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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   Daedolon 

  • Ancient Blood God

#7861

Where's the film crew?
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User is offline   Maarten 

#7862

Nice to see so much activity here!|

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Wall limit is getting closer and closer...

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#7863

Posted Image
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User is offline   MetHy 

#7864

That looks great though shading/lighting is a little bland, and that painting frame is way too low res to be used like that imo

Mixing different texture resolutions in weird ways, or different levels of texture stretching, is something too many usermaps are guilty of, including mine.


View PostJaap, on 25 May 2017 - 11:09 AM, said:

I have been working on some mini games to add in my mod. Here are some two videos of my slot machines (the sprites still need a lot of work).

Slot machines can spawn goodies (using respawnhitag):


They can also operate activators:




Love this. Always thought there was something about slot machines in Build games. Shadow Warrior had some, and then in RR:Rides Again they seemed to want to take all the cool stuff of Shadow Warrior, so they made better slots machines (and better RoR).
So yeah I really like the slot machines in Rides Again, I could spend almost an hour on a level getting ammo and hp fron them, and these look like they could be even better.
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User is offline   brullov 

  • Senior Artist at TGK

#7865

View PostMetHy, on 30 May 2017 - 11:42 PM, said:

Love this. Always thought there was something about slot machines in Build games. Shadow Warrior had some, and then in RR:Rides Again they seemed to want to take all the cool stuff of Shadow Warrior, so they made better slots machines (and better RoR).
So yeah I really like the slot machines in Rides Again, I could spend almost an hour on a level getting ammo and hp fron them, and these look like they could be even better.


We had slot machines in Duke Begins, Richard made them. I bet they are the best slot machines I've seen in Build Engine.
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User is offline   Sanek 

#7866

View Postbrullov, on 31 May 2017 - 12:54 AM, said:

We had slot machines in Duke Begins, Richard made them. I bet they are the best slot machines I've seen in Build Engine.

Hah, I get it bro! Nice punch! :P
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User is offline   LkMax 

#7867

View Postbrullov, on 31 May 2017 - 12:54 AM, said:

We had slot machines in Duke Begins

Speaking of which, what happened to this mod?

This post has been edited by LkMax: 31 May 2017 - 06:48 AM

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#7868

I really like Jaap's slot machine, it reminds me of Prey for some reason.

This post has been edited by icecoldduke: 31 May 2017 - 06:57 AM

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#7869

Paused and resumed so many times, then put on hold forever.
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User is offline   brullov 

  • Senior Artist at TGK

#7870

View PostRichardStorm, on 31 May 2017 - 07:32 AM, said:

Paused and resumed so many times, then put on hold forever.


Exactly. And I would add because of me.
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User is offline   LkMax 

#7871

Oh, that's unfortunate, I liked were it was going.
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User is offline   Sanek 

#7872

Dark Plasma strikes again!

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User is offline   brullov 

  • Senior Artist at TGK

#7873

Posted Image
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User is offline   Mark 

#7874

What kind of projectile does it fire?
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User is offline   Hendricks266 

  • Weaponized Autism

  #7875

View Postbrullov, on 10 June 2017 - 03:10 PM, said:

Posted Image

Did you base this on Minigunner's render?

View PostMinigunner, on 10 June 2017 - 12:38 AM, said:

A couple people requested this.
Posted Image
(Click on image for download)



View PostMark., on 10 June 2017 - 05:25 PM, said:

What kind of projectile does it fire?

It's the railgun from DNF.
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User is offline   Micky C 

  • Honored Donor

#7876

Shouldn't the recoil be coded in rather than animated? Although I suppose it uses the same number of frames anyway.
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User is offline   DotK3D 

#7877

Hello,
As always some good stuff in here ^^.

I have made some progress on my boulders pack (RGB version).
Posted Image

And following the zip with the art test file in case anyone needs it :

Bye,
DotK3D

Attached File(s)



This post has been edited by DotK3D: 10 June 2017 - 11:54 PM

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User is offline   brullov 

  • Senior Artist at TGK

#7878

View PostHendricks266, on 10 June 2017 - 05:50 PM, said:

Did you base this on Minigunner's render?


Exactly.
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User is offline   Tea Monster 

  • Polymancer

#7879

We are getting close to being feature complete for the mod. Is anyone interested in being a beta tester?
The mod requires Polymer and 3D models.
PM me if you are interested and can run Polymer.
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User is online   Danukem 

  • Duke Plus Developer

#7880

Lately I've started experimenting with ropes in Duke 3D. I'm still working on the physics, but I think this will have many applications.



It might be hard to see in the video but the rope moves pretty well. It's made of linked sprites, each displaying a little tube model (the laser model made by TM that I used in Duke Forces).
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User is offline   Mark 

#7881

View PostTea Monster, on 12 June 2017 - 10:25 AM, said:

We are getting close to being feature complete for the mod. Is anyone interested in being a beta tester?
The mod requires Polymer and 3D models.
PM me if you are interested and can run Polymer.


What mod?
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User is offline   Jolteon 

#7882

There's definitely a theme going on here...

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User is offline   Loke 

#7883

Red team vs blue team?
2

User is offline   Tea Monster 

  • Polymancer

#7884

The Honeymoon is definitely over.
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#7885

View PostTrooper Dan, on 13 June 2017 - 01:44 PM, said:

It might be hard to see in the video but the rope moves pretty well. It's made of linked sprites, each displaying a little tube model (the laser model made by TM that I used in Duke Forces).

Great work on the physics model there! If you manage to add good-looking ropes into Duke, it could inspire mappers to do really cool levels. To me it always seemed a pain in the ass to code any complex physics in CON language, as you have to do all your vector math in an explicit manner, also restricted only to 32-bit fixed-point arithmetic.
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#7886

Say hello to DUKE3D64 :P
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This post has been edited by Jan Satcitananda: 19 June 2017 - 11:17 AM

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User is offline   LkMax 

#7887

What am I looking at exaclty, a map editor or something?
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#7888

View PostLkMax, on 20 June 2017 - 04:55 AM, said:

What am I looking at exaclty, a map editor or something?

Just drawing the overhead map imported into my engine from Duke. Going to fix texture coordinates and implement Z sorting. After the interface with the Build engine is complete, one could port Duke to this technology.
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User is offline   Paul B 

#7889

View PostJan Satcitananda, on 20 June 2017 - 06:48 PM, said:

Just drawing the overhead map imported into my engine from Duke. Going to fix texture coordinates and implement Z sorting. After the interface with the Build engine is complete, one could port Duke to this technology.


Does it handle version 9 of the map format? And how well does it work with version 7 maps that use SOS?

This post has been edited by Paul B: 22 June 2017 - 06:48 AM

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#7890

View PostPaul B, on 22 June 2017 - 06:46 AM, said:

Does it handle version 9 of the map format? And how well does it work with version 7 maps that use SOS?

It will load any contemporary build maps, although room-over-room stuff won't be visible on 2D overhead map. So far I don't dig into the 3D stuff, just had outlined the future renderer architecture some years ago. I'll start a new thread when I make more progress on this.
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