This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Messages - Snake Plissken
Pages: 1 ... 8 9 [10] 11 12 ... 17
91
« on: September 17, 2016, 10:37:38 PM »
I beated the game on hardcore sometime after my previous post, and I still think enemies dont get any more range of sight. The demons in stage 7&8 have more range by default so thats it.
I guess its just here for the people that felt insulted by not being able to see a bit more.
Hardcore diffuclty itself was very fun tough, and I really got to fiddle arounf more with the shockwave cannon. The range of a full charged shot is just insane.
Yeah man  hardcore mode. Tis the only way to go for me! Truly makes the game shine iat it's best, I noticed these differences in range aswell. They can be modified for each enemy by editing the givin enemys def text file. I have not been down that part of town in a few days now but I'm not sure if these enemy def files is or is not a that one def structure I do recall having to declare a new var in main, and ect. Ect. In order to enable the full range of scale abilitys possible for the Params in these def files, I think I both found some more usable Params for a def file found it in the .exe and noticed it's not used in vans def, also not useable untill I enabled. When doing this I then noticed that I I could now set different values for most of the already scene Params in the def folders scripts, for exsample. I changed the player model to the Dino rider bad guy. I then rendered the player model at all time when the player is in control, now the player is on screen becuse I then moved the player camera back just a bit and then up so it would be in the area of where the grunts head is, the grunt who rides the dino( Dino rider is the badguys name in the scripts) but the camera would only go so much and I could not change the cams height value to a value I knew it accepts. A idea would be to edit the bullets that come out of bad guys guns ( the .kfx files for there bullets ) make them projectiles and not insta hits but make the projectile relistcly fast, in the same kfx; add a trail to those bulets, effect is badass if done right. Bullets can even rid off of walls tracers and all, the angel of the ricache is very configurable at that point. And finally, enhance enemys line of sight. I noticed wile looking into the different features of how a enemy can sense a player in game and i came across a lot of possibilitys. Already in game is a basic crude and simple, framework for enemys being able to here you. I won't rant on I just thought it was interesting, a lot of work in this one mod I have been keeping secret as I work on was influenced by these features. Wanted to addon to it: enemys can not see the player if the player is on top of a certain floor texture and enemys not being able to see the player if the player is within a certain models, pos radius; this way we can have the player hide in tall grass hidden from enemys and there line of sights. They can here gunfire already in game and it triggers the enemy awareness to the player and engages, for that one I was thinking, why not here footsteps or walking on metal, this dame game has more possibilitys then most anything else I have had this much access to. I even wanna say more so then ue4. Hmm I'm interested to see what that plasma cannon would feel like if it went on untill a collision, and only on top of that may be interesting to have a 2nd key button blow it up on demand, would add a new tool to some of those fights in game, even more so if all my ranting about changing bad guys bullets. I'll finish this post tomorrow . 10 at night so sleepylol. Maby should of held off but sorry for this pm you guys can prob tell I am half asleep lol. I wanted to bring up the draw distance maby I will here; I'll fix this up in the morning. Night y'all have a good one be safe cya around.
92
« on: September 17, 2016, 10:36:47 PM »
Test
93
« on: September 12, 2016, 04:23:08 AM »
Any updates?
I'll be getting back to work on Duke nukem zero hour that I'm back around. So far a few other things took president in my life, but now those are gone and all that is left for me to do is my work with Turok, Duke nukem zero hour, and the kex engine Sounds, music and sound effects are currently being isolated from the n64 version of e game. 90% of the first and 2nd levels content has been extracted, everything from 3D models, to levels, to textures, sprites and fx effects. Probly about 50% of the said content has actually been constructed together within a PC based controlled inviroment. The game will feature rather a Easter egg or secret level enabled episode feature in content and levels from Duke nukem 3D for n64. And hats about it for now. Once I progress with my work with kex I'll be portion the content over to the game engine. And throughout and until that happens I'll see what else I can get done. I'll make sure that I post some update videos and pictures here soon. Thanks for asking to btw. This is a sure thing and will come to fruition. Duke nukem zero hour for PC will come to be. Thanks again for your interest.
94
« on: September 12, 2016, 04:16:10 AM »
This is a month old already, but I only came across it recently:
http://techraptor.net/content/duke-nukem-dust-up-gearbox-vs-gobeille
Basically, Gearbox contends that a contract TerminX has with 3DRealms is invalid, because they claim 3DR no longer has the rights to Duke3D. But rather than taking it up with 3DR, Gearbox is threatening TerminX, probably to avoid a legal battle with 3DR since they think TerminX will comply to avoid a lawsuit. TerminX is calling their bluff, though, and is expecting to go to court.
I obtained every copy of eduke32 I could, obtained every important copy aswell as the latest Sven build of eduke32s source code aswell, all the content we amounted to over the years since Duke nukem 3ds releases. I even here some guy talk about i2p'ing or dark net hosting all the content forever more. Will see what happens I guess.
95
« on: September 12, 2016, 04:13:03 AM »
Duke Nukem zero hour is on its way to PC  let's not forget that .
96
« on: September 12, 2016, 04:11:47 AM »
97
« on: September 11, 2016, 06:56:36 PM »
Here is a really cool picture of Turok Rage Wars I cut it out and it is in PNG format

For full size just go here and save image as if you wish Duke64Nukem.com
Once multiplayer is established in T1 kex and all... Turok rage wars would be the next on the top30 easy things to do list when it comes to the next easy thing to pull of in Turoks current version of the kex game engine. I tried doing work on makeing bots when it came to a few things before I left. Wanted a enhanced enemie, more spare tic and intelligent for when it came to multiplayer with bots. To far down the road though but the probability is it'll be done by one person or another, one way or another.
98
« on: September 11, 2016, 06:49:29 PM »
99
« on: September 11, 2016, 06:47:45 PM »
The turok 2 remaster is being made using data from the N64 game just like Dinosaur Hunter was.
Will the remaster feature multiplayer? Maybe, but the real question in everyone's mind is if the remaster will feature ONLINE multiplayer.
That's why I said not to keep your hopes up, Kaiser is a great developer but he isn't an Omnipotent wizard.
I won't lie and may be opinionated of me to say but: if that's what it takes to be a omnipotent wizard that may make Kaiser a mortal risin to a level of living divinity among man. The content being extracted from the n64 version is just that, content; things like 3D models, textures, sprites, sounds, ect. No code is being used from the original game unless looking at old code and using it visually as a model for creating a few aspects of e engine or game scripts, all done in variants of c and angelscript. Far fetch from the days of programming methods used when developing on the n64. Co-op is possible in kex T1 no one has done it though but lent and very.net can be hooked into Turoks kex engine inorder to add support for it being a web application with all the neat features that .net have to offer, a few creations would be a Turok mod download area assessable within the game for downloading additional addon content, or as said here: co-op and multiplayer support
100
« on: September 11, 2016, 06:39:59 PM »
Pages: 1 ... 8 9 [10] 11 12 ... 17
|