View Full Version : Eduke 2.1 demo suggestions
Usurper
09-27-2001, 09:46 PM
Eventually those of us on the eduke 2.1 team are going to have to sit down and toss out some code for the 2.1 demo. We need to figure out what we're going to put in it. Figured some public input would help. Before we get to suggestions, a few notes:
* nobody knows when 2.1 will be ready.
* voxels are not a sure thing for this release.
* visible s.o.s. effects won't be in this release (afaik)
* we're not making a TC, just a con demo
* the emphasis in 2.1 was on weapons and screen-relative graphics.
I think the general feeling is that the demo should have some effects that enhance the regular game. I imagine a demo level with other stuff will be there as well.
Suggest away. My suggestion is that we keep the stuff from 2.0 demo and build onto it.
Mblackwell
09-28-2001, 01:30 AM
But the stuff from the 2.0 demo was not really fantastic (well... the level was well made).
I think we should do afew small levels with real mutiplayer OR pathed bot support (paths can now be done without error since we have new sprite limits), afew extreme particles (again because we can now have more sprites), and a TFC style end screen (with scores and whatnot). All this would be fairly simple and would show the new stuff off. We can replace the duke weapons with more realistic images of them (or... something) and make a new HUD (I was actually working on one awhile ago... I think I overrote it on accident though images/icons/frown.gif ). But like I said... keep the levels simple.
Just a thought.
Matteus
09-28-2001, 11:35 AM
How about a 'zoo' type level with each room showing off different effects?
Team members could contribute effects and they would be put into their own rooms. This would allow many different effects to be integrated into one demo level.
Coordination would be needed to assign actor ids and tiles. (this would also be a good way to maybe add some features to make this kind of thing easier).
Roger
09-28-2001, 08:29 PM
How's later-game effect sound? If ya don't finish one thing, it will disable you in the later levels. Also, add a command "ifdifficulty". For example:
{
ifdifficulty 2 // If difficulty is Let's Rock
strength 75
}
else
{
ifdifficulty 3 // If difficulty is Come Get Some
strength 100
}
This can make it so that the difficulty actually changes enemies' strengths. This command would NOT have anything to do with the actor's lotag.
And add this: For some weapons, If you pick up one gun, you have, well, one gun. If you pick up a second, you then have two.
Kef Nukem
09-29-2001, 11:31 AM
Maybe some implement and advanced CTF versions images/icons/smile.gif Nah, that aren't effects.
Anyway for the map, Matteus. What do you think of a factory with all kinds of "bunkers" (like in a firework factory) and in every "bunker" there's an effect images/icons/grin.gif
Matteus
09-29-2001, 10:05 PM
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Kef Nukem:
Anyway for the map, Matteus. What do you think of a factory with all kinds of "bunkers" (like in a firework factory) and in every "bunker" there's an effect images/icons/grin.gif <hr></blockquote>
Sounds great.
Don't want effects interfering with each other images/icons/grin.gif
CONAN
09-30-2001, 12:19 AM
Actually, I think that a more passive sort of demo would work better for this release. A bunch of rooms would make it so we'd need to write specific actors to perform specific functions based on the level, and while it could show off the new features... it wouldn't really show how they could fit into the normal game. Many of the changes in this version would be easier to demonstrate if they simply updated the old, original code to take advantage of new features because then people would get to see the new goodies in the place of the old ones, compare them, all that stuff.
Mblackwell
09-30-2001, 07:10 PM
how's this: Level jump between rooms to seperate them, with a basic HUB room (like hexen almost). Show an old-school version of some effects, and then show what you can do with Eduke (not even 2.1 specific, just open up some effects people don't realize are possible).
Each person makes a certain number of rooms. Probably 2 effects per person, and we make sure we keep a list so that nothing is repeated.
Usurper
10-16-2001, 09:48 PM
As long as this is an eduke thread, does defaultvisibility work for anyone on the test team?
Mblackwell
10-17-2001, 06:29 PM
visibility is ALWAYS fullbright... I don't know why. I've tried to ask matt about this, and implementing a couple things, but I haven't gotten any replies... also, has anyone been trying to send team-mails? 'cause I haven't gotten anything recently.
Usurper
10-17-2001, 09:20 PM
I'm stumped as to why defaultvisibility was ever disabled. ::shrugs::
Haven't seen any team mails recently. I need to get another address anyway since Lycos seems to be inhibiting my ability to send to the list.
Matteus
10-18-2001, 11:57 AM
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Usurper:
I'm stumped as to why defaultvisibility was ever disabled. ::shrugs::
<hr></blockquote>
I'm not sure why it is either.
I'll look; it's probably just a side-effect of something else...
Guest
10-23-2001, 01:56 AM
make the installer work for the walmart version images/icons/mad.gif
Mblackwell
10-23-2001, 06:56 PM
It should work, first download and install the patch that disables the Walmart stuff.
(is that right?)
Piano Man
10-25-2001, 01:44 AM
What you should be able to do is try and make monsters not be able to see you when their back is turned to you.
That is damn annoying, you can't sneak up behind them
Kef Nukem
10-25-2001, 11:21 AM
To be honest, this has already been made in Brute Force and yeah it was pretty cool.. but I think setting these things is up to the "conversion makers".
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