/medium rank enemy to fight on your side (except robot and droids, neither Jedi or Sith can do this on them). Otherwise there still the electric thinghy.
Anyway, I have found a small error in the imperial officer walking sequence, 3649.png and 3664.png should be inverted. I don't know if it is made by purpose so I followed the same order in the resources I gave to you, fix it if wrong.
I also noticed that the single mines can be picked up but the mines pack are undroppable. It is intentional?
This post has been edited by Fantinaikos: 31 January 2017 - 03:31 PM
#89 Posted 31 January 2017 - 07:56 PM
xenoxols, on 31 January 2017 - 02:37 PM, said:
We could definitely use a better DL-44, if you want to work on that. It would be much appreciated. Let me know if you need any resources.
Fantinaikos, on 31 January 2017 - 03:25 PM, said:
Anyway, I have found a small error in the imperial officer walking sequence, 3649.png and 3664.png should be inverted.
Nice catch! I have just fixed that on my end and the fix will be included with the next update.
Fantinaikos, on 31 January 2017 - 03:25 PM, said:
I have thought about those things but I have decided to keep it simple, with basic force powers. I have made it so that your hand only goes up if there is a force target available (no more hand going up when you open a door). I have made it so that you can force pull almost any object in the game, except for enemies (enemies you choke instead). Even enemy bodies will be force pullable. Next I will add the ability to force throw something you have pulled (press fire after pulling). There will also be a force healing power (activate by pressing use while crouching). All force powers will draw from the same pool of energy, and the only way to recharge it is to get normal weapon kills -- this ensures that gunplay is still central to the game.
Probably the biggest change is that you now start with the force powers, and completing episodes upgrades them (instead of starting with nothing).
Fantinaikos, on 31 January 2017 - 03:25 PM, said:
This sounds like it might be a bug but I'm not sure exactly what you mean. You can only place one mine at a time, but you can pick them up in packs.
#90 Posted 01 February 2017 - 10:38 AM
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From what I understand at the moment mines backpacks (a rare drop in Dark Forces that gives five mines at once i guess) are used just as a scenario object, this can be seen inside the metal flaming trash box down the street of Hollywood Holocaust, they using the sprite in "misc/0951.png" instead of the one in "items/MIN2A0.png" because not assigned as ammo pickup yet. Yeah, It is probably a restriction due to the fact that in Duke Forces the Dark Forces mines replaces Laser Tripbombs, and in vanilla Duke3d tripbombs are collectable only individually.
It would still nice add them, maybe with a game mechanic that randomly replaces single mines with mines backpacks.