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Direct System Episode  "Total Conversion Mod"

User is offline   Jenz/Amaka 

#1

Direct System Episode TC for Duke Nukem 3D

Update #6 Playable Demo Released!!!

That's right. After 7 years, I finally managed to release something playable and I'm super happy.
What's new since last update?
Minigunner has been removed for a while and got replaced by a Female Commando.
Commandos don't shoot Rockets anymore since they could be used for cheap tactics.
First playable level in Direct System Campaign.

In the campaign you'll find all sort of small secrets, fun story and tactical combat.



Screenshots
Spoiler


Download Link
http://www.mediafire...sns6e9a2ljxg2o9

Anyone who releases a gameplay video will receive a huge thanks from me and a hug.
Why? Because gameplay videos are great way to see what improvements I need to do.


Spoiler


This post has been edited by MrGlasses: 12 April 2013 - 10:43 AM

10

User is offline   OpenMaw 

  • Judge Mental

#2

Looking pretty good so far.

I'm pretty sure the general consensus on code is that as long as credit is given you're at least half-okay. Usually it's good to ask the coder if you're going to borrow code. If it's from a really old mod and it's difficult to get ahold of the guy, giving credit should be enough.

As far as music is concerned, i'm assuming you're talking about MIDI music? If so that's usually never been a problem at all. (Just take a look at many of the older Duke3D or even Doom mods and you'll find dozens and dozens of midi songs included from many sources.)

As far as anyone willing to help with coding, I would suggest instead that any questions you have about how certain things work be directed at the Eduke32 scripting thread or elsewhere. If someone can answer your question, they surely will. A lot of people here are very very busy with their own projects, so it makes it difficult to commit to anything like that for a lot of people.

Once again, Direct System is actually looking pretty good so far. I look forward to seeing more of your work, MrGlasses. Posted Image
0

User is offline   DNSkill 

  • Honored Donor

#3

Great stuff, looking forward to playing it.
1

User is offline   MetHy 

#4

I'm liking what I see. However I hope you'll make the new enemies shoot bullets at some point and maybe change their behaviour a bit so that they don't remind of the liztroop so much. Also you should fix the misaligned textures in your map and add shading (or maybe it's just a very alpha of what the map is going to be?)

looks interesting though, keep up the good work
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User is offline   Jenz/Amaka 

#5

View PostMetHy, on 26 September 2012 - 01:48 AM, said:

Also you should fix the misaligned textures in your map and add shading (or maybe it's just a very alpha of what the map is going to be?)

Everything will be changed.

EDIT:
I mean "tweak"

This post has been edited by MrGlasses: 26 September 2012 - 02:27 PM

0

#6

Looking good ;)
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User is offline   Jimmy 

  • Let's go Brandon!

#7

View PostMrGlasses, on 26 September 2012 - 02:04 AM, said:

Everything will be changed.

Not to put you down, but if everything is going to be different, why post anything this early?
1

User is offline   Jenz/Amaka 

#8

View PostCaptain Awesome, on 26 September 2012 - 11:04 AM, said:

Not to put you down, but if everything is going to be different, why post anything this early?

My poor choice of words, I meant Tweak and not change.
2

User is offline   Jenz/Amaka 

#9

Here's tweaked Troopper and new Shotgunner enemy.


Not the highest quality, but this is my first time making 8bit graphics enemy. Content first, tweaking later ;)
Here's the Shotgunner in higher quality image, in case you people are interested seeing how I work.
6

User is offline   DNSkill 

  • Honored Donor

#10

I love it. Their taunts are fun, and make it even more fun killing them. Kind of like in Blood with those cultist.

The graphics for the enemies look good from what I see, maybe the shotgunner attack frames are a little "stiff" for someone shooting a shotgun, but that's okay.
0

User is offline   Jenz/Amaka 

#11

Another update


Added new enemy and 25% completion of the first map (ignore enemy spawns though)
Once the first map is finished, I'll create a demo version of Direct System mod and hoping you guys could give some feedback.

This post has been edited by MrGlasses: 01 October 2012 - 06:31 PM

1

User is offline   Jimmy 

  • Let's go Brandon!

#12

Things are starting to look more impressive and you show promise, keep up the work. Also, you don't have to use sprites to build three dimensional buildings anymore, you can use TROR. Though I don't blame you if it confuses you, I've been mapping for a long time and it confounds me. But I'm an idiot.
1

User is offline   Jenz/Amaka 

#13

View PostCaptain Awesome, on 01 October 2012 - 09:26 PM, said:

Also, you don't have to use sprites to build three dimensional buildings anymore, you can use TROR.

Crap, I totally forgot about TROR. Gonna remake that small barracks.
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User is offline   Micky C 

  • Honored Donor

#14

View PostCaptain Awesome, on 01 October 2012 - 09:26 PM, said:

Things are starting to look more impressive and you show promise, keep up the work. Also, you don't have to use sprites to build three dimensional buildings anymore, you can use TROR. Though I don't blame you if it confuses you, I've been mapping for a long time and it confounds me. But I'm an idiot.


I keep stressing, if there's a particular aspect of the wiki that people have trouble understanding, please tell me so I can alter it if needed. When I wrote that wiki, I tried to cover as much information as possible, and with as much clarity as I could, but different people might require different explanations. I had hoped that it would be an all in one informational suite on TROR with guides, background information and examples, so it'd be a shame if people didn't find it useful.

I agree that the map is starting to look a lot better than it did before.


View PostMrGlasses, on 01 October 2012 - 11:25 PM, said:

Crap, I totally forgot about TROR. Gonna remake that small barracks.


Considering the size of the baracks, the detail inside, the time it'd take you to learn TROR and the fact that you've already built the baracks, I'd suggest leaving it how it is. It'd be difficult to set it up properly in that area, and while there is a way to use it locally just for one building such as the baracks, it has potential clipping issues (especially with enemies) and visual glitches in polymost and classic. The only thing you could achieve with TROR that you can't with sprites in this case is a sloped roof, which isn't worth it IMO.
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User is offline   zykov eddy 

#15

Reminds me of some classic 90s TCs
1

User is offline   Jenz/Amaka 

#16

View Postzykov eddy, on 02 October 2012 - 05:34 AM, said:

Reminds me of some classic 90s TCs

That's where I'm heading.
3

User is offline   Jenz/Amaka 

#17

Still alive and kickin'
Posted Image
Hopefully next week I'll release demo version.

This post has been edited by MrGlasses: 15 October 2012 - 11:05 AM

8

User is offline   Jinroh 

#18

Very cool underground spring kinda thing you have there. :D The foliage around the scene really adds a lot.
0

User is offline   MetHy 

#19

You should align the slopes on the right or at least turn the sides of them to grass textures.

You need to think more about shading as well IMO

otherwise this looks promising!
0

User is offline   Jenz/Amaka 

#20

New update!
Check the main post.

Time to put my terrible mapping skills to work.
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User is offline   Scott_AW 

#21

Are those enemy sprites created from pre-rendered 3d-models or done in paint? If you have models you could voxelize them, with their smooth coloring it might look pretty good. Of course I'm always pimpin the voxel tech.
1

User is offline   Jenz/Amaka 

#22

View PostScott_AW, on 31 March 2013 - 06:53 PM, said:

Are those enemy sprites created from pre-rendered 3d-models or done in paint?

Indeed. Pre-rendered 3d Models.

View PostScott_AW, on 31 March 2013 - 06:53 PM, said:

If you have models you could voxelize them, with their smooth coloring it might look pretty good. Of course I'm always pimpin the voxel tech.

I don't know how to do voxel models.
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User is offline   Scott_AW 

#23

View PostMrGlasses, on 31 March 2013 - 11:53 PM, said:

Indeed. Pre-rendered 3d Models.


I don't know how to do voxel models.


If you have pre-rendered textured/colored models, using .3ds format, you can use Poly2Vox which you can find on Ken Silverman's page I believe. Based on the sprite's height, you simple use a command line like.

poly2vox name.3ds /v 128

This will make the objects widest/tallest point reach 128 voxels. Then you can replace sprites with the models using a DEF file, looks like this

voxel "kvx\missle_launch.kvx" { scale 2 tile0 2605 tile1 2611 }

tile0 and tile1 set the range to replace sprites, you use this to cover all the different sprite angles.

There is also my program, Strip2Vox which can be found here and is useful for creating voxel models from a series of images stuck in a strip, good for making simple items.
0

User is offline   Jimmy 

  • Let's go Brandon!

#24

Duke's hand is WAAAAYYY too big in the reload animation.
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User is offline   Jenz/Amaka 

#25

View PostJoJo the Idiot Circus Boy, on 02 April 2013 - 07:47 PM, said:

Duke's hand is WAAAAYYY too big in the reload animation.

You probably mean the shotgun one, yea I noticed that too after I uploaded the video.
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User is offline   Jenz/Amaka 

#26

I think this looks decent now.
Posted Image
1

User is offline   Loke 

#27

Much better.
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User is offline   Jenz/Amaka 

#28

Playable Demo Released! Check main post :)
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User is offline   Loke 

#29

Very cool. It took me about 23 minutes but I scoured pretty much the entire map for goodies. It started off pretty tough but once you've got the standard weaponry it becomes a bit easy with the truckload of health items and ammo packs. Otherwise it's pretty solid.

By the way, I hope you add new art for the gib animations. As of now it's odd seeing alien gibs spawning out of human enemies.
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User is offline   Jenz/Amaka 

#30

View PostLoke, on 10 April 2013 - 12:01 PM, said:

By the way, I hope you add new art for the gib animations. As of now it's odd seeing alien gibs spawning out of human enemies.

Indeed it's weird at the moment. But it will be added when I release the final version.
0

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