WG Realms 2: Get Medieval on Their Asses! "WG and DT present the ultimate 8-bit medieval fragfest"
#842 Posted 09 July 2010 - 09:10 AM
#843 Posted 09 July 2010 - 09:13 AM
Edit: Some blue would be good also. I always thought they would glow in a light blue color.
Edit2: Wow, just finished the new map. GJ Spiker! It was a huge and fun map IMO the epicness never seemed to end!
I didn't find anything else that bugged me besides what I previously pointed out. I hope to see more maps for WGR2 from you!
This post has been edited by ZedDB: 09 July 2010 - 01:08 PM
#845 Posted 09 July 2010 - 05:36 PM
William Gee, on Jul 9 2010, 06:03 PM, said:
http://www.moddb.com...nloads/wgr2-v11
Great! Now could you fix the summary page by getting rid of the garbage characters after the facebook link? And maybe move Spiker's walkthrough videos to the tutorials section?
#846 Posted 09 July 2010 - 05:53 PM
http://www.moddb.com/games/wgrealms-2/imag...ap-comeing-soon
This post has been edited by The Commander: 09 July 2010 - 05:54 PM
#847 Posted 09 July 2010 - 05:57 PM
@ DT all done, just have to wait for the tutorial to be authorized.
#848 Posted 09 July 2010 - 05:59 PM
But if you are saying you have updated, I aint seeing it. (I know you can't update the URL though)
#849 Posted 10 July 2010 - 07:34 PM
#850 Posted 10 July 2010 - 08:46 PM
By the way, I started making a video walkthrough of the entire original episode using the new character.
This post has been edited by DeeperThought: 10 July 2010 - 08:47 PM
#851 Posted 10 July 2010 - 11:42 PM
Hmmm yesterday I played some Blood and that gives me inspiration of how to improve these torches (assuming this would work the same way, not sure though).
Should I go for it?
I've also noticed that blood has an improved SE (at least I think so) which is responisble for sector floating. In duke you need 2 float SE to make something
move proportional, which a real pain to do and often impossible in large and complicated sectors. But in blood in certain areas it's used on a massive scale. I wonder if DT could code a good floating SE for his mods? Something like with DP water effect but this time for sectors. I think this could be pretty useful.
This post has been edited by Spiker: 10 July 2010 - 11:45 PM
#852 Posted 10 July 2010 - 11:48 PM
Speaking of disk space, I realized I don't have enough to do what I wanted with the big walkthrough, so I'm going to scale it way back or not do it at all.
#853 Posted 10 July 2010 - 11:57 PM
http://www.youtube.c...h?v=CvI0So0BV5k
#854 Posted 11 July 2010 - 12:19 AM
Spiker, on Jul 11 2010, 09:42 AM, said:
Should I go for it?
*M Bison voice* OF COURSE!
Well you can at least try it out and see if it look better and post the results here for feedback!
#855 Posted 11 July 2010 - 12:34 AM
#856 Posted 11 July 2010 - 12:38 AM
#857 Posted 11 July 2010 - 12:46 AM
Spiker, on Jul 11 2010, 01:38 AM, said:
That sounds impossible. How could only one side of a sector be floating? If the sector floor is rising, then the whole sector must rise. I would have to see it to understand.
At any rate, I'm thinking the new SE would have options for:
* amplitude: the distance traveled up and down by the sector
* rate: the length of time it takes for the sector to complete the cycle
* time offset: so that you can have different sectors synced or unsynced
And if you set nothing except the lotag, it would use defaults that are good for a water floating effect.
#858 Posted 11 July 2010 - 01:03 AM
This post has been edited by Spiker: 11 July 2010 - 01:04 AM
#859 Posted 11 July 2010 - 06:59 AM
#860 Posted 11 July 2010 - 08:31 AM
This post has been edited by CraigFatman: 11 July 2010 - 08:31 AM
#861 Posted 12 July 2010 - 07:52 AM
DeeperThought, on Jul 11 2010, 03:59 PM, said:
I'd like to see it anyway.
Soon I should upload a playthrough of my map.
#862 Posted 12 July 2010 - 08:32 AM
CraigFatman, on Jul 11 2010, 09:31 AM, said:
Thanks, I'll try that.
#863 Posted 12 July 2010 - 10:33 AM
ZedDB, on Jul 9 2010, 01:49 PM, said:
duke0001.png
It's insanely dark. Your monitor is fine.
#864 Posted 12 July 2010 - 10:34 AM
#865 Posted 12 July 2010 - 04:53 PM
I'll be doing a live playthrough of the new level plus the first episode as the new character.
Link to stream is at:
http://www.justin.tv/seriouscacodemon
EDIT: Stream's over now. Had a lot of fun playing the new map, then taking on Episode 1 as Jedrik and then redoing Castle Demonhorn as Jedrik. Thanks everyone who watched!
This post has been edited by Serious Cacodemon: 12 July 2010 - 11:10 PM
#866 Posted 12 July 2010 - 05:07 PM
Serious Cacodemon, on Jul 12 2010, 05:53 PM, said:
I'll be doing a live playthrough of the new level plus the first episode as the new character.
Link to stream is at:
http://www.justin.tv/seriouscacodemon
OK, I'll tune in for at least part of it. I have some videos of the new character that I will upload soon, as well.
EDIT: Hmm, I'm not sure if I want to register, though (necessary for making comments, I guess). I would probably never use the account again, but my e-mail would get spammed for eternity.
This post has been edited by DeeperThought: 12 July 2010 - 05:08 PM
#867 Posted 12 July 2010 - 10:07 PM
#868 Posted 14 July 2010 - 06:39 AM
- Part 1 http://www.youtube.c...h?v=ltVdz7YpTPo
- Part 2 http://www.youtube.c...h?v=qFvcCHTj3z0
- Part 3 http://www.youtube.c...h?v=xzIsl-W2KEs
In this playthrough all the secrets are revealed
This post has been edited by Spiker: 14 July 2010 - 06:39 AM
#869 Posted 14 July 2010 - 08:58 AM
Spiker, on Jul 14 2010, 07:39 AM, said:
- Part 1 http://www.youtube.c...h?v=ltVdz7YpTPo
- Part 2 http://www.youtube.c...h?v=qFvcCHTj3z0
- Part 3 http://www.youtube.c...h?v=xzIsl-W2KEs
In this playthrough all the secrets are revealed
You did a great job with those movies. I was going to upload some new ones, but now I think there is no need. I hope WG will link those to the Mod DB page.
I'm working on an update. Here are some bugs that will be fixed:
-If you use the shrinkshroom to enter the fortress, and then exit the fortress without hitting the gate switch, it is impossible to get back inside and finish the level. To fix this, I'm making the 'shrooms respawn after a while.
-Some voice clips from Duke still play if you are using Jedrik
-Monsters with the curse aura can become frozen and not be hittable
Do you know of any other bugs?
I do have one small suggestion for the demonhorn level, and that is to make the quiver near the beginning pal 23 (spy arrows), since those are better for hitting the switch. I can do that myself if you don't mind.
There's also a need for balance tweaks. I think POW makes bosses too easy, especially the final boss in the regular episode, so I'm going to make the lightning and minotaurs less damaging against bosses (but not cyberdemons). It was already nerfed like that, but it needs more nerfing. It will still be useful, but you won't to able to just activate POW and watch the boss die with minimal effort. Secondly, it seems that Jedrik's hammer throw is not very useful compared with his hammer strike. If there is an enemy too far away to reach with the shockwave and you have no arrows, then it's useful, but that's about it. The final boss in the regular episode also needs to be more dangerous. I'm thinking I'll give him a final transformation... The sad thing is he was actually very cool and challenging when I first coded him, but that was when I assumed he would be in a standard arena type environment. He doesn't perform as well where he ended up, in an open environment with lots of cliffs.
Then there's a few bigger things that have been planned for a long time and weren't going to be added until the next big episode, but I'm thinking it might be better to add them now because I don't know when the next episode will be made. It could be years and I might have lost interest by then or have no time to work on it. It would require some minor editing to the maps.
#870 Posted 14 July 2010 - 09:39 AM
Unfortunately my efforts to improve the lighting in polymost in the "Blood style" failed because it occurs that Blood has one more SE that manipulates shading in sectors other than random lights.
But one more idea that came into my mind is that all torches and fires should play a fire sound of a small radius, this would add to the atmosphere and it would be more realistic. And I think that few torches like the one that has only blue and green variations don't emit any light in polymer.