Author Topic: WGRealms 2  (Read 8087 times)

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Offline Dan G

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Re: WGRealms 2
« Reply #90 on: March 20, 2010, 08:46:53 PM »
The only medieval themed mod that WG or I will be working on any time soon is the next installment of WGR2.  Since WG hasn't had time for mapping lately, I'm thinking about putting together some kind of WGR2 release to fill in the gap.

Since I haven't done anything for agees, (And I dont know when I will) if you want to release a update with the new code and player thats ok, just none of the maps. I have to admit though that some of the texture replacements look worse to me.

I can swap in the old maps, but I don't even remember if I have updated ones since the release.  My idea was to try to get Spiker to finish his map, then release a new version with that, the new character, and some other code updates.

I have also considered making a map conversion feature, where if you open a regular Duke map it will convert the textures, monsters, items, etc. to WGR2.  That would be a lot of work, though, and I'm not sure if the result would be worth it.  The results would be weird, and I would need a lot of new sprites (e.g. medieval replacements for the movie posters and shit).  The idea is that Duke tries to return home and he gets mixed up in some kind of alternate universe (not officially part of the story, but a good explanation of why there would be weird maps like that).
« Last Edit: March 20, 2010, 08:49:14 PM by DeeperThought »

Offline William Gee

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Re: WGRealms 2
« Reply #91 on: March 20, 2010, 09:07:15 PM »
That reminds me of the idea you had to make WGR1 work with WGR2, I dunno how you planned to do it, but if you want to do that still maybe that can also be released with the pack.

Offline Dan G

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Re: WGRealms 2
« Reply #92 on: March 20, 2010, 10:08:09 PM »
That reminds me of the idea you had to make WGR1 work with WGR2, I dunno how you planned to do it, but if you want to do that still maybe that can also be released with the pack.

Doing it for WGR1 would be a lot easier and probably a better idea all around.  Either way, the problem I foresee is that many textures won't have perfect counterparts that fit in every situation.  Replacing monsters is also problematic, for obvious reasons.  It's doable, though.

Offline William Gee

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Re: WGRealms 2
« Reply #93 on: March 21, 2010, 12:42:16 AM »
WGR1 only uses tiles 014 and 015, so surely they can be used to overwrite the WGR2 tiles, and only the enemies need to be replaced by cons? There will be maybe 5 or so texture in the first level from original duke though, not sure if we kept them.

Offline Dan G

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Re: WGRealms 2
« Reply #94 on: March 21, 2010, 02:21:14 AM »
WGR1 only uses tiles 014 and 015, so surely they can be used to overwrite the WGR2 tiles, and only the enemies need to be replaced by cons? There will be maybe 5 or so texture in the first level from original duke though, not sure if we kept them.

Unfortunately, there is lava, rocks, and probably other tiles that have code on them (stained glass?) in the WGR2 tiles014 and tiles015, so it's not as easy as just swapping in different art.  Then there's probably going to be WGR1 stuff that needs code (like for burning trees), in which case there would have to be special CONs made for the WGR1 maps.

Offline William Gee

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Re: WGRealms 2
« Reply #95 on: March 23, 2010, 08:32:00 PM »
I had a play around re textureing OPEN SEASON, Level3 from WGR1 into WGR2 today, it should be easy for me to just merge the levels over to wgr2 in mapster32 when I get the time. But this level I will release as a USER MAP, when I get the time to do it, should be piss easy cause the hard work is already done.


Offline Spiker

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Re: WGRealms 2
« Reply #96 on: March 24, 2010, 02:37:06 AM »
I should spend a few more hours on my map today. It's not that far from being finished but I don't want to rush it. When it's done I will send it to WGR2 team for so called "contructive criticism" .

However, I don't know how siginicant are the changes in the art because if you replaced many tiles or added many cool ones I think I should get the latest version.

Offline William Gee

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Re: WGRealms 2
« Reply #97 on: March 24, 2010, 03:45:36 AM »
I dont know for sure, but I think you have the latest and greatst. Cage hasn't added anything new for a long time.

Cant wait to give your map a whirl! :)
« Last Edit: March 24, 2010, 03:53:04 AM by William Gee »

Offline William Gee

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Re: WGRealms 2
« Reply #98 on: March 24, 2010, 11:29:58 PM »
"Return to Open Season" The way it was meant to be played!

Offline William Gee

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Re: WGRealms 2
« Reply #99 on: March 24, 2010, 11:30:36 PM »
.

Offline Dan G

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Re: WGRealms 2
« Reply #100 on: March 24, 2010, 11:51:59 PM »
That looks really nice.  Looking forward to playing the map in WGR2.  (Y)

Offline Deathlord666

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Re: WGRealms 2
« Reply #101 on: March 25, 2010, 02:34:35 AM »
I was Refering To The Medieval Mod With Swords And Bows And Stuff I Saw It on your homepage
"KILL KILL KILL *DEAD* KILL KILL KILL *DEAD* KI....Wait Wasnt i Dead?"

Offline Dan G

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Re: WGRealms 2
« Reply #102 on: March 25, 2010, 03:16:35 PM »
I was Refering To The Medieval Mod With Swords And Bows And Stuff I Saw It on your homepage

There is a second playable character who uses medieval weapons, including the bow, so that stuff has not gone to waste.

Offline Deathlord666

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Re: WGRealms 2
« Reply #103 on: March 29, 2010, 09:58:48 PM »
Deeperthought Just Wanted To Ask You If You Could Give Me The Con Coding For The Level Hub In Dukeplus
Im Making A Mod Called Nukem Complete Which Also Has A Level Hub
"KILL KILL KILL *DEAD* KILL KILL KILL *DEAD* KI....Wait Wasnt i Dead?"

Offline Deathlord666

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Re: WGRealms 2
« Reply #104 on: April 01, 2010, 06:52:44 PM »
And WG It would be cool if you had a level system aswell as the apples
"KILL KILL KILL *DEAD* KILL KILL KILL *DEAD* KI....Wait Wasnt i Dead?"