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Old 03-22-2008, 05:52 PM   #81
Mr. Pink

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Re: a WG MOD.
Guys (the important trifecta) this looks absolutely amazing.
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Old 03-28-2008, 09:36 PM   #82
William Gee

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Re: a WG MOD.
Just a couple more basic screens. To keep things moving... :P


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Old 03-28-2008, 11:03 PM   #83
DeeperThought

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Re: a WG MOD.
Hey Hellbound, if you ever get tired of seeing that sword and shield in every f*cking screenshot, you know what you can do about it.

EDIT: Oh cool, I see you put a bunch of those spitting demons up there. I wonder if we should have catapults in this mod.
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Old 03-28-2008, 11:05 PM   #84
The Commander

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Re: a WG MOD.
Press number "1" on the keypad during gameplay? heh
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Old 03-29-2008, 12:10 AM   #85
William Gee

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Re: a WG MOD.
Quote:
Originally Posted by DeeperThought View Post
I wonder if we should have catapults in this mod.
Sounds like a good idea to me...
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Old 03-29-2008, 02:02 AM   #86
The Commander

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Re: a WG MOD.
oh my...
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Old 03-29-2008, 02:08 AM   #87
Spiker

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Re: a WG MOD.
I would be for some diablo-like inventory. Where you can choose armor helmet, shield, sword etc... Also I hope that the HUD will be totally different, and yes I think that spheres would do. I wonder if you are going to introduce something like mana.

It's only my suggestions but you can at least consider them

Catapults? Yes, please.
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Old 03-29-2008, 02:18 AM   #88
DeeperThought

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Re: a WG MOD.
Quote:
Originally Posted by Spiker View Post
I would be for some diablo-like inventory. Where you can choose armor helmet, shield, sword etc... Also I hope that the HUD will be totally different, and yes I think that spheres would do. I wonder if you are going to introduce something like mana.

It's only my suggestions but you can at least consider them

Catapults? Yes, please.
We are definitely going to have inventory items that fit the theme, and there will be a very simple gold and shop system. As for the rest of it -- that has yet to be decided, but the things we have talked about are pretty simple. For my part, I don't mind adding more RPG elements as long as it stays simple on the user end. I would like this to be a mod that a casual Duke player can just download and start playing without reading instructions first. A GUI inventory like in the Diablo series would certainly be interesting, but I don't see any real justification for it when the Duke system for selecting weapons and inventory suits are purposes just fine.
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Last edited by DeeperThought; 03-29-2008 at 02:21 AM.
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Old 03-29-2008, 02:55 AM   #89
Spiker

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Re: a WG MOD.
Quote:
Originally Posted by DeeperThought View Post
A GUI inventory like in the Diablo series would certainly be interesting, but I don't see any real justification for it when the Duke system for selecting weapons and inventory suits are purposes just fine.
It would be useful if you had many things of the same kind. Let's say 5 different swords. But I doubt that you will have at least 2
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Old 03-29-2008, 03:10 AM   #90
William Gee

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Re: a WG MOD.
Some new shots showing the lighting code, I left the torch lying on the ground so now you see it from a distance.

Remember all lighting and shade in these shots is created by the torch using the DT'S lighting code.



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Old 03-29-2008, 03:21 AM   #91
Spiker

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Re: a WG MOD.
I think it required dividing this area to many sectors to make it look good, right?
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Old 03-29-2008, 03:24 AM   #92
William Gee

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Re: a WG MOD.
Yes. The map is tiny, Even smaller than most small DM maps, but it has almost 3000 sectors.
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Old 03-29-2008, 07:37 AM   #93
Spiker

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Re: a WG MOD.
Quote:
Originally Posted by William Gee View Post
Yes. The map is tiny, Even smaller than most small DM maps, but it has almost 3000 sectors.
When making a real SP map noone would be able to divide it into so many sectors because of the limits. And it would look at least strange if not silly when using this lighting code in big not subdivided areas. (Not to mention that subdivision is not perfect and it would be pain in the ass to do so) I think the only reasonable sollution would be some eduke32 modification.

TerminX where are you?
Last edited by Spiker; 03-29-2008 at 07:48 AM.
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Old 03-29-2008, 12:07 PM   #94
DeeperThought

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Re: a WG MOD.
Quote:
Originally Posted by Spiker View Post
When making a real SP map noone would be able to divide it into so many sectors because of the limits. And it would look at least strange if not silly when using this lighting code in big not subdivided areas. (Not to mention that subdivision is not perfect and it would be pain in the ass to do so) I think the only reasonable sollution would be some eduke32 modification.

TerminX where are you?
Actually I think it looks fine without so many sectors (though mileage may vary). The main improvement you get with high sector density is that the light will cast shadows (e.g. if you are holding the torch on one side of a pillar, sectors on the other side of the pillar that cannot "see" the torch will remain dark, creating a fairly realistic shadow). The other advantage of having lots of sectors is that you get fine gradations of shade as the light diminishes in the distance.
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Old 03-31-2008, 03:16 PM   #95
DeeperThought

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Re: a WG MOD.
[S]Skelknights![/S]

Too bad strikethrough doesn't work anymore.

Bloody Bleeding Flesh Knights!

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Last edited by DeeperThought; 03-31-2008 at 04:23 PM. Reason: Skeletons don't bleed!
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Old 03-31-2008, 03:19 PM   #96
Plagman

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Re: a WG MOD.
Skeletons can't bleed.
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Old 03-31-2008, 03:27 PM   #97
Quakis

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Re: a WG MOD.
Where have I seen that poisonous gas attack from before?
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Old 03-31-2008, 04:00 PM   #98
DeeperThought

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Re: a WG MOD.
Quote:
Originally Posted by Plagman View Post
Skeletons can't bleed.
They aren't really skeletons. There is some flesh on them. Besides, bleeding is cool!
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Old 03-31-2008, 04:04 PM   #99
Hellbound
 

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Re: a WG MOD.
This is very nice, DT!
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Old 03-31-2008, 04:08 PM   #100
Loke

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Re: a WG MOD.
Dayum, lovin' that blood and gore.
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Old 03-31-2008, 08:28 PM   #101
Stan Galler
Re: a WG MOD.
damn, that looks fcking amazing! you sure that sheild is 8bit? i want to play that when you guys finish...

those skelnights look like those wierd axe throwing enimies from heritic..

[dumb question]
is this still duke? or a new character?
[/dumb question]
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Old 03-31-2008, 08:56 PM   #102
DeeperThought

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Re: a WG MOD.
Quote:
Originally Posted by Stan Galler View Post
damn, that looks fcking amazing! you sure that sheild is 8bit? i want to play that when you guys finish...
Yep. Hellbound made a model, then took pics at different positions, then we converted them to 8bit and put them in an art file.

Quote:
Originally Posted by Stan Galler View Post
those skelnights look like those wierd axe throwing enimies from heritic..
Because they are. And they do throw axes, I just didn't show that in the movie.

[dumb question]
is this still duke? or a new character?
[/dumb question][/quote]

AFAIK it will be a new character. I was even thinking about recording some new taunts (or whatever you call those things he says when he kills enemies).

EDIT: The long-term plan is to have original art for the enemies. In the mean time, the ripped art is being used as placeholders so I can go ahead and do the coding.
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Old 03-31-2008, 09:34 PM   #103
William Gee

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Re: a WG MOD.
Now I'm very excited about working more on the maps.
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Old 04-01-2008, 03:25 AM   #104
DeeperThought

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Re: a WG MOD.
WIP bow and arrows, art by Hellbound.



Remember, this is 8-bit only and no models here. The arrows stuck in the wall are sprites. I'd also like to make them stay stuck in monsters, but that's going to be a little trickier.

Please excuse the incorrect footstep sounds.
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Old 04-01-2008, 04:02 AM   #105
The Commander

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Re: a WG MOD.
Quote:
Originally Posted by DeeperThought View Post
Please excuse the incorrect footstep sounds.
Heh, Ive got the same thing,
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Old 04-01-2008, 04:26 AM   #106
William Gee

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Re: a WG MOD.
That is extreamly awesome, love it to bits. cant wait to play with it... I'm just not sure if the aiming is correct, but its pretty quick maybe I am missing something.
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Old 04-01-2008, 04:32 AM   #107
Hellbound
 

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Re: a WG MOD.
Whoa! Cool code and sounds
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Old 04-01-2008, 07:33 AM   #108
Daedolon
Re: a WG MOD.
Nice sounds and idea. I hope the arrows are either pickable (depending on the surface they hit) or climbable (like in Witchaven).

The angle of the arrow in the hud weapon is a bit off though. Also, does it fire further away the more you hold down the key?

EDIT: Ooh, so you made the tail pieces of two separate sprites also? Nice.
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Old 04-01-2008, 08:30 AM   #109
DeeperThought

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Re: a WG MOD.
When you say the angle is off, are you guys talking about the horizontal aiming or the vertical aiming?

EDIT: I think you are talking about the horizontal aiming. That was something I struggled with a bit. The arrow fires from dead center, like every other projectile, but the bow seems more naturally placed a little to the left on the hud. I already moved it over to the right quite a bit before making the movie, but perhaps it still needs another nudge. I hate to obscure the beautiful sprites that Hellbound made, though.
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Old 04-01-2008, 08:52 AM   #110
Hellbound
 

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Re: a WG MOD.
Strange... for me the angle looks okay
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Old 04-01-2008, 09:04 AM   #111
Sang

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Re: a WG MOD.
Well I reckon in a "passive state" the bow would be more to the right but it'd be centered when firing.

In any case, this all looks pretty darn good! Can't wait to play it
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Old 04-01-2008, 09:53 AM   #112
DeeperThought

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Re: a WG MOD.
Quote:
Originally Posted by Sang View Post
Well I reckon in a "passive state" the bow would be more to the right but it'd be centered when firing.
Considering that he's holding the bow with his left hand, it's over pretty far to the right already.

Quote:
Originally Posted by Hellbound View Post
Strange... for me the angle looks okay
Hellbound wins.
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Old 04-01-2008, 09:54 AM   #113
Hellbound
 

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Re: a WG MOD.
Hellbound wins
FATALITY
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Old 04-01-2008, 11:16 AM   #114
Sang

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Re: a WG MOD.
Quote:
Originally Posted by DeeperThought View Post
Considering that he's holding the bow with his left hand, it's over pretty far to the right already.
D'oh! Just noticed it. Woops.
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Old 04-01-2008, 11:16 AM   #115
Daedolon
Re: a WG MOD.
I was talking about the way the arrows are in the bow before they're actually fired. It looks like the player aims 45 degrees into the sky but when you shoot the arrows fly straight forward.
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Old 04-01-2008, 11:36 AM   #116
DeeperThought

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Re: a WG MOD.
Quote:
Originally Posted by Daedolon View Post
I hope the arrows are either pickable (depending on the surface they hit) or climbable (like in Witchaven).
Climb!

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Old 04-01-2008, 11:38 AM   #117
diehard52
Re: a WG MOD.
thats awesome!
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Old 04-01-2008, 12:08 PM   #118
Daedolon
Re: a WG MOD.
NICE!

I guess they should break down if you stay on them for over than few seconds or depending on your armor amount or something.
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Old 04-01-2008, 12:14 PM   #119
The Commander

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Red face Re: a WG MOD.
Man that looks shit. I could make better work of that.
j/k
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Old 04-01-2008, 02:57 PM   #120
dcxboxfreak

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Re: a WG MOD.
Dude that looks ******* aweomse!!!!!!!!!!! It's like the best weapon ever created with the duke engine...didnt even know that it was possible! Looking forward to play!
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