Lunkin's Journey updates

Talk about Quake, Doom, Wolfenstein 3D, or other DC first person shooting game ports and mods for those games in here.
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law56ker
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Post by law56ker » Mon Oct 18, 2004 8:26 am

ajay() wrote:Actually I kinda lied I do keep dreamcast quake in mind; the 7th and 8th levels, could really be one level, but I reckon dc might struggle a little, so I've kept them seperate.

The current level (8th) I'm working on will be, similar to the 2nd and 3rd, one that will push dc a little.

As for the level design, thanks, but the proof of the pudding and all that ;)

(I mean it might not seem so great when you're playing it :) )
Thats why you should test the levels yourself get a feel to them, during actual gameplay, an see what you could add to add more life to them or to make them awesome when you are playing them:) It might even be good to get a couple beta testers and have them give you there thoughts and ideas. Keep up the hard work
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Post by DCmad » Mon Oct 18, 2004 11:56 am

law56ker wrote:It might even be good to get a couple beta testers and have them give you there thoughts and ideas.
Good idea, you can find some other moders who will keep it in secret, and have them testing for you ;)
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Post by ajay() » Tue Oct 19, 2004 12:59 pm

Movie made.
Quality: iffy.
First time ever on ms movie maker.
Took 2 hours.
All the slowdown is video related, not game.
The mod is still work-in-progress, so stuff like sounds and other problems are there to be fixed.
And yes, it is tongue in cheek :)

It's a 22mb zip file, 4:05 mins wmv clip.

H E R E
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Post by DCmad » Tue Oct 19, 2004 5:11 pm

YAY!!!!!!!!!!
Those maps ae so danm big, and full of details. What do you intend to do? A Zelda killer??? :D
Maps, textures, models. Shame is that the old dog models still remember the old quake.
This mod with nxquake will be sweet indeed.
And you made a poor choice with the video, wmv really is bad. DivX with good setting would be better, but i understand you certainly was worried with file size. Plays like a slug here with sound skiping a lot. But i got to fill my curiosity about lunkin. Great job you've done :)
And, oh, the caves seems to be a bit dark... maybe it's only me...
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Post by law56ker » Thu Oct 21, 2004 5:53 am

Looks cool, i got a few questions, how many different ways of attack will you have, will they be unique and how many enemy designs do you plan on having. I agree it looks cool so far. I like the idea of having flares and trying to make it through a level like that. I think it's cool your coming up with some orginal ideas for unique level experinces.
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Post by ajay() » Fri Oct 29, 2004 3:04 pm

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this makes it look so much better than it is :)

ignore the pic now cos it's changing obviously
Last edited by ajay() on Sun Oct 31, 2004 2:18 pm, edited 1 time in total.
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Post by DCmad » Fri Oct 29, 2004 6:01 pm

[sarcasm]
Looks good... indeed.
[/sarcasm]

Hehehehe
Hey ajay(), is that your big monitor? Or DC already running it?
Looks good if not by your webcam.
Wish you the best luck finishing it.
BTW, how many weapons do you plan to have? And levels?

EDIT: Can you show us a shot of the water texture, a F12 shot would be cool. I want to see what goodness you made of the waters.
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Post by ajay() » Sat Oct 30, 2004 3:08 am

No that's my monitor.
The webcam blurry, crappy image makes level eight's unlit, unfinished world look much better than it really is; the water especially looks like it's got all kinds of reflections and stuff, but it really ain't too hot.
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Post by TheDumbAss » Sun Oct 31, 2004 2:12 pm

my god man!

Lunkin is looking great.
And that was the best looking forest I've ever seen in the Quake engine. Good job.
My old Sig was broken. Enter the new Sig!
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Post by DCmad » Sun Oct 31, 2004 3:02 pm

I don't know exatelly how to explain it, so please don't misunderstand me.
What i woul like to state is in the action of walk backwards, Lunkin moves in the same speed of walk forward. I think this way it seems like someone just replaced quake's weapon with a character model.
I don't know for sure if its the speed or what, maybe it's just me, or even the animations.
But maybe, making the movements a bit different could make it even more immesive/organic.
Oce more, i state that it can be only for me eh?

BTW, i never saw a forest like that in quake engine :D
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Post by ajay() » Sun Oct 31, 2004 3:51 pm

i understand, and i'd not thought about it, i could try to change it, no promises :)
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Post by DCmad » Sun Oct 31, 2004 6:04 pm

Glad i could express it in a way you could understand... self taught english...
Just wanna say i hope the best from you mod, even more after i saw the 2nd video :)
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Post by law56ker » Sun Jan 09, 2005 11:39 am

whats going on with this mod.
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Post by DCmad » Sun Jan 09, 2005 12:15 pm

Yeah, no news from ajay(). He must have more important things to atend to.
Hope he's progressing in this things, so he can finish Lunkin's in time.
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Post by ajay() » Sun Jan 23, 2005 3:28 pm

I restart with Lunkin in February 2005; a small hiatus, work, christmas, Halo 2, Halflife 2, Fable, Burnout 3 and Riddick.

I'll be round more again soon.
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Post by Morphv2 » Mon Jan 24, 2005 12:08 pm

Wow. I tried playing the 22MB trailer, on my 500mhz computer, and my processor esplode. But really, I have NEVER had a VIDEO lag before, and it was sad.
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Post by law56ker » Tue Jan 25, 2005 2:36 pm

I had no trouble playing the video, and it looked awesome. Time to upgrade your computer.
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Post by Morphv2 » Tue Jan 25, 2005 2:44 pm

pssshhhht, NOT, its just FINE
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Post by Morphv2 » Tue Jan 25, 2005 2:44 pm

well, PERHAPS
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Post by ajay() » Sat Jan 29, 2005 7:35 am

Well I've started up again with LJ. As always when I've had a break, it's taking me ages just remembering where I was with everything, and I cleverly deleted the flowing water texture.
And that's just the mapping, as soona s I start fiddling with the code, then I'll have some real fun.

I'm looking for a June/July release, and aiming for another 8 levels, so about 16 in total.

I've got a great idea for a new mod, but I'm saying nothing ;)
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