Alien Armageddon [RELEASE] "showcasing sebabdukeboss20 characters with some enhancements"
#1471 Posted 20 April 2020 - 09:08 PM
#1472 Posted 21 April 2020 - 03:34 AM
This post has been edited by ck3D: 21 April 2020 - 03:37 AM
#1473 Posted 21 April 2020 - 03:43 PM
I would not go so far as to say that "any piece of work is out there really, it stops belonging to its author and lives its own life", I do think that the author should still have some veto power over how their work is used. As a rule of thumb, a reasonable effort to obtain permission should be undertaken if there are modifications to the map which impact the player's experience of it. A gray area is that even if the map is not modified at all, it will play differently when used in a mod (e.g. the player will have different weapons and there may be different enemies). However, if the map is not modified and credit is included, I would argue that permission is not required in that case. For AA, the maps included did have some cosmetic changes (decorations added by sebabdukeboss20) so that's why I said not contacting you was an oversight. I did actually get in contact with some people, for example Iggy who hasn't been around here in years, because we used his Edelheim map for an invasion match.
#1474 Posted 21 April 2020 - 04:10 PM
Now of course it's got to be a case-by-case basis, for instance if I released Blast Radius tomorrow and a week later someone would repurpose it into something different entirely in a direction I don't approve I'd probably get a bit more frustrated, but the situation altogether wouldn't be comparable for multiple reasons. Here I took it as recognition for something Maarten and I barely really tried for 10+ years ago (I don't even dare looking up the actual date we released it on) and was stoked to see that piece integrated into a new dimension.
If you ever need more 'classic' maps in that style and of that scale in the future, don't hesitate to hit me up, those really shouldn't take long to make for me now although I can never predict my availability or lack thereof (so don't count on it), but in theory I'd be happy to get to contribute with original contributions if you're ever looking for some (although I really don't think I could find the focus to do anything but for pure vanilla Duke if we're not just talking something as simple as a few extra .art files, I could always make basic skeletons of levels for someone else on your team to alter the aesthetics of later, exactly like they did here). The stars really would have to align in terms of timing though, to be honest.
Somehow, to me the subject of this discussion is pretty reminiscent of this concept: https://en.wikipedia...h_of_the_Author
This post has been edited by ck3D: 21 April 2020 - 05:08 PM
#1475 Posted 21 April 2020 - 07:19 PM
#1476 Posted 22 April 2020 - 08:51 AM
Marya, on 21 April 2020 - 07:19 PM, said:
Yes.
#1477 Posted 24 April 2020 - 06:44 PM
tried to run the mod with the included Eduke and got the error: Cache space all locked up.
what i do wrong?
This post has been edited by Marya: 24 April 2020 - 06:57 PM
#1478 Posted 24 April 2020 - 07:08 PM
Attached File(s)
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AA texture filtered.rar (1.99MB)
Number of downloads: 449
#1479 Posted 25 April 2020 - 04:48 PM
Jim, on 24 April 2020 - 07:08 PM, said:
#1480 Posted 25 April 2020 - 05:53 PM
#1481 Posted 25 April 2020 - 08:10 PM
Marya, on 25 April 2020 - 04:48 PM, said:
Try using the latest Eduke32 and make sure you delete every temporary file in the folder.
https://dukeworld.co...8873-0aabd7f55/
#1482 Posted 26 April 2020 - 09:45 PM
Trooper Dan, on 25 April 2020 - 08:10 PM, said:
https://dukeworld.co...8873-0aabd7f55/
i tried it without deleteing anything and i still got the same thing.
This post has been edited by Marya: 26 April 2020 - 09:46 PM
#1483 Posted 27 April 2020 - 12:54 PM
1) Bomshell's 1st person shotgun sprite appears to be like 1 pixel to short, I can see a 1 px (estimate) line below it when running.
2) At the start of DC's second level, if the winged cycloid boss crashes in the pool he will come back up underwater... Or rather his lower body will. Because of his height he will reach far past the height of the underwater sector, making most of him invisible (or, non-existant, really). Probably not a good choice of arena for that battle...
This post has been edited by necroslut: 27 April 2020 - 12:55 PM
#1484 Posted 27 April 2020 - 01:49 PM
#1485 Posted 27 April 2020 - 01:50 PM
Marya, on 26 April 2020 - 09:45 PM, said:
i tried it without deleteing anything and i still got the same thing.
When in doubt, do a clean install and only port over your cfg files so that you don't have to set the controls again.
#1486 Posted 27 April 2020 - 07:11 PM
Trooper Dan, on 27 April 2020 - 01:50 PM, said:
#1487 Posted 27 April 2020 - 08:46 PM
Marya, on 27 April 2020 - 07:11 PM, said:
The normal game doesn't have very much art compared with AA.
#1488 Posted 27 April 2020 - 11:35 PM
Trooper Dan, on 27 April 2020 - 01:49 PM, said:
Yeah, I know, I just thought you might want to know for when in case it hadn't already been picked up on.
#1489 Posted 28 April 2020 - 04:28 AM
This post has been edited by Marya: 28 April 2020 - 07:53 AM
#1490 Posted 28 April 2020 - 11:11 AM
Marya, on 28 April 2020 - 04:28 AM, said:
What are you talking about? When did we use HRP?
#1491 Posted 28 April 2020 - 12:02 PM
#1492 Posted 28 April 2020 - 01:38 PM
Phredreeke, on 28 April 2020 - 12:02 PM, said:
I've noticed duke's quick kick doesn't kill slimers anymore, was this intentional or a bug? Shelly's works fine though.
This post has been edited by Marya: 28 April 2020 - 02:12 PM
#1494 Posted 29 April 2020 - 04:43 AM
Phredreeke, on 28 April 2020 - 02:17 PM, said:
This post has been edited by Marya: 29 April 2020 - 05:49 AM
#1495 Posted 29 April 2020 - 04:53 PM
#1496 Posted 29 April 2020 - 05:07 PM
Trooper Dan, on 29 April 2020 - 04:53 PM, said:
#1497 Posted 30 April 2020 - 12:03 AM
Trooper Dan, on 29 April 2020 - 04:53 PM, said:
I noticed this too, but just assumed it was a concious gameplay change. Since the changes to quick kick done with v1.3D made slimers completely trivial. I honestly prefer them this way, now you actually have to do something about them rather than just hold the quick kick key down to be invulnerable.
#1498 Posted 30 April 2020 - 12:07 AM
necroslut, on 30 April 2020 - 12:03 AM, said:
Come to think of it, why would doing a front push kick remove something attached to your face?
uh oh...I feel a quick time event coming on...somebody stop me!
#1499 Posted 30 April 2020 - 12:44 AM
Trooper Dan, on 30 April 2020 - 12:07 AM, said:
In fairness, it doesn't make much sense for something on your face to be killed by the barrel of your gun pointing another direction, either.
Of course it wouldn't make much sense if the gun barrel was pointed towards you, either... well, not the "surviving afterwards" part.
#1500 Posted 30 April 2020 - 01:10 AM
Ninety-Six, on 30 April 2020 - 12:44 AM, said:
Of course it wouldn't make much sense if the gun barrel was pointed towards you, either... well, not the "surviving afterwards" part.
Sounds like you definitely want that QTE.