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Reputation: 1979 My posts turn threads into gold
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Everything EDuke32 (1402 posts)
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Topics I've Started

  1. RELEASE...Quest Town

    10 October 2017 - 02:02 PM

    This is a small one level demo to show that you can make an adventure game with the WGR2 mod created by Deeper Thought. I originally released this as MedEvil and it was an unfinished beta version. This one is complete.

    There are 10 quests to complete. Completing them all is not required to finish the level. When you approach most non-moving villagers they will automatically talk to you. The walking villagers are different. Press the "use" button when they approach and they will say random things to you. If you see a villager with a yellow exclamation point above their head press the "use" button and they will talk and give you a quest to complete. When you find the item of that quest you can go back to them and press "use" again and if they have a reward for you it will be given at that time. You can press the "R" key any time to open and close a window that shows you your quests. Other features are contained in that window but were not used in this demo so ignore them. Quest items do not show in the window,a known bug. You do not have to complete one quest before starting another. A limitation here is that the quest item you need to find does not show in the map until the quest is given to the player. So you will end up having to go back to places you have already been earlier.

    This is an adventure game but I put in some limited fighting at the end after the quests are completed. Its kind of a leftover area from way back when I was going to make this a shooter map.

    In keeping with a tradition for some humor in all my projects, I included one room with a bit of silliness in it. You'll know which one. It definitely does not belong in a medieval village.



    P.S. Some of you who have been around here for years might recognize that the map I used as a base for this was my abandoned Ancient Rome map.
    -------------------------------------

    INSTALLATION INSTRUCTIONS

    Unzip the 119mb QUEST TOWN file to a clean folder. Do not combine this with any other mods. Also make sure the Quest Town folder is NOT a subfolder of your Steam, Gog or World Tour folders. Some people had problems running some of my other projects when they were installed there. So I assume this would have the same issue. You do not need to copy your Duke3D.grp file into the folder to play this. Just click on the "WGR2MARK.bat" file to play. This was made to be played in Polymer but if your machine doesn't handle it well you can try Polymost. Obviously it won't look as good but it may be playable with a few minor glitches.

    http://dukeworld.duk...n/questtown.zip
  2. RELEASED New map for DUKEPLUS

    09 September 2017 - 10:46 AM

    Here is a map for DukePlus that I have been working on in between other projects. It has been on my drive for so long and now that HHR has been released I'm going to clear out a few minor projects so I can get back to some bigger ones. It is basically a keycard hunt map but it uses a number of DukePlus features including placing fuses to activate something. It's playable but unfinished. A few areas without details. You may have to cheat yourself some health or ammo. Not sure because it hasn't been playtested much.

    Made to be played with HRP and Polymer lighting. Anything else will be buggy. My version of DukePlus ( 2.40 ) still uses the autoload folder which contains an older HRP and XXX folders. I'm guessing those 2 folders could be replaced by the single newest HRP folder. Make sure autoload box is checked in the start menu.
    Just drop this map into the main DukePlus folder and choose it from "user map" in the main menu and play.

    BTW, there is no ending in the map so don't go looking all day for it. ;)
  3. custom cutscene issue

    04 August 2017 - 03:51 PM

    The end of my map has the player flying upwards with the jetpack to a simple End of Level effector I coded. When the players reaches that effector the map ends and the custom cutscene starts to play along with it's audio track. But since the player most likely still has the "up" key pressed when the cutscene starts, eduke detects a key pressed and will bypass the cutscene and go straight to the stats screen. I'm guessing its hardcoded and original behavior and won't be changed. Anybody have a solution to offer? I posted here instead of con help in hopes that maybe a compromise could be added to eduke which would delay by a couple of seconds detecting a key is pressed to bypass the cutscene. That way the player will see that a new one is playing and let go of the pressed key.
  4. mapper needed for small project

    12 July 2017 - 03:39 PM

    A few months ago I had a small map for DukePlus based on the first level of Doom2 that I wanted to finish and release. I'm not a great gameplay mapper so I pm'ed some people who's mapping style I liked and thought they might have some time to help me. That didn't work out. Everyone was busy with other projects. So now i'm putting out a general call for 1 mapper to work on getting my map loaded with good gameplay. I also want to make use of DukePlus features so it would be a plus, pun intended, if you have mapped for DukePlus before. Even if you haven't, there is plenty of documentation on how to use those features. I have some gameplay in there now such as enemies and ammo, some keycard hunts, the usual. You can tweak or expand on what I have or "make it your own" with just a few limitations from me. Its a small map using stock Dukeplus assets and I would think that someone with the skill and dedication for this could easily whip up something in a month or so.

    If you are interested, PM me and include a link or description of your previous mapping in Eduke32.
  5. CONFIG FILE SETTINGS

    02 June 2017 - 04:38 PM

    Its getting close to release time for another project. I would like a quick informal poll of the keys and buttons you use for your basic setup. I have been told on many occasions that my standard setup is so weird compared to everyone else so I want to be able to have a default setup for the project that will be a close fit for most people.

    To make it simple I will list the function and you can reply simply with the key or button you use separated by a comma.

    move forward, move backward, jump, crouch, use/open, fire

Comments

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  1. Photo 07 Feb 2015 - 05:41
    Here's a gif just for you :) http://i.imgur.com/MHhBdNN.gif
  2. Photo 30 Dec 2012 - 04:38
    Love the texture work you are doing.
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