Author Topic: WGR2 Episode 1 RELEASED  (Read 3079 times)

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Offline Forge

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Re: WGR2 Episode 1 RELEASED
« Reply #15 on: May 09, 2010, 07:26:03 PM »
bump

I'm re-playing this in its entirety again so I can take notes and screenshots for a review.

If the files too big why not put a link to the web page or break it down into small enough chunks to make a mult- rar/zip download. I'm probably half wasting my time anyway. The review writing half, the playing half, is of course, worth it.


To the real reason I posted:

I just finished opening the soul gate in the first level, where that weird ghost spawning portal is, and now I'm running around the level collecting all those loose souls. I had about six or seven of them when I came across one of those half bodied, floating enemies that throw the fireballs. The souls attacked and killed the thing. I don't remember that happening the first time I played. Was this supposed to happen or was it a fluke.





 
"Silflay hraka, u embleer rah!" - Thlayi

Offline Dan G

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Re: WGR2 Episode 1 RELEASED
« Reply #16 on: May 09, 2010, 07:34:26 PM »
It's supposed to happen.  If you get enough souls following you, they combine into bigger souls and attack enemies.  That feature was not in the first release, but it was added shortly thereafter.

Offline Forge

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Re: WGR2 Episode 1 RELEASED
« Reply #17 on: May 31, 2010, 10:46:24 PM »
shots for no particular reason
"Silflay hraka, u embleer rah!" - Thlayi

Offline Forge

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Re: WGR2 Episode 1 RELEASED
« Reply #18 on: May 31, 2010, 10:47:40 PM »
shots for no special reason
"Silflay hraka, u embleer rah!" - Thlayi

Offline Forge

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Re: WGR2 Episode 1 RELEASED
« Reply #19 on: May 31, 2010, 10:48:29 PM »
shots for no reason at all
"Silflay hraka, u embleer rah!" - Thlayi

Offline The Commander

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Re: WGR2 Episode 1 RELEASED
« Reply #20 on: June 01, 2010, 12:31:19 AM »
Do you turn the brightness to full or something, I don't remember it being that lit up.

Offline Forge

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Re: WGR2 Episode 1 RELEASED
« Reply #21 on: June 01, 2010, 03:16:02 PM »
Do you turn the brightness to full or something, I don't remember it being that lit up.

Interesting. I use the default gamma settings and I didn't artificially brighten these afterwards.

They must look exceptionally bright when viewed from your parents basement  :D
"Silflay hraka, u embleer rah!" - Thlayi

Offline Mikko_Sandt

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Re: WGR2 Episode 1 RELEASED
« Reply #22 on: June 01, 2010, 05:17:54 PM »
Not the first time your shots turn out looking fullbright. Do they look like that in the game too?
But whatever their future, at the dawn of their lives, men seek a noble vision of man's nature and of life's potential. -Howard Roark

Offline Forge

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Re: WGR2 Episode 1 RELEASED
« Reply #23 on: June 01, 2010, 06:30:13 PM »
Nope. They're darker in game. I'm using the default brightness/gamma settings. I didn't alter the screenshots except to change the resolution from 1024x768 to 800x600 and convert them to jpg.
Maybe some setting is messed up with Adobe Photoshop CS4. Either that or something is up with the eduke32 snapshot that came with WGR2 because my screenshots from my normal eduke32 don't come out that bright. If you look at the previous screenshot (pre-artificial brightening) I took of my current project under the "random project screenshot thread", you can see how dark it is and that's what I'm seeing as I play.
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Offline Dan G

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Re: WGR2 Episode 1 RELEASED
« Reply #24 on: June 01, 2010, 07:43:37 PM »
I don't know if this is related, but in WGR2 visibility is greater (i.e. longer distance before the black fog sets in) than vanilla Duke.

Offline Henri K

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Re: WGR2 Episode 1 RELEASED
« Reply #25 on: June 02, 2010, 07:14:42 AM »
Nice, pointless shots!
I´m RazorZ, mapper from Finland, big fan of Duke - what else you could be waiting for?

Currently released maps (score is average):
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Offline Dan G

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Re: WGR2 Episode 1 RELEASED
« Reply #26 on: June 29, 2010, 06:10:48 PM »
Surprise!  Spiker has finished a new level for WGR2, and I have put together a new version of this TC.  Consider this a release candidate for WGR2 1.1

The new level, "Castle Demonhorn" is a separate episode from the older levels, but it's related to them in an important way.  In this new mission, you must free Jedrik Demonhorn, who has been magically imprisoned in his own castle.  A mighty warlord, he will join the fight against the demon siege once freed.  To put it in gameplay terms:  he's a playable character that you unlock by completing the new level.

For anyone new to this TC, it is a complete game and you don't need Duke 3D to play.  Just download it and follow the simple installation instructions.

Here's a link to the new version:  http://fissile.duke4.net/wgr2/WGR2v11b.zip

And a few screenshots:







@Spiker and WG:  I have to leave suddenly on a trip, and I will be away from my computer for about a week.  If there's any code bugs they may have to wait until I get back.


Offline Forge

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Re: WGR2 Episode 1 RELEASED
« Reply #27 on: June 29, 2010, 10:18:27 PM »
Looks promising.  (Y)

Too bad we can't get this hosted here.

Some "repository"  :P
"Silflay hraka, u embleer rah!" - Thlayi