[RELEASE] Duke Forces -- THE Star Wars mod for EDuke32
#181 Posted 08 April 2017 - 04:54 AM
Though I can understand why you'd be weary of doing so.
This post has been edited by High Treason: 08 April 2017 - 04:55 AM
#182 Posted 08 April 2017 - 09:21 AM
High Treason, on 08 April 2017 - 04:54 AM, said:
Though I can understand why you'd be weary of doing so.
I'm using several of those already.
One of the challenges with the music in this mod is that it has action music and exploring music depending on what is going on. So tracks need to be purely one or the other -- it's not good to have a single track with both action parts and mellow parts. That's why in early development I used tracks from the Jedi Knight games, which had a similar system. But ultimately I decided it was too risky.
#184 Posted 02 May 2017 - 07:09 PM
the 'icons' that are to be collected via the speeder run (E6L2) are invisible. (both in polymer and polymost - but at least in polymer they still cast a glow and can be collected easily)
I started brand new games in polymer and polymost and continued to encounter the same thing repeatedly
save file
(- enclosed in a rar - you'd think a site full of eduke32 developers would allow esv files to be attached)
-removed -
This post has been edited by Forge: 02 May 2017 - 09:29 PM
#185 Posted 02 May 2017 - 08:06 PM
I have attached the fixed def file. Oh well, Star Wars day in less than 2 days, it's excuse to release an update.
Attached File(s)
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duke3d.zip (29.84K)
Number of downloads: 194
#186 Posted 03 May 2017 - 08:14 AM
I don't know if those midis (ex-.GDM) in that latest pack were useful, but unless the slight change of tone in the .OGG tracks tricked me they should not SW music used in the mod yet.
You could also use midi version of Rogue One tracks. Soon or later someone will do it and is still the Empire era after all.
This post has been edited by Fantinaikos: 03 May 2017 - 08:36 AM
#187 Posted 03 May 2017 - 09:49 AM
I would like to produce a third and final installment of Duke Forces, though, for 2018. The plan is to recruit more help and include a new, original episode. It would start where the last installment left off, with Duke apparently forced to do the bidding of the emperor. The only inspiration that I have for music right now is metal versions of star wars themes, such as this bad-ass cover of the imperial march:
#188 Posted 03 May 2017 - 02:59 PM
The next sith perk I acquired said, "Get A Kill To Revive".
That's already given to the player at the beginning of the game - and can be improved by completing Episode 2 - so I don't know what that perk is supposed to do either.
This post has been edited by Forge: 03 May 2017 - 03:39 PM
#189 Posted 03 May 2017 - 05:32 PM
#190 Posted 03 May 2017 - 06:29 PM
EDIT: What's happening is the wrong quotes are displaying for those perks; fortunately, it can't affect gameplay. I'll fix it, but, can you tell me when it started happening? Was it the first perk after the shotgun, or was it several perks later?
#191 Posted 03 May 2017 - 07:54 PM
I'll restart & check the second perk & edit this post.
#192 Posted 03 May 2017 - 08:55 PM
Forge, on 03 May 2017 - 07:54 PM, said:
I'll restart & check the second perk & edit this post.
That's ok -- I can investigate a lot faster using cheats and hacks. I'll fix it and do another upload, and I'll include the saber blocking tusken and DTS1.
#193 Posted 03 May 2017 - 09:23 PM
I started a new game and the first four or five perks came up normal. I couldn't reproduce the problem.
I'm guessing it may have happened because I dropped in that updated def for the speeder track icons - then continued my saved game.
kinda dumb on my part. sorry 'bout that.
This post has been edited by Forge: 03 May 2017 - 09:27 PM
#194 Posted 03 May 2017 - 09:30 PM
Forge, on 03 May 2017 - 09:23 PM, said:
I started a new game and the first four or five perks came up normal. I couldn't reproduce the problem.
I'm guessing it may have happened because I dropped in that updated def for the speeder track icons - then continued my saved game.
kinda dumb on my part. sorry 'bout that.
Nah I think it was real -- the def would have no way of causing that. I have uploaded a patch already, and as promised it also adds lightsaber blocking for tusken and dts1 melee attacks.
http://www.moddb.com...orces/downloads
I'm pretty sure I know how the bug happened, but it is somewhat random (it would happen in one out of 4 games if I'm right). Too technical to be worth getting into.
#195 Posted 03 May 2017 - 09:38 PM
Attached File(s)
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dukesav0.rar (1.05MB)
Number of downloads: 157
This post has been edited by Forge: 03 May 2017 - 09:40 PM
#196 Posted 03 May 2017 - 10:04 PM
Also, I was wrong about it being harmless. If that happens, then the player won't get perks. The random number of perk category had a 20% to be initialized to a number outside the defined range of perks, and once that happened it would stay there.
#197 Posted 04 May 2017 - 02:58 PM
I suppose since they're jedi & Duke isn't, it's an excuse as to why.
#198 Posted 04 May 2017 - 03:38 PM
Forge, on 04 May 2017 - 02:58 PM, said:
I suppose since they're jedi & Duke isn't, it's an excuse as to why.
It's really a balance issue. I don't want the sith lords to be too easy, but I only want them to use light saber. I could have given them force choke and lightning, but that would completely change the dynamic and also require giving them new animations. So, it's a compromise. They only get to use the light saber, which severely limits their range, but they are very strong defensively. This encourages the player to use the light saber against them, but doesn't require it -- you can still get them with splash damage or the occasional shot they don't manage to block.
#199 Posted 04 May 2017 - 04:17 PM
#200 Posted 04 May 2017 - 04:32 PM
#202 Posted 04 May 2017 - 05:42 PM
Also, DO NOT under any circumstances do a google image search for "ear cancer" in the hopes of finding a funny graphic. The results will give you eye cancer. And don't google that either.
#203 Posted 04 May 2017 - 06:03 PM
#204 Posted 04 May 2017 - 09:26 PM
Trooper Dan, on 04 May 2017 - 03:38 PM, said:
I wasn't thinking about changing the sith's abilities - more like changing the player's abilities. - but as you said, it comes down to a balance thing, which is pretty reasonable.
Doesn't make sense for the player to be able to block a sphere of energy with their limited abilities & skills - and if the player can block the concussion beams, that takes away any close range attack the bossk have. The player shouldn't be invincible just because they're holding a light sabre.
#205 Posted 19 April 2019 - 10:23 PM
After a few years, it's about time for a little update. Thanks to sebabdukeboss20 for making awesome art.
#207 Posted 20 April 2019 - 08:51 AM
finding a few good mappers with motivation and free time is becoming a rarity.
#208 Posted 20 April 2019 - 09:11 AM
If possible, tell him to make also a complete Dianoga body for underwater frames working, on the original sprites (maybe he did it already, If the hint at bottom right isn't just a joke to fill the screen).
Duke Forces PM channel still the same of the last time?
This post has been edited by Fantinaikos: 20 April 2019 - 09:17 AM
#209 Posted 20 April 2019 - 09:25 AM
Mark, on 20 April 2019 - 07:49 AM, said:
Yeah May 2016 first release. One year later, a big update. Now it's another two years after that...
Forge, on 20 April 2019 - 08:51 AM, said:
finding a few good mappers with motivation and free time is becoming a rarity.
I agree and maybe it will happen some day.
Fantinaikos, on 20 April 2019 - 09:11 AM, said:
If possible, tell him to make also a complete Dianoga body for underwater frames working
This is mostly a graphical update with some bug fixes and minor changes. The Dianoga is not really in it.