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WG Realms 2: Get Medieval on Their Asses! "WG and DT present the ultimate 8-bit medieval fragfest"
#302 Posted 09 July 2009 - 04:24 PM
KillerBudgie, on Jul 10 2009, 12:06 AM, said:
Will you stop going on with the crap cock joke?!
It's not a joke.
![;)](https://forums.duke4.net/public/style_emoticons/default/biggrin.gif)
#304 Posted 09 July 2009 - 04:59 PM
William Gee, on Jul 9 2009, 05:26 PM, said:
Adding skyboxes for the 32bit players.
Which is to say, everyone who doesn't have a broken computer. This is great because 8-bit skyboxes are broken in Polymost, they only go halfway up the sky (I don't know about Polymer).
#305 Posted 09 July 2009 - 11:36 PM
Wow, nice skybox! ^^ Perhaps it's just an illusion but is it animated quake 1 style?
#307 Posted 10 July 2009 - 12:51 AM
Those skyboxes look nice! Sometimes it's great to have some 32bit art instead of it all being 8bit.
This post has been edited by KillerBudgie: 10 July 2009 - 09:44 AM
#308 Posted 10 July 2009 - 01:34 AM
The skyboxes work well, but I doubt think we will be adding anything more HIGHRES. Maybe OGG music but that's all.
#309 Posted 10 July 2009 - 09:44 AM
William Gee, on Jul 10 2009, 10:34 AM, said:
The skyboxes work well, but I doubt think we will be adding anything more HIGHRES. Maybe OGG music but that's all.
Yeah. I'm sure a little bit of high quality music wouldn't hurt.
#310 Posted 10 July 2009 - 10:46 AM
![Posted Image](http://img198.imageshack.us/img198/6544/voxchest3.jpg)
still need some tweaks
![;)](https://forums.duke4.net/public/style_emoticons/default/biggrin.gif)
![;)](https://forums.duke4.net/public/style_emoticons/default/biggrin.gif)
This post has been edited by Cage: 10 July 2009 - 10:47 AM
#311 Posted 10 July 2009 - 11:03 AM
These are nice chests. I don't know what tweaks are you talking about
![;)](https://forums.duke4.net/public/style_emoticons/default/biggrin.gif)
#312 Posted 10 July 2009 - 11:15 AM
Cage, on Jul 10 2009, 08:46 PM, said:
![Posted Image](http://img198.imageshack.us/img198/6544/voxchest3.jpg)
still need some tweaks
![;)](https://forums.duke4.net/public/style_emoticons/default/biggrin.gif)
![;)](https://forums.duke4.net/public/style_emoticons/default/biggrin.gif)
OMG you haved turned Duke into a Zelda game chest
![;)](https://forums.duke4.net/public/style_emoticons/default/biggrin.gif)
#313 Posted 10 July 2009 - 12:03 PM
Really nice voxel! But i thought that Wg and/or DT were avoiding voxels to make it polymer compatible.
#314 Posted 10 July 2009 - 12:04 PM
HellFire, on Jul 10 2009, 01:03 PM, said:
Really nice voxel! But i thought that Wg and/or DT were avoiding voxels to make it polymer compatible.
It's fine as long as something shows up in Polymer, like the regular sprite version.
#315 Posted 10 July 2009 - 02:22 PM
BTW how does the "episode select" work in WGR 2? Will it be like in Duke Plus where you have this "lobby" or will it be vanilla duke style? If it's the first one perhaps you could make levels unlock if you complete the previous one etc.
#316 Posted 10 July 2009 - 02:46 PM
ZedDB, on Jul 10 2009, 03:22 PM, said:
BTW how does the "episode select" work in WGR 2? Will it be like in Duke Plus where you have this "lobby" or will it be vanilla duke style? If it's the first one perhaps you could make levels unlock if you complete the previous one etc.
There is an episode hub system. The details have not been finalized, but the player will be able to return to completed maps in order to find missed secrets and take care of unfinished business. The hub stuff won't matter much in the first release, which will include only the first episode.
#317 Posted 10 July 2009 - 04:03 PM
The Voxel chests look awesome.
I always thought the sprite version didn't have enough frames.
As for polymer, that's more DT'S thing, It still doesn't work here so.
![;)](https://forums.duke4.net/public/style_emoticons/default/biggrin.gif)
As for polymer, that's more DT'S thing, It still doesn't work here so.
#318 Posted 12 July 2009 - 01:52 AM
#319 Posted 12 July 2009 - 02:52 AM
Looks great!
Epic level design and cool weapons. I love the flamethrower.
Epic level design and cool weapons. I love the flamethrower.
#320 Posted 12 July 2009 - 11:34 AM
Looks like it's going to be fantastic
I can already see myself getting to the end and wanting about 20 more levels
![;)](https://forums.duke4.net/public/style_emoticons/default/biggrin.gif)
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#321 Posted 12 July 2009 - 01:17 PM
I wonder if he'll say the line from 'Time to Kill': "I'm gonna get mid-evil on your asses!" when you start.
The one from Atomic edition sounds good, but the one from 'Time to Kill' sounds a lot better!
The one from Atomic edition sounds good, but the one from 'Time to Kill' sounds a lot better!
#322 Posted 12 July 2009 - 02:22 PM
aherin, on Jul 12 2009, 12:34 PM, said:
Looks like it's going to be fantastic
I can already see myself getting to the end and wanting about 20 more levels ![;)](https://forums.duke4.net/public/style_emoticons/default/blink.gif)
![;)](https://forums.duke4.net/public/style_emoticons/default/biggrin.gif)
![;)](https://forums.duke4.net/public/style_emoticons/default/blink.gif)
Thanks.
I'm really hoping the community will build some user levels after the first release. The art and code deserve more levels.
#323 Posted 12 July 2009 - 02:40 PM
I think I might try my hand at doing one, the enemies look like big fun to work with.
![;)](https://forums.duke4.net/public/style_emoticons/default/blink.gif)
#324 Posted 13 July 2009 - 03:38 AM
One question. You didn't use the BFG up close the enemies, does it hurt you?
#325 Posted 13 July 2009 - 04:38 AM
XThX2, on Jul 13 2009, 12:38 PM, said:
One question. You didn't use the BFG up close the enemies, does it hurt you?
In DOOM. If you fired the BFG at point-blank it wouldn't hurt you. But bad luck tells me that he's coded it to hurt you if you stand too close to an enemy or a wall!
#326 Posted 13 July 2009 - 07:43 AM
XThX2, on Jul 13 2009, 04:38 AM, said:
One question. You didn't use the BFG up close the enemies, does it hurt you?
The projectile itself has a small radius so it can blow up cracked walls etc. The blasts that it spawns on monsters do not have any radius. So unless you are at point blank range, it is safe. I can eliminate the small radius of the projectile, too. It would be pretty dumb to waste a BFG shot just to blow up a cracked wall anyway.
#327 Posted 13 July 2009 - 09:37 AM
Well, it would be great if you did because it would kill one of the main uses of BFG in multiplayer then
![;)](https://forums.duke4.net/public/style_emoticons/default/blink.gif)
#328 Posted 13 July 2009 - 09:40 AM
XThX2, on Jul 13 2009, 10:37 AM, said:
Well, it would be great if you did because it would kill one of the main uses of BFG in multiplayer then ![;)](https://forums.duke4.net/public/style_emoticons/default/blink.gif)
![;)](https://forums.duke4.net/public/style_emoticons/default/blink.gif)
The BFG will still kill opposing players, it just won't kill the player firing it.
#329 Posted 13 July 2009 - 05:39 PM
yeah we don't need it to blow up cracks. Its better if it doesn't hurt the player shooting it at all.
#330 Posted 13 July 2009 - 06:14 PM
DT, me thinks you could just have the player code run a comparison between the owner of the BFG's projectile and the player getting hit by it. I'm not sure if it'd work.