What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#5161 Posted 05 November 2013 - 01:42 PM
#5166 Posted 06 November 2013 - 02:45 PM
This post has been edited by dpax: 06 November 2013 - 02:45 PM
#5170 Posted 10 November 2013 - 06:27 AM
What I last worked on:
player.c // Unload it all mofo if drugged up if (aplWeaponWorksLike[p->curr_weapon][snum] == KNEE_WEAPON || aplWeaponWorksLike[p->curr_weapon][snum] == PISTOL_WEAPON) { if(p->steroids_amount > 0 && p->steroids_amount < 400) { P_FireWeapon(p); P_DoWeaponSpawn(p); } } premap.c i = headspritestat[STAT_PLAYER]; // Got make sure we handle multiple players when a map fails to have multiple spawn points if(nextspritestat[i] < 0) { // Hack in second player on same spawn point if(ud.multimode > 1) { A_InsertSprite(g_player[1].ps->cursectnum,g_player[1].ps->posx, g_player[1].ps->posy,g_player[1].ps->posz, APLAYER,0,0,0,g_player[1].ps->ang,0,0,0,10); } } // Reset this i = headspritestat[STAT_PLAYER]; game.c void Net_SendSuicide() { int i; if(numplayers > 1) { // Self death and drug loss A_PlaySound(DUKE_PISSRELIEF, g_player[myconnectindex].ps->i); g_player[myconnectindex].ps->steroids_amount = 0; sprite[g_player[myconnectindex].ps->i].extra = 0; buf[0] = PACKET_TYPE_SUICIDE; buf[1] = myconnectindex; TRAVERSE_CONNECT(i) { if (i != myconnectindex) sendpacket(i, &buf[0], 2); if ((!g_networkBroadcastMode) && (myconnectindex != connecthead)) break; //slaves in M/S mode only send to master } } }
All on old multiplayer. Gotta love how all single player maps now allows 2 dukes, steroids are just plain awesome now, and suiciding when you get stuck(I guess my version of unstucking). Steroids are set to zero on the suicide because while they are active you can't be reduced below 1 health(Back in the day or even to this day people on weed think there superman. Coke dudes are more alert... I think you get the picture).
#5171 Posted 22 November 2013 - 01:32 PM
Added voxel model tvs with animated channels. There will be tvs you can turn on and off, and change through the channels with the activate button. Also the 'channels' will be different per world and station. Simple 7 to 15 frame stuff with some easter eggs. I've decided to place a few easter eggs in the game as I go about it.
#5172 Posted 24 November 2013 - 01:52 PM
It's extremely primitive and rough around the edges but I'll do more tweaking before its final texture and export/import.
#5173 Posted 24 November 2013 - 04:40 PM
#5174 Posted 25 November 2013 - 02:38 AM
#5175 Posted 25 November 2013 - 05:28 AM
#5176 Posted 25 November 2013 - 05:32 AM
#5177 Posted 25 November 2013 - 09:52 AM
DavoX, on 25 November 2013 - 05:28 AM, said:
Well, polymer wasn't added by me. I only did the textures visible on the hud. No idea how to change the lighting information in the maps :/
Micky C, on 25 November 2013 - 05:32 AM, said:
Yeah, maybe But I'm getting fps drops already and not all textures have been replaced yet.
I tried to make the Jojo book signing poster for BloodTC today, looks weird but it works I guess:
#5178 Posted 25 November 2013 - 07:16 PM
Margie Telle, Special Intelligence Officer, tells you what not to do with your gun.
Decided I've been lazy enough about it and started working on the dialog system. For now its just a single pane of dialog per character, which is set through Hi and Lo tags.
This post has been edited by Scott_AW: 25 November 2013 - 07:17 PM
#5179 Posted 27 November 2013 - 06:52 AM
Scott_AW, on 25 November 2013 - 07:16 PM, said:
Margie Telle, Special Intelligence Officer, tells you what not to do with your gun.
Decided I've been lazy enough about it and started working on the dialog system. For now its just a single pane of dialog per character, which is set through Hi and Lo tags.
That's awesome, I can imagine the big world around it. I would definitely play it, it gives me a megaman vibe somehow
#5181 Posted 27 November 2013 - 11:28 AM
Megeman Legends has a very similar style, except they had toon textured models, and the PS1s jiggle wall textures.
But I always thought the models were pretty well textured given the style.
The character sprites are from a template of unclothed male and female characters I found somewhere around RPG maker forums, so I just have to make all the dressings, recolors and create all the hair for them. I've a nice PSD file with all the parts sorted in folders and layers for easy character construction. Of course I also have to create 4 directions and 4 movement frames for each piece.
I still need to go about making death sprites, since some are going to be decorating some aftermath areas.
All the other monsters and such are originals.
This post has been edited by Scott_AW: 27 November 2013 - 11:30 AM
#5183 Posted 27 November 2013 - 02:31 PM
Artem Nevinchany, on 27 November 2013 - 11:21 AM, said:
You could have just pressed the DukePlus menu key...
#5184 Posted 27 November 2013 - 04:22 PM
#5185 Posted 28 November 2013 - 01:15 AM
Artem Nevinchany, on 27 November 2013 - 11:21 AM, said:
Wall carpet. Wow. Much Russia.
Like this one and the other screens are great too, I like how went with the warmer lights - I've noticed that most people experimenting with polymer place just plain white lights which is kinda unrealistic, since rarely one can see pure white lights - usually they're yelowish for lightbulbs and the cold lights have more-or-less a blue tint, rarely purely neutral. The light outside the flat block could use a little tint though. It still looks great.
Scott_AW, on 25 November 2013 - 07:16 PM, said:
Mod projects for such an old game (like Duke) usually have some modding cliches, since the scene has been around for a long while. And I love it, when somebody just comes, and does something original. Props to you, sir!
#5186 Posted 28 November 2013 - 03:03 AM
#5188 Posted 28 November 2013 - 01:01 PM
Gambini, on 27 November 2013 - 04:22 PM, said:
I thought the same. hahaha Press the f*cking key!!!!
Nice shots! btw
This post has been edited by Norvak: 28 November 2013 - 01:02 PM
#5190 Posted 30 November 2013 - 03:13 AM
Duke Nukem model edit based on Dolph Lundgren and the 2007 teaser trailer. I've done a few variants on this for fun(including a 1991 styled Duke with purple shirt). This is based on the old HRP model of course.
One of the variants I made, based on the Duke3D cinematics/sprite (All gun is also done, but not shown here.) I may end up using this model to create 8bit sprites for the series going forward as I stated earlier.
Couple of things to note, the arm braces, the glasses, the gloves, and the tank top can all be removed. I've also made subgroups for the pants for over the shoe and tucked into the boot.
I'm going to do another variant based on the title art/statue, which is what i'll probably use.
I may also up the detail on the glasses some.
This post has been edited by Commando Nukem: 30 November 2013 - 03:15 AM