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Old 06 May 2013, 03:51   #81
Cherno
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The mapscreen is coming along nicely, I think I'll finish it tomorrow
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Old 06 May 2013, 11:52   #82
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This is my most fovourite EAB thread now!
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Old 06 May 2013, 12:36   #83
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Woohooo go Cherno
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Old 06 May 2013, 13:41   #84
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Thanks guys. Your encouragement means a lot to me
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Old 07 May 2013, 19:37   #85
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New Version:

Online:
http://cherno.lima-city.de/hg1/hg6web.html

Offline:
https://www.dropbox.com/s/qnt0cwojpex3kwj/hg6.zip?dl=0

GUI! GUI! GUI!
Inventory is non-functional yet, and the mouse hover zones are visible for testing purposes.
The stats screen still needs a background texture.
Otherwise, I'm very happy with it and I especially love the map screen. Using a regular camera instead of icons made things much more easier (or rather, possible at all!).
The whole user interface is the largest script I've written so far, with close to 800 lines of code.
Now I'm off to coding the mammoth task that is the inventory and item behavior, and it's not gonna be pretty!


Known Bugs:
Hall of Mirrors effect in the lower screen half because there are no cameras or GUI elements (yet )

Trying to climb stairs while underwater causes the player to enter the stair block. I guess I'll finally have to redesign the whole Moving script

Edit: The compass is also pretty nifty, and because of the splitscreen, there is no stereo sound, and the elevators only make their moving noise when someone is riding them, as in the original game

Last edited by Cherno; 07 October 2015 at 21:17.
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Old 07 May 2013, 20:24   #86
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Man, YOU ARE GENIUS! It is how Hired Guns 2 should look like, I am extremelly happy! Very interesting bugs while in water, if you try to interact between players I managed somehow to flood the whole area with water.

In the final game will the characters see each other in the map screen?

Last edited by Predseda; 07 May 2013 at 20:31.
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Old 07 May 2013, 20:52   #87
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Hmmm it could be done, I guess it would be useful, yes

Edit: Haha I see what you mean by the water bug. It's because the game checks for the first object in front of it, and since that would be a water block instead of the other player, it goes forward one step.. and promptly collides with the other player's hitbox, making it fly high up in the air And since it was too fast for the water hitbox to register that the player has exited the water block upwards, it doesn't change the underwater effect.

Or, to put it more simply:

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Old 07 May 2013, 21:50   #88
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It can be used as rocket jumping in Duke Nukem

I am almost sure that blocks can be put to the lift in original HG, I must check it.

I also tried to drop the box on other player's head, the result needs an adjustment. Also players now can stay stacked on other one's head and the pushable block can be left in the door, which also I am not sure is possible in original game.

And doors should be opened even if I touch it going backwards.

Last edited by Predseda; 07 May 2013 at 22:15.
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Old 07 May 2013, 22:16   #89
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Yes indeed, the whole way how objects interact with each other and their surroundings needs to be updated Luckily these were the first things I scripted so now I have vastly more knowledge and can do it right this time.. hopefully

Thanks for the input I hereby declare you exclusive beta tester

Edit: Technically, blocks can be put on elevators now, too, if they are pushed onto an elevator shaft when teh platform is down. But they won't move up and down with it but rather completely ignore it.
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Old 07 May 2013, 22:24   #90
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I just want more and more of your project, I can't get enough. It is so exciting to watch new reincarnation of my most favourite game after 20 years... I am impatiently looking forward to the first completeable trial level.
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Old 07 May 2013, 22:35   #91
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I can't wait to see a complete level too
As I said earlier, there was nothing I wanted more than a proper remake of HG, but since no one is doing one... I have to try and do it myself with my extremely limited coding skills

Maybe once the coding is done I can find some artists who can create proper GUI menu, player and monster models, weapons, environment graphics... One can always dream

Or maybe Rockstart Games comes along and shuts the whole project down -_-
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Old 07 May 2013, 22:46   #92
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Kickstarter awaits you
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Old 07 May 2013, 22:48   #93
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Without a license I don't think it would be wise to use the IP of another company
And I'm no US or UK citizen so no KS for me

Edit: I have the solution for the falling block on player problem... The player underneath it just gets squashed
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Old 07 May 2013, 22:56   #94
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Ah, you áre right, this would probably really need an official license :-/

Indeed, player must be squashed by the heavy block.
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Old 09 May 2013, 22:55   #95
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I did a lot of research last 2 hours in original Hired guns, level Artificial Island.

Blocks can be put to the elevator and sent by it, but elevate can't handle more than one block at once. Blocks also can be pulled through a door (or pushed through a door, if it is open at the moment) and they can even fall from stairs (if you push them from the top of the stairs, they fall up to the bottom of the staircase). You can hold them if you stay on the stairs beneath a block, though. Blocks can't be pushed or pulled if there is something in their way - for example a container with items. Players can't stay on each other's shoulders, if you try, you get the message 'blocked'. Blocks can be pushed to the player, though, if he stands at least one level lower, but player gets squashed of course.
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Old 10 May 2013, 00:24   #96
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This is great! Thanks for your research. That helps me a lot in coding the blocks in the right way.
I started dabbling with the inventory system and it's a very complicated issue with multiple scripts and objects involved.
While coding player stats and weapon characteristics, I wondered about some stuff.
The Fitness stat is just the player's "health points" as a percentage.
How exactly does Physique work? How much damage is received ("armor"), or just how much total health points a character has?
How does agility work? The more you have the less damage you take from falls, but how does it work exactly?
What influence does a character's carrying weight have on falling damage and/or agility?
How do different weapon damages and ammo types work?
Is there any kind of damage modifier of, for example, energy weapons vs. armored enemies? What about armour piercing and anti-personell?
I guess it's impossible to get the exact computations but maybe you or someone else has any ideas how it would work in a realistic way?

I was thinking about making all characters and monsters either be unarmored (humans and most normal monsters) orarmored (robots and Rahls and Elite Monsters with those rainbow shields)
Weapon damage could be either
normal which is an all-rounder vs. everythign but armored opponents,
energy weapons which are decent against anything but better than normal ammo vs. armor,
anti-personell (Hollow Point) which is great vs. unarmored but useless vs. armor,
armor-piercing which is the opposite of anti-personell.

I'm off to the Netherlands tomorrow for one week (holidays ) so I'll begin coding next saturday again.

Last edited by Cherno; 10 May 2013 at 00:37.
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Old 10 May 2013, 07:59   #97
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The offfline link for HG6 is not working, it asks for a password.
Could you fix that so that I can give it a try this week-end (don't really want to install some additional stuff for my browser if not needed).

The link for HG5 works fine.
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Old 10 May 2013, 08:29   #98
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It is even more complicated as there are also some weapons, that can fire through the force fields or trees for example.

I will do some research regarding weapons and energies overall. There is also very good Hired guns fansite in polish, http://www.ppa.pl/hiredguns/index.html while Google translator or maybe Shoonay can help. It contains a table of weapons power.
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Old 10 May 2013, 10:32   #99
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Quote:
Originally Posted by lilalurl View Post
The offfline link for HG6 is not working, it asks for a password.
Could you fix that so that I can give it a try this week-end (don't really want to install some additional stuff for my browser if not needed).

The link for HG5 works fine.
Of course, I forgot to upload it on a free webspace. Here is the correct link:
https://www.dropbox.com/s/qnt0cwojpex3kwj/hg6.zip?dl=0

Last edited by Cherno; 07 October 2015 at 21:18.
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Old 17 May 2013, 14:13   #100
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Greetz people, I'm back
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