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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!

#91

View Postd3drocks, on May 26 2009, 03:47 PM, said:

dont know about eduke spesifically, but I run duke nukem atomic on my psp, and that zombie crisis TC runs on psp.

here is the most up to date build (I think): http://www.psp-hacks.com/file/1358

here is the source code for another build (not sure its the same one though)
www.68kshrine.net/temp/jfbuildandduke.zip
and the site it comes from: http://forums.exopha...read.php?t=7243

This is Jonof's port.

I don't think Eduke32 has been ported at all.
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User is offline   Cage 

#92

Hey, I could help with the graphics if you still need help :) I thought of making some custom weapons (like my double barelled shotgun or minigun which are already present in the mod)
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User is offline   Danukem 

  • Duke Plus Developer

#93

View PostCage, on May 27 2009, 02:35 PM, said:

Hey, I could help with the graphics if you still need help :) I thought of making some custom weapons (like my double barelled shotgun or minigun which are already present in the mod)


Any help would be much appreciated. We could use a better rocket launcher. Also, several of the weapons either do not have the black gloves or the hands look a little off. I think it would be best if you got a copy of the TC, then you could play around with it and if you see any art that you feel like improving you can have a go at it. I'll pack it up and send it to you in the next few days.

@James: Sorry I didn't reply sooner. Thanks for the offer; we could definitely use your help too at some point, but I don't have a to-do list at the moment (other than what I mentioned in reply to Cage).
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User is offline   Sebastian 

#94

Maybe it's just me, but the spiders look less frantic now (compliment!). A suggestion would be to only make a certain type of spider shoot the webs, in case there's a scenario where 20-or-so spiders are charging you at once. Like a Queen Spider or something.

It looks like it's going to be a blast.

This post has been edited by Rusty Nails: 27 May 2009 - 01:57 PM

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User is offline   Danukem 

  • Duke Plus Developer

#95

View PostRusty Nails, on May 27 2009, 02:57 PM, said:

Maybe it's just me, but the spiders look less frantic now (compliment!). A suggestion would be to only make a certain type of spider shoot the webs, in case there's a scenario where 20-or-so spiders are charging you at once. Like a Queen Spider or something.

It looks like it's going to be a blast.


No queens (yet), but there are already smaller spiders (the ones that hatch from egg sacks) that do not shoot webs.
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User is offline   supergoofy 

#96

what they shoot? acid? poison? or they just bite like in Exhumed/Powerslave?

This post has been edited by supergoofy: 27 May 2009 - 02:22 PM

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User is offline   Moggimus 

#97

View PostDeeperThought, on May 26 2009, 04:03 PM, said:

I'm not sure what fireballs you mean, but we're talking about a video that has been subjected to a bloom hack and then processed twice (on my computer and then by youtube), so I'm not going to worry too much if the color of something seems off by the time you see it.


Well, the Cyberdemon shoots them. Fireballs with green... particles coming out the back. Just doesn't look good to me.
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User is offline   Danukem 

  • Duke Plus Developer

#98

View Postmoggimus, on May 27 2009, 11:58 PM, said:

Well, the Cyberdemon shoots them. Fireballs with green... particles coming out the back. Just doesn't look good to me.


I like them, but unfortunately we will have to get rid of them for another reason. Having that many sprites spawning from rockets reduces framerate when there are a lot of rockets around. That's unacceptable in a mod that has hordes of enemies on a regular basis. The rocket art will end up being replaced entirely.
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#99

http://www.youtube.c...h?v=LZfxABKOBi0
Some random gameplay.
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User is offline   Sebastian 

#100

Looks great! Seems like autoaim pretty much screwed you over at 3:40. :)
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User is offline   TerminX 

  • el fundador

  #101

Looks really sweet, but it's strange as hell hearing so many sounds taken directly from other games. Think you guys can mix it up a bit?
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#102

NM.

This post has been edited by William Gee: 28 May 2009 - 03:24 PM

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User is offline   Sangman 

#103

Looks very cool! This time around I do have one "complaint" though, I don't really like the sounds for those Battlelord/Doom Lost Soul hybrids. Sounds like some guy laughing or dying, not sure if that's the right sound for it, maybe you should try using edited Battlelord sounds?
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#104

Yeah I don't like the lost soul sounds either, we are planning to replace those sounds, all of them.
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#105

Added some new screenshots, and the last movie to MOD DB. http://www.moddb.com/mods/wgrealms-2
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#106

Mixing Duke weapons plus doom = WG Realms 2, Excellent mod/tc !
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User is offline   supergoofy 

#107

William Gee is the RPG changed? It seems different in the photo
Attached Image: duke0030_002.jpg

By the way, you never answered to my p.m. :)
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#108

On that note: Damn would I love to have that pic's RPG (and similar weapons).

Anyway, the main pet peeve that the gameplay video shows is that the footstep sounds NEVER change, even if you change terrain. Would it be that difficult to just check for terrain and using different sounds?
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User is offline   Danukem 

  • Duke Plus Developer

#109

The rocket launcher is a brand new creation by Cage! All hail Cage! May his glory continue!

For the footstep sounds, I would have to go through all the fucking textures and sort them into lists based on what they look like. Not something I'm eager to do right now, especially when the textures haven't been finalized.
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#110

View PostDeeperThought, on May 31 2009, 05:42 PM, said:

The rocket launcher is a brand new creation by Cage! All hail Cage! May his glory continue!

For the footstep sounds, I would have to go through all the fucking textures and sort them into lists based on what they look like. Not something I'm eager to do right now, especially when the textures haven't been finalized.


Awesome.

And anyway, yeah, I know exactly how that feels like (Ever tried sorting Doom, Doom2's AND KDiZD's textures into types and implenting them in the ACS scripting language..? x.x), especially with my own mod for Doom.
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#111

View Postsupergoofy, on May 31 2009, 06:58 AM, said:

William Gee is the RPG changed? It seems different in the photo


Yes its a cool new RPG Cage made, he has also made a cool rocket for it, now added and the old green trail has been replaced with a smoke trail. As far as I know DT is still working on it, and also a secondary fire for loading rockets.

I really like the new stuff Cage has added so far. (y)
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User is offline   Jimmy 

  • Let's go Brandon!

#112

Fuckin' awesome new RPG.
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#113

Some shots of Cages new rocket are up. We will make a new vid soon once DT has finished coding the secondary fire for the RPG, cause I think its specially fun.
http://www.moddb.com/mods/wgrealms-2

This post has been edited by William Gee: 01 June 2009 - 01:12 AM

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User is offline   Danukem 

  • Duke Plus Developer

#114

Here is a new video showing the rocket launcher. Hold alt-fire to load up rockets which lock on to enemies.

http://www.youtube.c...Cym7eOgk&fmt=18
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User is offline   supergoofy 

#115

Awesome! I love this alt-fire mode :)
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#116

View PostDeeperThought, on Jun 1 2009, 09:29 PM, said:

Here is a new video showing the rocket launcher. Hold alt-fire to load up rockets which lock on to enemies.

http://www.youtube.c...Cym7eOgk&fmt=18


Very nice! Fire up to 5 rockets at the same time after locking-on! Another good thing is using the Rocket Launcher SFX from DOOM! (It was one of my favourite weapons when I first played it long ago)

This post has been edited by KillerBudgie: 01 June 2009 - 12:59 PM

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User is offline   supergoofy 

#117

Question:

Can Arch-vile, a Doom 2 monster, be included in WG Realms 2 ?

http://doom.wikia.com/wiki/Arch-vile
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#118

Nice Launcher :). What happens if there's a Cyberdemon -ish monster and a 8 smaller monsters? Does it Prioritize monster targets (e.g. stronger ones targetted before weaker ones or vice versa)? or are they picked randomly?

I like the art style so far, and the awesome coding of the bosses. Keeps bosses interesting. I like a challenge :D
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#119

View Postsupergoofy, on Jun 1 2009, 02:23 PM, said:

Can Arch-vile, a Doom 2 monster, be included in WG Realms 2 ?
http://doom.wikia.com/wiki/Arch-vile


We already have some enemies that rise from the dead, I really don't think we will add him + we already have tuns of monsters.

As for what and how the rockets lock on, I will leave that for DT to explain. I don't have the finished code yet.
Really love how its looking though! (y)

This post has been edited by William Gee: 01 June 2009 - 01:58 PM

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#120

View Postsupergoofy, on Jun 1 2009, 10:23 PM, said:

Question:

Can Arch-vile, a Doom 2 monster, be included in WG Realms 2 ?

http://doom.wikia.com/wiki/Arch-vile


If he did, it would make it that much harder...

This post has been edited by KillerBudgie: 01 June 2009 - 01:58 PM

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