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CBP Episode 'Duke Hard'  "One building, one map(per) per floor, small maps"

#331

I'm back to work.

Attached Image: duke0063.png


As I said, the level of detail is not going to be much more than you see here and the section will be short, but I should be able to work on it again now. Probably going to change the wall textures in here.
5

User is offline   Jblade 

#332

Mine took about half a day *smug grin*

Spoiler


e;fb nice shot HT, good to see you're back on your feet :blink:

This post has been edited by James: 09 March 2014 - 02:43 AM

1

User is offline   MetHy 

#333

Nice to here that! Wouldn't have wanted to see another cancelled map.
0

User is offline   MetHy 

#334

Edit : okay changed the post. it appears the problem also happened in MY template so now I sound like a douche. Sorry about that.

So, Paul B noticed something weird with the sky in his map.

So I went to take a look.

And then I took a look at the template :
Posted Image

Goddamn. That means the sky is all screwed up in EVERY SINGLE MAP.

I suggest everyone (or everyone in which you can see the map's sky) would to take care of 'their' sky. aligning it properly or changing to another similar sky texture should be about the same, I do not believe any player is going to notice whether one used sky #89 and one other sky #96. I just believe texture #89 is more suitable for the rooftop than #96.

Sorry about that

This post has been edited by MetHy: 10 March 2014 - 03:26 AM

0

User is offline   Helixhorned 

  • EDuke32 Developer

#335

View PostMetHy, on 10 March 2014 - 01:33 AM, said:

I suggest everyone (or everyone in which you can see the map's sky) would to take care of 'their' sky. aligning it properly or changing to another similar sky texture should be about the same, I do not believe any player is going to notice whether one used sky #89 and one other sky #96. I just believe texture #89 is more suitable for the rooftop than #96.

No need for manual work where a trivial m32script one-liner would do. For a start:
do for i allsectors, ife sector[i].ceilingpicnum 96, set sector[i].ceilingpicnum 89

1

#336

I've changed texture, but I didn't have any problems with the old one, at least the kind of problems Methy experiences.


Posted Image
Posted Image
0

User is offline   MetHy 

#337

View PostHelixhorned, on 10 March 2014 - 04:06 AM, said:

No need for manual work where a trivial m32script one-liner would do. For a start:
do for i allsectors, ife sector[i].ceilingpicnum 96, set sector[i].ceilingpicnum 89




Hmm I don't know how to use those scripts. Where do you enter that? Also I was thinking of using the feature to change all similar textures to another, there is a key combinaison for that.

to Mister Sinister : that's because you're in 32 bit. But... hasn't this issue with skies not working properly in 32 bit been fixed already? It's been like that since the creation of those sourceports :blink:

This post has been edited by MetHy: 10 March 2014 - 04:57 AM

0

User is offline   Helixhorned 

  • EDuke32 Developer

#338

View PostMetHy, on 10 March 2014 - 04:53 AM, said:

Hmm I don't know how to use those scripts. Where do you enter that?

Micky C recently wrote a tutorial on it. I can't find it right now, though. You can enter m32script code in the OSD, prepended by the OSD command 'do'.
0

User is offline   Micky C 

  • Honored Donor

#339

http://forums.duke4....post__p__183372
0

User is offline   Paul B 

#340

View PostMetHy, on 10 March 2014 - 01:33 AM, said:

Goddamn. That means the sky is all screwed up in EVERY SINGLE MAP.

I suggest everyone (or everyone in which you can see the map's sky) would to take care of 'their' sky. aligning it properly or changing to another similar sky texture should be about the same, I do not believe any player is going to notice whether one used sky #89 and one other sky #96. I just believe texture #89 is more suitable for the rooftop than #96.

Sorry about that


Thanks for the laugh Methy, you're too funny! On my drive to work all I could think about is you getting pissed off about the sky texture. Made my morning! But come the end of the day all I could think about was trying that script out and I ended up backing my #%$#ing Tacoma truck into a Metal VAT of @#%$@ing fat! The type of Metal containers that restaurants use to empty their grease into and it busted out my back tail light. Now that's a pissy way to end a day. =(

This post has been edited by Paul B: 10 March 2014 - 06:27 PM

0

User is offline   MetHy 

#341

Unreachable places of my map
Edit : I know it doesn't look very detailed, but it's all behind teinted windows and the cars are in movement most of the time.

Attached thumbnail(s)

  • Attached Image: duke0057.png
  • Attached Image: duke0056.png


This post has been edited by MetHy: 11 March 2014 - 09:36 AM

1

User is offline   Paul B 

#342

So i'm leaving the country for a month from April 21 to May 21 and during this time I won't be able to play Duke. I was wondering if this CBP will be done before April 20th 2014? Do we have any current projections or a rough time frame of when we will publish this CBP project?

This post has been edited by Paul B: 11 March 2014 - 11:27 AM

0

User is offline   MetHy 

#343

Hmm no I don't think so. I think it should be close to being done but still not done. You should send me the latest version of your map if you believe it's finished, just in case, though.
0

User is offline   Paul B 

#344

View PostMetHy, on 11 March 2014 - 11:34 AM, said:

Hmm no I don't think so. I think it should be close to being done but still not done. You should send me the latest version of your map if you believe it's finished, just in case, though.


Yea i'll do that once i've had a chance to test out Multi-player Co-op & Verses on the map.
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#345

Wait, this has to be co-op compatible? Uh oh. There goes around 50% of my map - granted that's my fault. On the plus side I finished the music, though I have a horrible feeling that given the lack of motivation and ideas already that this may just turn out to be the final nail in the coffin. And the workstation rebuild is giving me problems.
0

User is offline   MetHy 

#346

Don't hijack your plans because it has to be coop compatible. SP is still the 99% focus. Perhaps have teleporters that only activate in coop somehow? I'm sure I heard of a way to do that in another thread.

Glad to hear you made your own music!

This post has been edited by MetHy: 12 March 2014 - 12:52 PM

0

User is online   ck3D 

#347

View PostMetHy, on 11 March 2014 - 09:26 AM, said:

Unreachable places of my map
Edit : I know it doesn't look very detailed, but it's all behind teinted windows and the cars are in movement most of the time.


nice ! good to see you came up with interesting ideas for the first floor - those little details like the bus stop or the moving cars probably add a lot to the immersion.
0

User is offline   MetHy 

#348

I hope so. Before I made it, it seemed a lot cooler in my mind, I pictured tons of cars going around, except that due to the size of the map and due to how you have to put all 'wagons' in between the same 2 locators, I have to stick to maximum 3 cars on each side of the road. Well, it's still kinda cool though, but I'm not sure if the cars add to immersion when you see the same 6 cars going around the building forever.
My map's slowly getting progress a bit every day, and I'm getting more ideas for the secret map.

In other news Mike Norvak changed his theme to 'TV Network'. Sounds good to me because what he had planned at first is actually a lot like High Treason is doing anyway!

This post has been edited by MetHy: 14 March 2014 - 01:10 AM

0

User is offline   Micky C 

  • Honored Donor

#349

Hold on why is there a limit to how many cars you can put in the track? You're using subway cars yeah?
0

User is offline   MetHy 

#350

Because wagons have to be in between 2 locators and that I need AT LEAST a locator at each corner + 2 stops, so one set of 'wagons' can't be longer than one side of the building.

This being said, I could put more than 3 cars on each side technically, but considering how I started to build them and where I want the stops to be, I could only put max 2 more cars

Edit : wait a second, now that I think of it, isn't it possible to have 2 'subway engine cars' on the same track? if that's the case I could double the number o cars

Edit 2 : yeah it's totally possible, dunno what I was thinking. I'm glad I talked about this here that made me realize I can improve it

This post has been edited by MetHy: 14 March 2014 - 02:08 AM

0

User is offline   Micky C 

  • Honored Donor

#351

Micky C saves the day yet again Posted Image
1

User is offline   MetHy 

#352

Well I've put 2 more cars (one on each side of the road) going around at a distance from the 2 sets of cars. Now it doesn't look so bad anymore, and the cars from both sides of the road never cross path at the same place.
1

#353

It's short, under-detailed and occasionally things disappear for no apparent reason but my section is pretty much done, I can't think of anything else I really want to add to it.
0

User is offline   MetHy 

#354

Things disappear? What do you mean?
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#355

There's a room where items and enemies sometimes don't show up. I've been through it and cannot find a cause. Given the editors frequent crashes and other things misbehaving I'm going with it probably being system specific as I cannot find any problems with the map and the computer is unreliable at best, actually the computer is scheduled for dismantling once tampering with this map is complete.
0

User is offline   Daedolon 

  • Ancient Blood God

#356

Sounds like a messed up sector, is all.
0

User is offline   Paul B 

#357

View PostDaedolon, on 15 March 2014 - 06:18 AM, said:

Sounds like a messed up sector, is all.


Alright guys, I just wanted to give everyone an update. The "Real" final version of my map has been sent to Methy. I'm completely finished my map beta testing with Single Player, Co-op and Death match. All of which really surprisingly turned out pretty well. Can't wait for the general public to try it and the unfortunately thing is I probably won't be around for the launch day. =( Any feedback can always be sent to my e-mail which can be found in my maps readme.txt.

Thanks & Happy Nuking!

This post has been edited by Paul B: 18 March 2014 - 12:23 AM

0

User is offline   MetHy 

#358

I've started the underground parking secret map. It's pretty rough at the moment (took me some time to find a good looking texture set, ironically for such a theme) but I got a few solid ideas for it.

To anyone who hasn't built his car yet :
Please build it starting floor height -135168, with ceiling at -174080; because for copy pasting when I change height of the ceiling sometimes a few small textures get misaligned on the car, so it's gonna be a pain if it does that on everybody's car. Thank you.
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#359

Funnily enough I just started messing with that, though my workstation died in the process so I shall have to continue with nothing but shitty 8-Bit at no frames per second, expect a burning pile of steel and tires as opposed to anything decent when I send that and my map in somewhere in the next couple of days, which will be over at scent-88 as I am unable to send PMs on here.

I've been tampering with a few things, a pedo ice cream van, a bicycle and a truck. I'll pick one of the three eventually. What's the height of the room this is going in?

This post has been edited by High Treason: 18 March 2014 - 10:11 AM

0

User is offline   MetHy 

#360

Well, what I just said. I gave the floor/ceiling coordinates I used so that I won't have to change any height (which screws up some textures alignment)
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