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Old 10 September 2018, 19:15   #321
Lord Aga
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Yaaay for the future
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Old 20 September 2018, 02:32   #322
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Spent the last couple of days ripping terrain graphics from the game. Style 1 is complete, missing are some panels and switches.

On a related note: Hear Steve Hammond talks about Hired Guns in The Retro Hour EP106 podcast:

[ Show youtube player ]

HG-related part starts at 46:30.

Jump directly to it:
[ Show youtube player ]

We also finally know how Cheule's name is pronounced: Something like "Tcho-Elle"
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Old 22 March 2019, 19:05   #323
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Hello again.

I uploaded a video showcasing various version of my Hired Guns remake project onto my Youtube channel:

[ Show youtube player ]

Last edited by Cherno; 22 March 2019 at 19:45.
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Old 22 March 2019, 19:50   #324
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Some interesting stuff, thanks for making that video.

Regarding your description:

- "not being able to see what's lying on the ground before picking it up".

As a single player game I can see the issue. But as a multiplayer deathmatch game it was always fun to leave a mine for "friends" at the exact spot where is normally an item to pick up (like a grenade pack in lemmings wars #2).
Even when it happened the other way (ie you facing a suspicious pick up box) deciding if you will take a chance or try to see if it blows (with the flamer or a grenade blast).
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Old 27 May 2019, 22:54   #325
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I recreated the "Abandoned Depot" map from Hired Guns in GZDoom.

Here is a video with a basic walkthrough:

[ Show youtube player ]

Check the video description for further info, and turn on subtitles for developer commentary

If you want to play this mod, here is the download link:

hiredguns1.0.pk3

Last edited by Cherno; 27 May 2019 at 23:06.
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Old 27 May 2019, 23:05   #326
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:-)
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Old 27 May 2019, 23:31   #327
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Impressive!
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Old 27 May 2019, 23:50   #328
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Some very nice attention to details: useless brick on the ground , lifts stopping at each level, pushing blocks.

Out of curiosity, did you recreate the level by getting the layout of each floor in the HG editor or did you do it directly in the GzDoom editor from "memory"?
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Old 28 May 2019, 00:41   #329
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I used the Hired guns map editor to recreate the level. It was especially useful for figuring out how the switches and lifts behave.
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Old 28 May 2019, 09:27   #330
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Still, in comparison to the original HG, this one is very easy as you can shoot behind the corner

And I am not sure in one part - shouldn't there be a pit just next to the block where the brown Exit card lies?

Last edited by Predseda; 28 May 2019 at 09:32.
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Old 28 May 2019, 11:14   #331
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Quote:
Originally Posted by Predseda View Post
Still, in comparison to the original HG, this one is very easy as you can shoot behind the corner

And I am not sure in one part - shouldn't there be a pit just next to the block where the brown Exit card lies?

There is a wall to the north of it, after which comes the small space above the stairs in which a mounted minigun lies... I could never figure out how to get there, seems like the platform where the officers wafer lies would be the best place to start but there is no trigger that disables the wall...
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Old 28 May 2019, 11:23   #332
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Wow man! It's like being there in my dreams
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Old 28 May 2019, 11:44   #333
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Quote:
Originally Posted by Cherno View Post
There is a wall to the north of it, after which comes the small space above the stairs in which a mounted minigun lies... I could never figure out how to get there, seems like the platform where the officers wafer lies would be the best place to start but there is no trigger that disables the wall...

You can go there and then drop down, you must be a robot to survive the fall IIRC.
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Old 28 May 2019, 13:30   #334
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I can see no way how to get there, though. In this slice of the map, the "A" is the wafer at the top of the room with the three lifts. Two cells to the north is the shaft that leads down to the space above the stairs where the minigun is located.


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Old 28 May 2019, 18:35   #335
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Two tips with the editor. You might already know them, but anyway it can be useful for someone else who would read the thread.

1) There is a second part of the editor that you can access when moving the mouse to the right edge of the screen.

2) When you select (pick) a tile/button with an effect, you can see the target of this effect marked with a red cross. As far as I know, the opposite is not possible (seeing the source of an effect by selecting the target).


On-topic:
There is a button located at X=9 Y=10 Z=11 (behind the push blocks, on the same floor you start on). When pressed, it removes the block located besides the exit wafer. You can then walk a bit and fall to the minigun.

You don't need a robot to survive. But a high Physique stat is better. If you have a human, you need to get rid of all your equipment to be lighter and therefore alleviate the damage received.
Bonden (Physique 207) goes to 60% fitness after the first fall (minigun spot) and then 38% after the second fall (back to the corridor).


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Old 28 May 2019, 18:59   #336
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Haha yes, a few minutes after I posted I played through the original map again and found the switch which disabled the wall. Unfortunately, poor Cheule didn't survive the testing run and she fell to her death after picking up the minigun.. Silly me! I also didn't see the dining symbol panel in the elevator room. Now that is fixed and I also have a new method for creating maps: I model the whole terrain in a 3d modeling application and export it as an OBJ model file which I then add to the GZDoom mod and place it in the map via GZDoomBuilder (map editor). This is purely the visual part of the map, while all collisions are handled by actual sectors which have invisible textures. Of course, I just reused the sectors I already had and changed the textures so they don't render. This makes world building much easier since I don't have to worry about texture alignment anymore. I'm quite happy with the result, to say the least. Maybe I'll add a Hired Guns-style HUD next, or a system that lets the player change between characters on the fly. After all, that's what this game is all about, right?
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Old 28 May 2019, 19:39   #337
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I can imagine how excellent this could be in multiplayer!
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Old 02 June 2019, 04:33   #338
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I wonder, does anyone have a list of all the things the character say during a mission? You know, the random chatter that scrolls along the message bar. Ideally, this would include the rare mission-specific stuff (I think they say somehing when finding a reactor core).
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Old 03 June 2019, 12:19   #339
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GUI coding...

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Old 03 June 2019, 12:55   #340
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Will these be viewports updated in real-time and at full framerate?
I hope it will not hit the performance too much. In case it does not, that would be very neat.
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