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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   Jimmy 

  • Let's go Brandon!

#421

View PostMikko_Sandt, on Aug 11 2009, 07:38 AM, said:

Hexen was boring; WGR2 doesn't look boring.

This is a lie.
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User is offline   zykov eddy 

#422

View PostCaptain Awesome, on Aug 11 2009, 11:04 AM, said:

This is a lie.


What you say!!
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#423

View Postzykov eddy, on Aug 11 2009, 07:25 PM, said:

What you say!!


It's the truth
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User is offline   Geoffrey 

#424

View PostMikko_Sandt, on Aug 11 2009, 04:38 AM, said:

Hexen was boring


nuh-uh, you best not go there if you know what's good for you
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User is offline   Mikko 

  • Honored Donor

#425

Ooh, I hit a soft spot!

Back in the days, I could play maybe one level (or half of it) before getting bored with it.
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User is offline   Sobek 

  • There's coffee in that nebula!

#426

View PostDeeperThought, on Aug 11 2009, 10:52 AM, said:

OK folks, here's a little movie for you:

http://www.youtube.c...h?v=3RhrHuhNmok

It shows and explains a few things.


The part at 18 seconds was just awesome. I'm a sucker for gloriously over the top gore :blink:
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#427

Hello? Any progress made yet?
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User is offline   supergoofy 

#428

Don't rush them. It is better to wait even for 2-3 more months, if we want a quality and bug-free game.
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#429

View Postsupergoofy, on Aug 15 2009, 01:03 PM, said:

Don't rush them. It is better to wait even for 2-3 more months, if we want a quality and bug-free game.


Spending time staring at a computer might be a good way of spending Christmas, but I don't want to wait that long.
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User is offline   Mikko 

  • Honored Donor

#430

If I were WG, I'd want to delay the mod just to piss you off.
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#431

View PostMikko_Sandt, on Aug 15 2009, 01:25 PM, said:

If I were WG, I'd want to delay the mod just to piss you off.


I bet he's doing it to p*** everyone off!
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User is offline   Sangman 

#432

View PostKillerBudgie, on Aug 15 2009, 02:09 PM, said:

but I don't want to wait that long.


Well sucks to be you.
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User is offline   supergoofy 

#433

Pissing ...... :D B) :blink:
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User is offline   Danukem 

  • Duke Plus Developer

#434

I don't know what's happening with the maps lately, but I've been making a lot of improvements to the code.

@Cage: Could you make an iron sights graphic for your shotgun? The way it will work is, you hold alt-fire to go into iron sights mode, then while in that mode pressing regular fire does the accurate slug shot.
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#435

I thought you weren't going to do ironsights. As WGR2 is built upon DukePlus.
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User is offline   TerminX 

  • el fundador

  #436

WGR2 isn't built on DukePlus... it might use a few pieces of the code that would be a complete waste of time to rewrite, but nothing more than that.
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#437

A new CyberDemon attack.

Posted Image

More shots here http://www.moddb.com/games/wgrealms-2

This post has been edited by William Gee: 17 August 2009 - 05:16 PM

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User is offline   Danukem 

  • Duke Plus Developer

#438

Iron sights.

Posted Image

Posted Image



And a movie: http://deeperthought..._ironsights.wmv
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#439

Looks awesome and fun. :blink: cant wait to play with it.

Edit:

I remember a old request to be able to shoot the barenzombies heads of, maybe Cage can make the frames for that, and they only blow of with iron sight?

This post has been edited by William Gee: 17 August 2009 - 06:35 PM

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#440

Awesome! I'm wondering though, since the maps seem to be very open and wide at times, is there going to be some kind of hitscan weapon to pick the distant monsters off (scoped weapon) or is the new ironsighted shotty accurate enough for that?

This tc gets more awesome every update. Keep up the good work!
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User is offline   supergoofy 

#441

Yeah, my request became reality :blink:
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User is offline   XThX2 

#442

It looks very great, though IMO that would suit something around the lines of a sub-machinegun like thing rather than a pellet weapon.

That "POW" on the screen got my interest. What's that or what does that stand for ?
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User is offline   Sebastian 

#443

Looks really nice! I actually love the fact that it's just the shotgun (at least so far) that has the ironsights. Except for the skewed vision when looking up/down, it seem to work fantastic.

I forgot to comment on the last video you guys posted of the boss too. I love how you coded it, seem very different from what you're used to see in Duke mods these days. good job.
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User is offline   Danukem 

  • Duke Plus Developer

#444

View PostSkullHacker, on Aug 18 2009, 03:43 AM, said:

Awesome! I'm wondering though, since the maps seem to be very open and wide at times, is there going to be some kind of hitscan weapon to pick the distant monsters off (scoped weapon) or is the new ironsighted shotty accurate enough for that?


The shotgun is plenty accurate because when in iron sight mode, it fires a single projectile right where the sights meet. It is supposed to be a "slug": http://en.wikipedia....ki/Shotgun_slug Real slugs, while more accurate than pellets, are still not accurate at long range. The one in the game is, though.
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User is offline   Danukem 

  • Duke Plus Developer

#445

View PostXThX2, on Aug 18 2009, 06:13 AM, said:

That "POW" on the screen got my interest. What's that or what does that stand for ?


The POW meter increases as you kill enemies, and decreases when you take damage. Once it reaches at least 10, you can use the power at any time. It gives you different temporary abilities, depending on how high your POW is when you use it (and they stack, so if you use the meter at 30, you get three different abilities at once). The abilities last for about 40 seconds, after which you can start building up the meter again. It's a good thing to save up and use in tough situations.

This post has been edited by DeeperThought: 18 August 2009 - 08:21 AM

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User is offline   Danukem 

  • Duke Plus Developer

#446

View PostRusty Nails, on Aug 18 2009, 07:57 AM, said:

Looks really nice! I actually love the fact that it's just the shotgun (at least so far) that has the ironsights. Except for the skewed vision when looking up/down, it seem to work fantastic.

I forgot to comment on the last video you guys posted of the boss too. I love how you coded it, seem very different from what you're used to see in Duke mods these days. good job.


Thanks (and a big thanks to Cage, who made all those awesome shotgun sprites). There is no good way to do zoom in the Duke engine. There are two possible methods I am aware of. One is to move the camera forward from the player's position. That is not really zoom, it is more like having an out-of-body experience. And it's somewhat tricky to code. For example, what happens if you "zoom" in to an enemy that is closer than the distance the camera moves? (There has to be a way of detecting that and preventing the camera from moving past the enemy). So I went with the other method, which is you increase the size of the player sprite to induce a change in the FOV. It is the same kind of view warping that occurs when the player shrinks, except in reverse. That's the style of "zoom" used in the old days before EDuke. However, I was able to improve it in some respects. At least in WGR2, if you look up/down, the bullet will actually go where you are aiming (even though the view appears warped).

In the future, Plagman will probably add true zoom to Polymer.

This post has been edited by DeeperThought: 18 August 2009 - 08:47 AM

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User is offline   Sangman 

#447

View PostDeeperThought, on Aug 18 2009, 06:09 PM, said:

(and they stack, so if you use the meter at 30, you get three different abilities at once)


Will there be the option to, for example, use only two of those and save the other one?
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User is offline   Danukem 

  • Duke Plus Developer

#448

View PostSangman, on Aug 18 2009, 09:44 AM, said:

Will there be the option to, for example, use only two of those and save the other one?


We are trying to keep things simple. There is one key you press for activating the combo, and that's it. This isn't supposed to be a complicated fps, but it already has lots of inventory items, alt-fire and the combo system. If the player had to sift through and choose the powers, I'm afraid it would be cumbersome while adding nothing of value to the experience (the powers already stack in a nice order). Also it might make the game too easy if you could save a power for later.

This post has been edited by DeeperThought: 18 August 2009 - 08:54 AM

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#449

View PostDeeperThought, on Aug 18 2009, 05:20 PM, said:

In the future, Plagman will probably add true zoom to Polymer.


He might do. Someday...

This post has been edited by KillerBudgie: 18 August 2009 - 08:54 AM

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User is offline   Plagman 

  • Former VP of Media Operations

#450

View PostDeeperThought, on Aug 18 2009, 06:20 PM, said:

In the future, Plagman will probably add true zoom to Polymer.


There already is, but it isn't linked to CON scripting as of yet. Try messing with the r_pr_fov cvar (it's in build angle).
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