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What are you working on for Duke right now?  "Post about whatever Duke related stuff you're doing"

User is offline   Zaxtor 

#6211

Lots of sprite work, con code etc.
Also Zaxtor of Oblivion makes a cameo appearance.
2

User is offline   Mark 

#6212

I'm getting close to finishing my Graveyard mod so I wasn't going to post any more screenshots. But after seeing this one I decided just one more.

Attached thumbnail(s)

  • Attached Image: duke0009.jpg

4

User is offline   neoacix 

#6213

Posted Image

Strange things happening in this map...

This post has been edited by neoacix: 20 October 2014 - 08:23 PM

3

User is online   ck3D 

#6214

into what ? brownies ?

now if that isn't some sugarier variation on soylent green then i don't know what it is !
1

User is offline   brownfarted 

  • The Original Shitposter

#6215

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6

User is offline   neoacix 

#6216

View Postck3D, on 21 October 2014 - 12:16 AM, said:

into what ? brownies ?

now if that isn't some sugarier variation on soylent green then i don't know what it is !


You should see the program the machine is running, before I hit the emergency override. :)
0

#6217

So, Valve built this machine? Will it make hats?
0

User is offline   neoacix 

#6218

Engineer: "Nope!"
0

User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#6219

View Postbrownfarted, on 21 October 2014 - 12:25 AM, said:

Posted Image

How many more months years are you going to keep saying this shit for?

This post has been edited by The Angry Kiwi: 21 October 2014 - 01:53 PM

1

User is offline   Micky C 

  • Honored Donor

#6220

Yeah, I thought DNF already came out years ago.
3

User is offline   brullov 

  • Senior Artist at TGK

#6221

Replayed E2 few days ago. So now I am making new space-level. Posted Image


Posted Image

This post has been edited by Artem Nevinchany: 21 October 2014 - 03:49 PM

6

#6222

Speaking of space maps.

Posted Image

This is the last screenshot I will post, because I'm making progress really fast and don't want to spoil too much.
6

User is offline   LeoD 

  • Duke4.net topic/3513

#6223

View PostMister Sinister, on 22 October 2014 - 12:40 PM, said:

Speaking of space maps.
If you need vacuum cleaning in space, just open a window... :)
6

User is online   zykov eddy 

#6224

Almost done.

Posted Image

Posted Image

Posted Image
3

User is offline   brullov 

  • Senior Artist at TGK

#6225

Wow, exclusive level Urea 51!

This post has been edited by Artem Nevinchany: 26 October 2014 - 10:28 AM

1

User is offline   Sanek 

#6226

WELL!! I'm already work on a new map! And it's another space map!

Posted Image

Posted Image

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2

User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#6227

Please use http://imgur.com/ next time you upload screen shots Sanek.
Cant open these in full screen...
0

User is offline   Zaxtor 

#6228

Lot's of con coding.
GAME.CON now at nearing 4.1mb in size.
Lots of level work and more.
0

User is offline   TerminX 

  • el fundador

  #6229

View PostZaxtor, on 27 October 2014 - 03:09 PM, said:

Lot's of con coding.
GAME.CON now at nearing 4.1mb in size.
Lots of level work and more.

That's either a LOT of duplicate code, or you've found a way to make gamevar names a paragraph long...
1

User is offline   Mark 

#6230

I just checked in one of my projects with a lot of custom content, 20 con files, only 208kb.
0

User is offline   Zaxtor 

#6231

View PostTerminX, on 27 October 2014 - 03:20 PM, said:

That's either a LOT of duplicate code, or you've found a way to make gamevar names a paragraph long...


there are some dupes but lots of diff / altered etc.

Dragon boss example takes lots of coding.

Boss 7 codes alone takes a little over 200 KB.
For its movement, firering and more.
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User is offline   Mblackwell 

  • Evil Overlord

#6232

I have 57 files total in one project and it's only 672KB of CON/txt files. Many have a thousand or more of lines of code. Not sure why yours would be so massive.

I'm guessing you don't reuse code much in states, and probably don't have many shared/temp vars.
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User is offline   Zaxtor 

#6233

I'm at the 1,700 gamevar maximum but I recycle old vars.
Many level uses many vars for diff things, too complicated to explain.

Is not the var making massive size.

It's complicated to explain.

Boss 7 example has massive size cus.
it's behavior such as movement, firering, eye open/close, hp bar and more.

Lots of bosses have massive con coding.



Also worked on probably one of the coolest door I've ever done.

Hints:
Not a ceiling door.
Not a floor door.
Not a star trek door.
Not a split door (ST 22).
Not a shield door.
Not single side (ST25 SE15) sliding door.

Something I don't think anyone has done.............. yet as far I know of.

This post has been edited by Zaxtor: 27 October 2014 - 08:06 PM

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User is offline   Mblackwell 

  • Evil Overlord

#6234

I'm just saying you probably aren't using the most efficient coding practices. Thinking ahead so that repeated math functions or types of movement and such will get shoved into states with a return variable you can use elsewhere saves on the amount of text you need to have down, and also helps keep code cleaner. Also simple things like defining a "DEFAULTACTION 0 1 1 1 1" and then using it as the idle frame for everything rather than giving each actor its own initial action saves space. Another trick is to use switch statements where you'd have repeated statements like "ifvare X 1 { do stuff } else ifvare X 2 { do differentstuff } ifvare X etc { on and on } ".

All of this squeezes down the amount of text you need to type out and the size of your code.
1

User is offline   Zaxtor 

#6235

I use a lot.

Example.

Ifvare CODNAME 1 { do something }
Ifvare CODNAME 2 { do something }
Ifvare CODNAME 3 { do something }
Ifvare CODNAME 4 { do something }

Some goes as high as 300s.

like Ifvare CODNAME 389 { do something }

is complicated.
I have lots of diff vars for diff things to prevent confusion.


I know if you do setvar HHHH 10 { do something }
All the others such as
ifvare HHHH 9
ifvare HHHH 8
ifvare HHHH 7
ifvare HHHH 6
Will be unset and focus on ifvare HHHH 10.
U can set them 1 at the time.
is why I use many diff when I have many diff vars working in the same area.

This post has been edited by Zaxtor: 27 October 2014 - 09:59 PM

0

User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#6236

Zaxtor do you know what a "state" is?

Edit, basically what we are trying to say is that possible due to your poor English you don't fully understand how to code correctly and efficiently.

This post has been edited by The Commander: 28 October 2014 - 03:47 AM

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User is offline   Zaxtor 

#6237

I use state.

Monsters has state etc.

Example.

ifhitweapon
{
state checkorbcon1hitstate
and blah blah below or above the hitstate as long is below ifhitweap


---
(above actor /useractor notenemy name)

state orbcon1dead

(final behavior coding before killit)
killit

ends

state checkorbcon1hitstate
ifdead state orbcon1dead

ends


PS forgot to say.

Multi ifvare is only known way for a thing I did, mentioned before I think.


Example you press switch 1 then switch 2, something happens
If you press switch 2 first then 1 after something different happens.
If you press 3 then 2 then 1 something different happens
if you press 2 3 1 something different happens.

So it does several different thing... like a combination.

This post has been edited by Zaxtor: 28 October 2014 - 05:32 AM

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User is offline   Zaxtor 

#6238

I checked the wiki about the state thing aside checksomethinghitstate etc.

define MYACTOR1 3585
define MYACTOR2 3586
define MYACTOR3 3587

state spawnblood
ifhitweapon
{
guts JIBS6 12
spawn BLOODPOOL
killit
}
ends

useractor notenemy MYACTOR1 2
state spawnblood
enda

useractor notenemy MYACTOR2 2
state spawnblood
enda

useractor notenemy MYACTOR3 2
state spawnblood
enda



Don't think the other thing I did would work with that.
posting its code can reveal some code (spoiler alert) thing.
0

User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#6239

Use cases, your code sounds like a mess.

This post has been edited by The Commander: 28 October 2014 - 05:51 AM

0

User is offline   Zaxtor 

#6240

Does case work on multi sprites?

Example let say you have 6 switches (6 sprites).

Example
You press 1 2 3 6 = Ceiling falls on your player
You press 1 2 3 4 6 = An atomic health spawns
You press 6 3 2 1 = A door opens
You press 1 2 3 4 5 6 = 4 monsters spawns
You press 1 2 then unpress 1 and press 3 something opens
You press 1 2 5 = room fills with toxic gases
You press 1 2 3 then unpress 1 = nothing happens
You press 1 2 3 then unpress 2 = Exit door opens.
You press 1 2 3 then unpress 1 and 2 = nothing happens

(Note this is not in my code these combinations)
Is to prevent spoiling.

This post has been edited by Zaxtor: 28 October 2014 - 06:40 AM

0

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