Duke4.net Forums: WG Realms 2: Get Medieval on Their Asses! - Duke4.net Forums

Jump to content

  • 30 Pages +
  • « First
  • 10
  • 11
  • 12
  • 13
  • 14
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic

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

User is online   Danukem 

  • Duke Plus Developer

#331

Today I added some Polymer lighting effects. Here is a gallery of new screenshots:

http://yfrog.com/5eduke0000jx


And here are some samples from the gallery:

Posted Image

Posted Image

Posted Image

Posted Image

Posted Image

Posted Image

Posted Image

Posted Image

Posted Image

Posted Image
0

User is offline   Hellbound 

#332

Cool! I'm sure I'll play with polymer.
0

#333

View PostHellbound, on Jul 14 2009, 11:25 AM, said:

Cool! I'm sure I'll play with polymer.


Best played with the released version of Polymer! If that's what you mean.
0

User is offline   Hellbound 

#334

View PostKillerBudgie, on Jul 15 2009, 01:47 AM, said:

Best played with the released version of Polymer! If that's what you mean.


I have ED32 with Polymer, even if it's not relased, if that's what you meant...
0

#335

View PostHellbound, on Jul 15 2009, 11:08 AM, said:

I have ED32 with Polymer, even if it's not relased, if that's what you meant...


Sorry. But I don't trust those beta-releases of Polymer. They crash when you least expect it!
0

User is offline   Daedolon 

  • Ancient Blood God

#336

The shots are very nice, but I personally hope the Polymer lights could be a bit more overexaggerated.
0

User is online   Danukem 

  • Duke Plus Developer

#337

View PostDaedolon, on Jul 15 2009, 08:26 AM, said:

The shots are very nice, but I personally hope the Polymer lights could be a bit more overexaggerated.


That might look good at first because of the novelty factor, but in a couple of years people are going to be sick of exaggerated Polymer lights all over the place and it's just going to look noobish and ugly. The colored lights change the color of the surfaces they shine on, and it starts to distort the look of the levels if the lights are big. It would be a shame to mess up WG's beautiful work; it would be kind of like a kid using crayons on a painting. Also, when Polymer is released there might be an option for amplifying the lights and/or adding bloom to them etc.
0

User is offline   Jimmy 

  • Let's go Brandon!

#338

I agree with Deeper Thought here, in some of the shots I had to LOOK CAREFULLY to find the new lights, which is good. The lighting shouldn't be so obvious, it should feel natural, and I think he's done a pretty good job of achieving this.
0

#339

View PostDeeperThought, on Jul 14 2009, 04:10 AM, said:

Today I added some Polymer lighting effects. Here is a gallery of new screenshots:

I wish you'd stop tormenting us with all these screenies of WGRealms 2. It's only increasing my urge to play this! And I hope that a build of the Polymer renderer is stable enough to play this once it's out.

This post has been edited by KillerBudgie: 17 July 2009 - 07:36 AM

0

#340

Posted Image
Progress is going well. We are still planning for a August release.

Thanks for posting on the main page Yatta, though WGR2 will be standalone.
0

User is offline   Jimmy 

  • Let's go Brandon!

#341

You guys really should get Cage to redo that shotgun, the angle is really bad.
0

#342

I told him he can change it.
0

User is offline   oakman 

#343

Damn this looks amazing!! Will I be able to do LAN Co-OP? or any multiplayer at all? :blink:

This post has been edited by oakman: 17 July 2009 - 10:07 PM

0

User is online   Danukem 

  • Duke Plus Developer

#344

View Postoakman, on Jul 17 2009, 11:03 PM, said:

Damn this looks amazing!! Will I be able to do LAN Co-OP? or any multiplayer at all? :D


Yes. It has worked very well in COOP. Until recently that is :blink: But eventually that will be fixed again. Right now we are trying to finish the first episode, then we'll worry about that.
0

#345

Yeah I have done alot of COOP testing. I don't think I will add DM into the SP levels, but DM works if you make DM maps for it.
0

#346

View PostWilliam Gee, on Jul 18 2009, 04:11 AM, said:

We are still planning for a August release.

This'll make a good birthday present! The first WGRealms was good, but this one, looking at it, is about 100 times better!
0

User is offline   Daedolon 

  • Ancient Blood God

#347

View PostDeeperThought, on Jul 15 2009, 06:53 PM, said:

That might look good at first because of the novelty factor, but in a couple of years people are going to be sick of exaggerated Polymer lights all over the place and it's just going to look noobish and ugly. The colored lights change the color of the surfaces they shine on, and it starts to distort the look of the levels if the lights are big. It would be a shame to mess up WG's beautiful work; it would be kind of like a kid using crayons on a painting. Also, when Polymer is released there might be an option for amplifying the lights and/or adding bloom to them etc.


I agree here on all but one thing; the library looks like it has weird static lighting levels on all the surfaces probably heightened even more with the polymer lights so it looks kinda odd. Obviously for any coloured effects the lights shouldn't be too strong, but for natural lights and other I think the light areas should be bigger.
0

User is offline   Mia Max 

#348

Can you implant an very easy mode please?

I'm not really good in playing duke3d levels and on most maps I get stuck, this is why I mostly cheat my way through. (I've never played the whole original duke3d campaign)
I would be very happy if there would be a Serious Sam like mode, where you get your health constantly back.

I'm sure DT can code this. It would be awesum for noobs like me. Please think about it.

This post has been edited by Mia Max: 18 July 2009 - 05:23 AM

0

#349

I wonder how many monsters there are in each map... Because I just love to kill everything!
0

User is offline   XThX2 

#350

My only concern with this mod is the difficulty. I hope it won't be too easy on 3rd skill :blink: (Or maybe even 4)

This post has been edited by XThX2: 18 July 2009 - 09:10 AM

0

#351

View PostXThX2, on Jul 18 2009, 06:10 PM, said:

My only concern with this mod is the difficulty. I hope it won't be too easy on 3rd skill :blink: (Or maybe even 4)

You'd have to be clinically insane if you want to do it on "Damn I'm Good"!
0

User is offline   XThX2 

#352

I don't think anyone has actually asked this, are the monsters respawning on 4th difficulty level?

Quote

You'd have to be clinically insane if you want to do it on "Damn I'm Good"!


I like challenges... :blink:
0

#353

View PostXThX2, on Jul 18 2009, 06:48 PM, said:

I like challenges... :blink:


So do I...
0

User is offline   TerminX 

  • el fundador

  #354

View PostWilliam Gee, on Jul 17 2009, 08:11 PM, said:

Thanks for posting on the main page Yatta, though WGR2 will be standalone.

Heh, you can't just take Duke's CONs, art, palette, sounds, etc, replace/edit/do whatever with them and say it's "standalone" because you've happened to include modified versions of all the files needed to run. No matter what you do, all of your art files and everything are still directly derived from Duke3D. You have a GRP full of data that's either from Duke or directly based on Duke. It's a Duke TC. People should need to have a copy of Duke to play Duke TCs.

Besides, just about any Duke mod news posted will have a link to where you can buy Duke, because Duke4.net makes money from each of those sales.
0

User is online   Danukem 

  • Duke Plus Developer

#355

View PostTX, on Jul 18 2009, 03:59 PM, said:

Heh, you can't just take Duke's CONs, art, palette, sounds, etc, replace/edit/do whatever with them and say it's "standalone" because you've happened to include modified versions of all the files needed to run. No matter what you do, all of your art files and everything are still directly derived from Duke3D. You have a GRP full of data that's either from Duke or directly based on Duke. It's a Duke TC. People should need to have a copy of Duke to play Duke TCs.

Besides, just about any Duke mod news posted will have a link to where you can buy Duke, because Duke4.net makes money from each of those sales.


What is left of the original CONs can be replaced or removed (though since they are GPL and thus freely distributable, I don't see why that is a problem in the first place). Replacing the remaining Duke art and sounds is more work, though certainly feasible. I'm not confident that will all be done by the release of the first episode, but there will be a total of 3 episodes and a full release that includes all of them. A lot can change by then...

The only reason we want it to be standalone is to reach as many people as possible. We aren't going to make a penny off of this and we don't have any ulterior motives. We love Duke 3D and want everyone to buy a copy of Duke if they don't already own one. But we know that most potential players won't.

View PostTX, on Jul 18 2009, 03:59 PM, said:

No matter what you do, all of your art files and everything are still directly derived from Duke3D.


Have you arrived at some new understanding of what would be required to make a standalone EDuke32 game that renders it impossible? You didn't say anything like this about other standalone EDuke32 projects that have already been released.

As the lead developer of EDuke32 and as someone who obviously cares about this issue, would you mind laying out what would be required to make a legally standalone game that uses EDuke32? I know there are plenty of people in the community who might be confused about this and would like to have it clarified.
0

User is offline   Yatta 

  • Pizza Lawyer

  #356

View PostWilliam Gee, on Jul 17 2009, 08:11 PM, said:

Thanks for posting on the main page Yatta, though WGR2 will be standalone.

No problem! I love the new screenshots you posted. Very colorful! :blink:
0

User is online   Danukem 

  • Duke Plus Developer

#357

There is a precedent for something being BOTH a standalone game and a Duke Nukem mod:

http://www.moddb.com/mods/borg-nukem

Borg Nukem is both, and says so explicitly. So we won't argue over semantics. We'll try to have our cake and eat it too.
0

User is offline   Jblade 

#358

View PostDeeperThought, on Jul 20 2009, 06:31 AM, said:

There is a precedent for something being BOTH a standalone game and a Duke Nukem mod:

http://www.moddb.com/mods/borg-nukem

Borg Nukem is both, and says so explicitly. So we won't argue over semantics. We'll try to have our cake and eat it too.

And the Duke Theft Auto beta. And the Original Fusion, and Oblivion as well. There's probably other Duke mods made standalone out there that I can't think of.

Of course it's not allowed...but neither is using art or resources from other games which just about every single mod you can find does.
0

User is online   Danukem 

  • Duke Plus Developer

#359

OK but let's not have this thread turn into a discussion about this. I talked to TX and I think everyone can be happy. :blink:
0

User is offline   Cage 

#360

working on the shotgun
Posted Image
0

Share this topic:


  • 30 Pages +
  • « First
  • 10
  • 11
  • 12
  • 13
  • 14
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks not owned by Voidpoint, LLC are the sole property of their respective owners. Play Ion Fury! ;) © Voidpoint, LLC

Enter your sign in name and password


Sign in options