WG Realms 2: Get Medieval on Their Asses! "WG and DT present the ultimate 8-bit medieval fragfest"
#691 Posted 15 November 2009 - 04:19 PM
#692 Posted 15 November 2009 - 04:19 PM
DeeperThought, on Nov 15 2009, 04:48 PM, said:
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).
#693 Posted 15 November 2009 - 05:05 PM
Spiker, on Nov 15 2009, 11:36 AM, said:
Cool, I like the style you are using, I had a feeling you may be building a level, cant wait to check it out.
#694 Posted 16 November 2009 - 10:25 AM
Headless_Horseman, on Nov 16 2009, 02:19 AM, said:
Useless and time-consuming.
#695 Posted 16 November 2009 - 04:06 PM
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.
#696 Posted 17 November 2009 - 04:22 PM
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.
#697 Posted 17 November 2009 - 04:39 PM
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.
#698 Posted 18 November 2009 - 06:14 AM
DeeperThought, on Nov 17 2009, 05:22 PM, said:
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 ?
#700 Posted 18 November 2009 - 09:28 AM
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.
#701 Posted 19 November 2009 - 01:54 AM
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.
#702 Posted 19 November 2009 - 03:00 AM
#703 Posted 19 November 2009 - 03:03 AM
This post has been edited by The Commander: 19 November 2009 - 03:03 AM
#704 Posted 19 November 2009 - 03:18 AM
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
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.
#705 Posted 19 November 2009 - 03:21 AM
DeeperThought, 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.
#707 Posted 19 November 2009 - 06:34 AM
#708 Posted 19 November 2009 - 10:04 PM
Daedolon, on Nov 19 2009, 03:21 AM, 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.
#709 Posted 20 November 2009 - 12:27 AM
Also what is the name of the new Warrion? Conan perhaps?
This post has been edited by supergoofy: 20 November 2009 - 12:29 AM
#710 Posted 20 November 2009 - 06:32 AM
DeeperThought, on Nov 19 2009, 10:04 PM, said:
I think you're trying to make it like HeXen. Eitherway, I can't say no to more characters
#712 Posted 20 November 2009 - 03:55 PM
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?
#713 Posted 20 November 2009 - 04:15 PM
#714 Posted 21 November 2009 - 04:04 AM
#715 Posted 21 November 2009 - 07:48 AM
#716 Posted 21 November 2009 - 12:51 PM
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/
#717 Posted 21 November 2009 - 01:20 PM
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