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

#361

View PostCage, on Jul 21 2009, 06:04 PM, said:

working on the shotgun
Posted Image



I think that one looks better than the last one.

This post has been edited by KillerBudgie: 21 July 2009 - 09:23 AM

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User is offline   ZedDB 

#362

I think that the rearmost part if good. But the barrel of the shotgun look a little weird. And I also think that arm does look smaller than the other hands/arms on the other weapons.
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User is offline   Sangman 

#363

Don't really like it that much, looks more like a Blunderbus now than a Shotgun :blink: Although maybe that was the point.
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User is offline   Daedolon 

  • Ancient Blood God

#364

It's not pointing at the center of the screen! Most weapons go wrong when they aim too right (seen few who point at the left side of the screen too), unless you want to go DOOM style.
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#365

DT can fix how it is aiming, but he is on holiday ATM so Cage is just showing how the gun looks.
I like the concept, cant wait to see how the finished version looks.
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User is offline   Jimmy 

  • Let's go Brandon!

#366

Looks cool, but it reminds me of a Thompson machine gun or something.
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User is offline   supergoofy 

#367

yeah, from wolf3d games



the way it looks in the screenshot is worse from previous shotgun. the barrel looks bad.

This post has been edited by supergoofy: 21 July 2009 - 08:10 PM

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User is offline   Cage 

#368

I think it suffered a bit form scaling down, but I thought it's too big compared to the DB shotgun, here's the comparisation:
Posted Image
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#369

Yeah it does give the impression its more powerful than it is.
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User is offline   ZedDB 

#370

It reminds me of a rifle now that i think of it...
Posted Image
0

User is offline   supergoofy 

#371

@ZedDB

I like this shotgun/rifle
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User is offline   ZedDB 

#372

View Postsupergoofy, on Jul 22 2009, 03:38 PM, said:

@ZedDB

I like this shotgun/rifle

Yeah it's an Winchester 73 I think. I just love the "lever action" on them:
http://www.youtube.c...h?v=RAiEB9wNkYI

Perhaps have a rifle instead of two shotguns? But I think that a winchester 73 is a little out of place if you look at all the other high tech weapons WGR 2 has ATM...

Edit: Seems like there is a shotgun version of it as well, the Winchester 87:
http://www.youtube.c...h?v=ZE9WD9Fihks

This post has been edited by ZedDB: 22 July 2009 - 07:56 AM

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User is offline   supergoofy 

#373

I like it. The 87 model is awesome. :blink:
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User is offline   Mikko 

  • Honored Donor

#374

View PostZedDB, on Jul 22 2009, 06:47 PM, said:

Perhaps have a rifle instead of two shotguns? But I think that a winchester 73 is a little out of place if you look at all the other high tech weapons WGR 2 has ATM...


Sounds slow. A rifle would have to be fast enough to fit with the speed of WGR2.

A sniper could work, considering the size of the levels, but I heard it's hard to code a zoom feature.
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User is offline   supergoofy 

#375

what about Beretta Xtrema2 ?
http://www.youtube.c...h?v=s13Y7SKrFls
http://www.youtube.c...h?v=UhIRgU-5nvk
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User is offline   Jimmy 

  • Let's go Brandon!

#376

Cage, I don't think size is an issue. As a gun buff, most double barrel shotguns are rather small compared to other single barreled models.
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#377

Its getting closer, I'm mostly bug fixing ATM, level3 still needs alot of work though.

Posted Image
Posted Image
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User is offline   Daedolon 

  • Ancient Blood God

#378

Have you thought about adding 8bit skies instead of skyboxes? Ultimate Doom has one very similar to those last two screens.

This post has been edited by Daedolon: 23 July 2009 - 07:50 PM

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#379

We have had 8bit skys since the mod started.
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User is online   Danukem 

  • Duke Plus Developer

#380

I was hoping to be able to do a good amount of coding in my spare time while on this vacation, but the prospects of that are dimming as I can't get access to a reliable computer. Both of the available laptops will only run in 8-bit software mode. Theoretically that's fine, but in practice it is not because of software renderer issues. It crashes randomly for no apparent reason and some spawned sprites display as weird garbage. The one desktop I can use (the one I'm typing this on) has a severe overheating issue and will unceremoniously shut off if I do anything to stress it (like test the game). And since it's not my computer I'm not going to buy anything to fix it or take responsibility for trying.

I do have one modest goal for the next week before I get back home which is to code a difficulty system. We aren't using the lotag monster system in this game so it has to be based on something else. For Damn I'm Good I'm going to make a lot of the monsters start with a random aura (think Diablo II). The auras were added a while ago but they haven't been used much. I have added some more and now there are 10. For Piece of Cake I think the player will just take less damage from monsters, but the combo system will be unavailable and some things won't be unlockable. I'm not sure what the difference will be between levels 2 and 3 though. One of them (probably 2) will be the difficulty that currently exists.

This post has been edited by DeeperThought: 24 July 2009 - 10:37 PM

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User is offline   supergoofy 

#381

Then open the case of the desktop pc and use a fan (like in the photo) to cool it :blink:

Posted Image
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User is offline   Cage 

#382

Well I actually play in 8bit mode to find out the sprites displaying as garbage(most likely floor sprites without proper dimensions), fullbrights looking wrong etc. :blink:
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#383

Do you get any crashes while playing in 8bit mode? While using the latest eduke I send you?
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User is offline   TerminX 

  • el fundador

  #384

Fullbrights are supported in Polymost and Polymer... they would look wrong in any renderer. :blink:
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User is online   Danukem 

  • Duke Plus Developer

#385

View PostCage, on Jul 25 2009, 01:27 AM, said:

Well I actually play in 8bit mode to find out the sprites displaying as garbage(most likely floor sprites without proper dimensions), fullbrights looking wrong etc. :blink:


In particular, it's the auras. These are flat floor aligned sprites of about 64x64 (but it varies) that are spawned under the monsters that have them. They turn to a random angle and are deleted after one tic, then another one spawns. They look fine in Polymost and Polymer, but in the software renderer they are weird garbage (or at least most of them are).

They are all coded like this:

state auracode
ifmove 0
move INIT randomangle
cstat 32
sizeat 64 64
ifcount 1 killit
ends

useractor notenemy SPEEDAURA 0
spritepal 12
state auracode
enda

useractor notenemy MIGHTAURA 0
state auracode
enda

// etc


There's nothing I can do about the graphical glitch, so I will just code for the newer renderers.
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User is offline   Cage 

#386

I know what can be done about the glitch :blink: Send me the tile numbers for the aura effects and I'll see what I can do
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User is offline   Geoffrey 

#387

They probably have a wrong image size; if they're exactly 32x32, 64x64 etc they would look fine (you said about). If the problem is what I think it is.

This post has been edited by Geoffrey: 25 July 2009 - 09:46 PM

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User is online   Danukem 

  • Duke Plus Developer

#388

View PostGeoffrey, on Jul 25 2009, 10:44 PM, said:

They probably have a wrong image size; if they're exactly 32x32, 64x64 etc they would look fine (you said about). If the problem is what I think it is.


Yes, the only ones that work are 64x64, the rest are uneven and don't. I never would have guessed the classic renderer had that limitation. It's good to know the problem can be fixed with edited art.
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User is offline   Cage 

#389

Yes, I'm already fixing it
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User is offline   Daedolon 

  • Ancient Blood God

#390

8bit mod that only has hitile skyboxes and crashes when played in 8bit mode? :blink:

Not that I don't like the mod but it just struct me as weird.
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