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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   Sangman 

#691

Didn't say they were useless, only that I personally haven't used them yet. Maybe I'll have to on a higher skill setting.
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#692

View PostDeeperThought, on Nov 15 2009, 04:48 PM, said:

People reach conclusions about the usefulness of certain items or weapons based on their particular experience playing this episode on whatever difficulty level they chose. But it's important to keep in mind that how useful something is depends a lot on what other items you have and the level design. The minotaur could clear a room full of weak to medium strength enemies in less than a minute with minimal risk to the player. If the only weapon you had was a chainsaw, that would be pretty damned useful.

Likewise, people think that the reflective shield isn't very useful (plasma gun alt-fire), but if there was a map where 3 cyberdemons were shooting at you down a corridoor and not enough room to dodge, using the shield would reflect their shots back and kill them, and it would be the only means of survival.


Ok, I see your point, but what abou my idea ? Perhaps I haven't express it clearly : I mean your can "exchange" your vision field with the Winged Eye for a brief time.

And about the plasma gun alt-fire, I found it very useful fighting the dragon boss and his minions on level 4 (I was trying to save my POW for the final boss).
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#693

View PostSpiker, on Nov 15 2009, 11:36 AM, said:

Reviving this thread because obiously this is not related to the first episode :)



Cool, I like the style you are using, I had a feeling you may be building a level, cant wait to check it out. :)
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User is offline   Mikko 

  • Honored Donor

#694

View PostHeadless_Horseman, on Nov 16 2009, 02:19 AM, said:

I mean your can "exchange" your vision field with the Winged Eye for a brief time.


Useless and time-consuming.
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#695

Useless ? I don't think so, considering how easily you could get in the middle of a crossfire or in a bunch on nasty monsters in this mod.
However I got another idea : how about a sort of "Ice Ring" (with a very limited number of charges) that can summon a wall of ice similar to the ones on map 4 ? It could be useful for covering in bad situations.
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User is online   Danukem 

  • Duke Plus Developer

#696

In the future, there will additional playable characters. Here's one I'm working on:

http://deeperthought...arriorteset.wmv

With that character, you are always in possession of the shield (though it's not necessarily available with every weapon). What you see in the video is the character as he would start the game, before having picked up anything. The character is only about 15% done.
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#697

I wasn't sure how the melee character would work/feel in this mod, but that looks really fun! the frozen pain animation on the baren looks abit weird though.

I'm looking forward to using this guy in the mod, maybe we can think of something more innovative than just choosing what character you play as. - will continue this convo on msn.
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User is offline   XThX2 

#698

View PostDeeperThought, on Nov 17 2009, 05:22 PM, said:

In the future, there will additional playable characters. Here's one I'm working on:

http://deeperthought...arriorteset.wmv

With that character, you are always in possession of the shield (though it's not necessarily available with every weapon). What you see in the video is the character as he would start the game, before having picked up anything. The character is only about 15% done.


Uhm, wasn't this about Duke trying to get back home by doing what Axon asked him to; save their lands? What will be the story behind the new classes ?
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User is offline   Sangman 

#699

Looks cool, but also what XTHX2 said!
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User is offline   supergoofy 

#700

About the story: Axon called the best warriors from all the universe. Duke is one of them. The new warrior is another.

Question about the new warrior: I could imagine that you will introduce a sword as weapon, a bow, throwing axes, throwing necro-bombs (bombs that will have the shape of a skull), a special weapon that will be attached to right hand (like a glove) that will throw fireballs or something.

Witchaven and Hexen series are great sources of ideas.
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User is online   Danukem 

  • Duke Plus Developer

#701

This shows the bow and arrows I've been working on for the WGR2 TC in the last couple of days. Hellbound made the art for an older version of the TC. I edited on different hands and arms to match the Hexen based warrior character I've been developing. The arrows are coded to stick into floors, walls and enemies. They maintain their relative position in enemies even as the enemy moves around. They also cause bleeding damage. This would have been a lot easier if the arrows were models, but they are sprites. I use tricks to make them look 3D. The nice thing about this is it works in the classic renderer.

http://www.youtube.c...h?v=upcpQvbda8E

This is still primarily a melee character with devastating close range attacks (not yet added). The nonmagical arrows in the video would probably only be used to pick off out of reach enemies or wear down strong and dangerous monsters with bleeding damage. There will be different types of arrows, and you will be able to toggle between the types you have picked up with the altfire key.
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#702

That looks good. Is it possible to pick up the arrows from fallen enemies?
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#703

View PostDeeperThought, on Nov 19 2009, 10:54 PM, said:

I use tricks to make them look 3D.

16 & 32 :)

This post has been edited by The Commander: 19 November 2009 - 03:03 AM

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User is offline   TerminX 

  • el fundador

  #704

Shit, even the basic concept of a bitfield is lost on most people unless you know them well enough to know how to explain the entire binary system, how integer storage works, et cetera. Such a thing is a trick to most people.

Speaking of clueless people, I had someone e-mail me the other day asking me to add Polymost to EDuke32, because they played JFDuke3D (Duke3dw, actually, but same thing) and thought its unfinished Polymost implementation and lack of sector visibility support were nice and bright and loved the way it completely trashes the atmosphere of nearly every map ever made:

Quote

Hi,

I have noticed that polymost adores ATi graphic cards, while Eduke and opengl is in love with nVidia.

With Eduke on nVidia I get 6XX - 7XX (even 14XX) FPS
With Duke3Dw on nVidia I get 6X - 7X FPS
----------------------------------------------------
With Eduke on ATi I get 1XX - 2XX (even 4XX) FPS
With Duke3Dw on ATi I get 6XX - 9XX FPS

[ I was using 16bit rendering, 1024x768 (changing resolutions to higher doesent affect FPS results very much)


Polymost really hates nVidia. Freelooking with mouse is kinda with some latency, or to describe it better, like you're looking thru some impedance or cream (like when you move your hand fast in/thru water in real life). It is playable, but when you're accustomed not to play like that...

But polymost is very bright, specially with ATi graphics. so what I'm hoping is that you will one day add polymost rendering to Eduke :)


Please understand that things that you already did with Duke Nukem is GREAT, we couldn't be happier, now it is playable thru Windows Xp and above, and all we are trying is to give some advice hot to make it even more playable, fun and hardware independent.


Peter


I did not reply.
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User is offline   Daedolon 

  • Ancient Blood God

#705

View PostDeeperThought, on Nov 18 2009, 02:22 AM, said:



This is so far the most awesome thing I've seen posted here. I love the smooth animation and the fact that you can do damage with the shield as well.
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#706

lol to "Peter's" email.
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User is offline   Sangman 

#707

The arrows sticking into the enemies looks a bit awkward to me, not so much because you're using sprites but because you make the arrow sprites appear sortof like 3D models. This isn't a bad thing if you simply want to display it sticking on floors, walls and ceilings.. but putting those 3D-ish arrows on obviously 2D enemies makes for an odd mix. I guess players just have to not look too closely :)
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User is online   Danukem 

  • Duke Plus Developer

#708

View PostDaedolon, on Nov 19 2009, 03:21 AM, said:

This is so far the most awesome thing I've seen posted here. I love the smooth animation and the fact that you can do damage with the shield as well.


Thanks; yes, this character WILL be awesome. You will be able to play the same levels with him but the gameplay will be quite different, greatly increasing the replay value of the TC. No one but me understands what I'm going for, but in the end you will all see.
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User is offline   supergoofy 

#709

I would really want to see how it would be playing with Duke and Warrior in co-op.
Also what is the name of the new Warrion? Conan perhaps?

This post has been edited by supergoofy: 20 November 2009 - 12:29 AM

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User is offline   XThX2 

#710

View PostDeeperThought, on Nov 19 2009, 10:04 PM, said:

Thanks; yes, this character WILL be awesome. You will be able to play the same levels with him but the gameplay will be quite different, greatly increasing the replay value of the TC. No one but me understands what I'm going for, but in the end you will all see.


I think you're trying to make it like HeXen. Eitherway, I can't say no to more characters :)
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#711

Some episode 2 screenshots.

Posted Image
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#712

Great Stuff.

William, i tried to do something: Create a WGR1 remake episode whit WGR1 maps but WGR2 gameplay. Now, this thing is only partially successful because

*Selectable episode = OK
*WGR2 Gameplay + Enemies = OK
*Texture = EPIC FAIL

Textures in WGR2 haves very different associations respect WGR1 (That use standard Duke3d texture) and this thing cause that infamous "near-white psychedelic multicolor rainbow" where the game not found any texture. How fix this?
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#713

DT was talking about adding wgr2 stuff to wgr1, but I think he would use code to do it, just converting the textures over to wgr2 would be very time consuming and annoying. I really don't know any other way to do that.
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User is offline   darkcaleb 

#714

If I may add a request to the mod is, could you make a old town like this http://www.wadsinprogress.info/index.php?a...ads&wad=988 something like it this. Would be be cool right :)
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User is offline   Mikko 

  • Honored Donor

#715

Nah, I don't think dark moody maps are William's expertise and I'm not even sure that some confined village would fit.
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#716

Just had a look at MSDN'S Up n Coming maps page, http://msdn.duke4.net/previews.shtml
And its info on WGR2 is really out of date. maybe it can be updated, and a pic from episode 2 added to it. New website http://two.wgrealms.com/
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User is offline   supergoofy 

#717

I tried eduke32 r1545 and it seems more stable. I played twice and the game didn't hang. Coincidence or in r1545 the crash bugs are fixed. Time will tell.

You can download r1545 from: http://hendricks266.duke4.net/eduke32/


[edit]

It hung. It seems that I spoke too early. In 1 of other 3 times that I played, it hung.

This post has been edited by supergoofy: 21 November 2009 - 01:53 PM

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#718

You almost made me feel stupid for releasing it at MODDB today. http://www.moddb.com/games/wgrealms-2/down.../wgr2-episode-1
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User is offline   Gambini 

#719

Moddb description has a typo. It says siegeR breaker
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#720

Fixed, same typo was on my site, lazy copy/past.
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