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WG Realms 2: Get Medieval on Their Asses!  "WG and DT present the ultimate 8-bit medieval fragfest"

User is offline   Trooper Dan 

  • Duke Plus Developer

#31

I got some new graphics for the spider and gave the code a overhaul as well. Here a new video showing the spiders in action:

http://www.youtube.c...G_pQlTdA&fmt=18
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#32

View PostDeeperThought, on May 21 2009, 12:44 AM, said:

I got some new graphics for the spider and gave the code a overhaul as well. Here a new video showing the spiders in action:

http://www.youtube.c...G_pQlTdA&fmt=18


Irritating little b******s! They fire a web to trap or restrict your movements, then attack you while you're helpless!

But other than that, that's very good!
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User is offline   mindcycle 

#33

This mod looks great! I never got a chance to play the original since it was released after I stopped playing Duke, but i'm going to go back and check it out tonight.

Good luck with the mod and i'll be watching for updates.
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User is offline   Trooper Dan 

  • Duke Plus Developer

#34

View Postmindcycle, on May 21 2009, 11:43 AM, said:

This mod looks great! I never got a chance to play the original since it was released after I stopped playing Duke, but i'm going to go back and check it out tonight.

Good luck with the mod and i'll be watching for updates.


Cool, but keep in mind that the original and the sequel have about as much in common as Final Fantasy VI and VII. Which is to say, not much.
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User is offline   supergoofy 

#35

the first WG Realms has problem with polymer renderer:

when you finish level 1 and when you start level 2 there is crash (at the start of the fall)

that doesn't happen with polymost
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User is offline   TerminX 

  • el fundador

  #36

Polymer is much more sensitive to corrupt maps.
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#37

View Postmindcycle, on May 21 2009, 11:43 AM, said:

This mod looks great! I never got a chance to play the original since it was released after I stopped playing Duke, but I'm going to go back and check it out tonight.

Good luck with the mod and i'll be watching for updates.


Thanks, let me know how you like it. It is very different from WGR2 though.

Quote

that doesn't happen with polymost

Or classic, in fact that has never happened before. I would test it, but polymer doesn't work for me.
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User is offline   Trooper Dan 

  • Duke Plus Developer

#38

...and the crash isn't even worth mentioning unless and until it happens with the version of polymer that is released.
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User is offline   TerminX 

  • el fundador

  #39

Got anything else cool to post? Looking for some Duke4 front page material to put up.
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#40

Some wizard boss shots.

http://williamgeegallery.com/wgr2shots/1.jpg
http://williamgeegallery.com/wgr2shots/2.jpg
http://williamgeegallery.com/wgr2shots/3.jpg
http://williamgeegallery.com/wgr2shots/4.jpg
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#41

To be honest, that shotgun could really be worked on. It's far too angled and it doesn't line up correctly to the crosshair. Unless you offset it far further to the right or tweak it somehow, it'll be confusing.
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User is offline   Alan 

  • Hellspawn

#42

I concur. This is one of my peeves with the SST TC.
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User is offline   Spiker 

#43

View PostRyan Cordell, on May 23 2009, 05:53 PM, said:

To be honest, that shotgun could really be worked on. It's far too angled and it doesn't line up correctly to the crosshair. Unless you offset it far further to the right or tweak it somehow, it'll be confusing.


The shotgun is much better than it was before.
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User is offline   Hellbound 

#44

It should be moved more to the right side. Otherwise it looks very cool.
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User is offline   Trooper Dan 

  • Duke Plus Developer

#45

I'll just move it to the right by changing one line of code, thanks.
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User is offline   Jim Rockford 

  • Banned on Rigel

#46

View PostRyan Cordell, on May 23 2009, 11:53 AM, said:

To be honest, that shotgun could really be worked on. It's far too angled and it doesn't line up correctly to the crosshair. Unless you offset it far further to the right or tweak it somehow, it'll be confusing.


I agree, the brown also still looks like metal as the source image. Doesn't look like wood to me.
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User is offline   Trooper Dan 

  • Duke Plus Developer

#47

View PostCaptain Awesome, on May 23 2009, 11:14 AM, said:

I agree, the brown also still looks like metal as the source image. Doesn't look like wood to me.


I think the brown looks like plastic. But I don't think WG or I are going to fix details like that. We need an 8-bit art specialist.
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User is offline   supergoofy 

#48

I don't think you should change the shotgun. It's fine as it is.
I also like the old shotgun of the first video at http://www.moddb.com/mods/wgrealms-2

Can we have that as alternative? For example the old shotgun can be used only for explosive shells, like in Duke64.

This post has been edited by supergoofy: 23 May 2009 - 11:59 AM

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#49

I dont think so...

I had to change the colour of the gloves to black anyways, so now the brown part of the shotgun is black too, and looks alot cooler now.

This post has been edited by William Gee: 23 May 2009 - 02:50 PM

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User is offline   supergoofy 

#50

Now I remember why I like the old shotgun. It was from AvP TC.

This post has been edited by supergoofy: 23 May 2009 - 04:20 PM

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#51

I got it from Premium TC and edited it some.
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User is offline   engineer 

#52

View PostDeeperThought, on May 18 2009, 08:18 PM, said:

We have a backpack already that works like the one in Doom (doubling ammo capacities). There could be a bunch of incremental ones instead. It would create more incentive to open chests and look for secrets. On the other hand, it would take some redesign to make ammo capacity play the same role it does in the Metroid series. In those games, missiles are the main boss killing weapon, and the limited quantity you have early in the game makes a major difference to your boss fighting power, but not for killing ordinary enemies. In WGR2, like in Duke, there is no one weapon that dominates. Severely limiting ammo early on would be pretty cripping all around. I suppose the chainsaw and basic shotgun could be fully functional from the beginning, and then the ammo ups could only affect other weapons? Hmmm. Anyway, it's food for thought, thanks for the idea.


I was thinking that the incremental upgrades could be used to (further?) increase the max. amount of ammo for certain weapons, such as the rock-spammign pipebombs (or whatever the hell that was) and other "magic" weapons. Or even upgrade the weapon itself, in rare cases.
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User is offline   Jim Rockford 

  • Banned on Rigel

#53

View Postsupergoofy, on May 23 2009, 08:20 PM, said:

Now I remember why I like the old shotgun. It was from AvP TC.

Yeah, its just a model rip from Counterstrike, I think.
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User is offline   Sebastian 

#54

I'm not sure about those spiders. Enemies like that are usually a pretty terrific recipe for a spectucularily annoying gaming experience. I don't think there's any game to date that doesn't have spiders in the9m that aren't annoying as shit, and to be frank they don't look fun at all to deal with here either. (screen constantly bobbing when you're hit, "web-spamming", screen pal-shifting etc)

Perhaps if they were in lesser numbers and a bit tougher they might pose more of a fair challenge.

(just trying to be constructive!)

This post has been edited by Rusty Nails: 23 May 2009 - 06:00 PM

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User is offline   Trooper Dan 

  • Duke Plus Developer

#55

View Postengineer, on May 23 2009, 06:43 PM, said:

I was thinking that the incremental upgrades could be used to (further?) increase the max. amount of ammo for certain weapons, such as the rock-spammign pipebombs (or whatever the hell that was) and other "magic" weapons. Or even upgrade the weapon itself, in rare cases.


The current plan calls for there being 4 mini-episodes and a final level, selectable from a HUB level. The player can play the episodes in any order, but can access the final level only after completing all four of the mini-episodes. Each level will end in a boss fight. So if a mini-episode has three maps, then the first two maps would end in mini-bosses, and the last map would end in a big boss. Every boss you beat gives you something permanent: maybe some fire resistance, maybe a max life up, or max ammo up, or perhaps something more interesting. Upgrades can also be found in the levels (inside of treasure chests, for example). When you beat the big boss of the episode, it drops a talisman which has magical upgrade properties and also gives you the ability to return to the HUB level. This means you can now go back and forth between the HUB and the mini-episode any time you want, so you can collect whatever you missed. At least, that's the plan as it stands right now. It is subject to change. One nice thing about this is it is scalable. If four mini-episodes is too much, then it could become three. Or maybe the TC could be released in installments (the first release would have just the first mini-episode, the second would have two, etc.)
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#56

Yeah I was thinking of releasing it in installments of mini episodes. At least that way the community gets a taste and we get some feedback. + I'm sure people will map for it.
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#57

Some more shots

http://williamgeegallery.com/wgr2shots/b1.jpg
http://williamgeegallery.com/wgr2shots/b2.jpg
http://williamgeegallery.com/wgr2shots/b3.jpg
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User is offline   supergoofy 

#58

I preferred the brown color. :)
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#59

I don't and we cant please everyone so were going with this version.

This post has been edited by William Gee: 24 May 2009 - 02:54 AM

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User is offline   supergoofy 

#60

Yeah, but now is difficult to distinguish the left hand. So for me is worse.
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