WG Realms 2: Get Medieval on Their Asses! "WG and DT present the ultimate 8-bit medieval fragfest"
#781 Posted 12 May 2010 - 06:17 AM
#782 Posted 12 May 2010 - 06:46 AM
Spiker, on May 12 2010, 07:17 AM, said:
What tile numbers are you trying to respawn?
#783 Posted 12 May 2010 - 07:11 AM
#784 Posted 12 May 2010 - 07:38 AM
Spiker, on May 12 2010, 08:11 AM, said:
The problem is that you are trying to spawn a tile that has no code associated with it. Whenever you do that, the sprite will spawn tiny -- so small you can't barely see it, and perhaps small enough that the game deletes it (size 0 sprites automatically get deleted). So I would have to add a new feature if you need to spawn decorative sprites that have no code.
EDIT: I just remembered, there is the texturizer effect which can be used to change all sprites of one tile number to a different tile number when something is triggered. If you make the initial sprite of an invalid tile number, then it won't show up in game, and then have it change to the tile number you want. Should work.
To do this I would start by placing the 5784 sprite in the map exactly the way you want it to look. Then go into 2D mode, F8 on it and change its picnum to 8784. Now place a texturizer and set it up so that it changes all 8784s to 5784s at the appropriate trigger.
This post has been edited by DeeperThought: 12 May 2010 - 07:51 AM
#785 Posted 12 May 2010 - 10:32 AM
However I've also found a nasty bug: respawned skelknights (the real ones) are passive until damaged (at least pal 20 but probably it doesn't matter) and this does not happen to any other monster. This is really bad beacuse literally you can jump on their heads and they stand still And I can't use pal 17 for this (too much to explain).
#786 Posted 12 May 2010 - 11:26 AM
Spiker, on May 12 2010, 11:32 AM, said:
That really doesn't make any sense at all. They are coded to become active right away, just like any other monster, whether they are respawned or not. We are both talking about tile 5888, right?
What revision of EDuke32 are you using?
#787 Posted 12 May 2010 - 11:33 AM
#788 Posted 12 May 2010 - 11:36 AM
#789 Posted 12 May 2010 - 12:18 PM
#791 Posted 12 May 2010 - 02:11 PM
#792 Posted 12 May 2010 - 07:47 PM
Headless_Horseman, on May 13 2010, 10:11 AM, said:
I asked Merlijin about this the other day and he said that him and Maarten were busy at the moment with music stuff etc, but that they hope to be getting back into it very shortly.
I am not sure on Williams status of it though.
Here is a preview video they you may or may not have seen.
http://www.youtube.c...h?v=I6jLL-UmXDw - Commentary by Maarten and Merlijin.
This post has been edited by The Commander: 12 May 2010 - 07:48 PM
#793 Posted 23 May 2010 - 09:43 AM
#794 Posted 23 May 2010 - 11:06 AM
Spiker, on May 23 2010, 10:43 AM, said:
It's possible, but if it's a problem then why did you put so many souls in the map?
#795 Posted 23 May 2010 - 11:11 AM
#796 Posted 23 May 2010 - 11:35 AM
Spiker, on May 23 2010, 12:11 PM, said:
Try this:
http://deeperthought...r2/WGR2cons.rar
When the player enters a sector that has hitag 777, any active souls should "die" and turn into gold.
#798 Posted 23 May 2010 - 02:02 PM
#799 Posted 29 June 2010 - 02:58 PM
The new level, "Castle Demonhorn" is a separate episode from the older levels, but it's related to them in an important way. In this new mission, you must free Jedrik Demonhorn, who has been magically imprisoned in his own castle. A mighty warlord, he will join the fight against the demon siege once freed. To put it in gameplay terms: he's a playable character that you unlock by completing the new level.
For anyone new to this TC, it is a complete game and you don't need Duke 3D to play. Just download it and follow the simple installation instructions.
Here's a link to the new version: http://fissile.duke4...r2/WGR2v11b.zip
And a few screenshots:
@Spiker and WG: I have to leave suddenly on a trip, and I will be away from my computer for about a week. If there's any code bugs they may have to wait until I get back.
#800 Posted 29 June 2010 - 05:30 PM
#801 Posted 29 June 2010 - 05:58 PM
#802 Posted 29 June 2010 - 06:04 PM
Edit: the fullbright pixels in the tiles imported from DOOM definitely need fixing. Where's Cage?
#803 Posted 29 June 2010 - 09:23 PM
This post has been edited by Serious Cacodemon: 29 June 2010 - 10:24 PM
#804 Posted 29 June 2010 - 10:46 PM
That's true that some jumps are tricky in this map but they were to be like that. I've never heard of strafe-jumping, most difficult jumps can be completed if you hit jump first and then forward. Because Duke somehow has problems with jumping when moving on sloppy surfaces.
Oh, man it took you 2 hours?
DeeperThought: nice screens there
#805 Posted 29 June 2010 - 11:30 PM
#806 Posted 29 June 2010 - 11:50 PM
edit: lol I didn't even get past the scene in the first picture
This post has been edited by Micky C: 29 June 2010 - 11:51 PM
#807 Posted 30 June 2010 - 12:11 AM
Micky C, on Jun 30 2010, 12:50 AM, said:
edit: lol I didn't even get past the scene in the first picture
#808 Posted 30 June 2010 - 12:17 AM
Micky C, on Jun 30 2010, 08:50 AM, said:
edit: lol I didn't even get past the scene in the first picture
You thought it will be that easy to get inside the castle? hehe
Once agian I've noticed that some enemies behave strange (for some time it was fine), mostly spiders which wake up before a player sees them. But that's not a big deal.
#809 Posted 30 June 2010 - 12:28 AM
#810 Posted 30 June 2010 - 04:54 AM
My specs:
notebook MSI EX623X
OS: Windows 7 Professional
CPU: Intel Pentium Dual T3400 2.16GHz
GPU: Nvidia GeForce 9500M GS 512 VRAM
RAM: 4GB
I ran game in these setting:
windowed
800x600x32bit polymost
texture quality: low
filter: nearest
Sorry, log is from the second try. When this bug occured first time, I didnt save log. After while I just started game agian and straight from the menu I went to saved game and tried to load it again. So this log is from the second try.
Attached File(s)
-
eduke32.log (3.31K)
Number of downloads: 732
This post has been edited by t800: 30 June 2010 - 07:46 AM