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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   oasiz 

  • Dr. Effector

#10411

View PostAleks, on 17 August 2022 - 08:41 AM, said:

BTW, Oasiz, I suggest you should make a new thread for this thing....


Ok, you win.
https://forums.duke4...ge__pid__373434
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User is offline   Danukem 

  • Duke Plus Developer

#10412

I hate video editing and it makes my poor laptop scream in pain. Nevertheless I made a little video for the cheerbot I coded recently. sebabdukeboss20 continues to amaze with his character sprites -- I ask him for a sprite sheet with such-and-such animations and boom there it is done perfectly.

The update with this enemy hasn't actually been released yet which is why I have the video set to unlisted.


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User is offline   dandouglas 

#10413

Another mod update - the single most complex set piece I've attempted yet.


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User is offline   oasiz 

  • Dr. Effector

#10414

That's a lot of hitags!
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User is offline   ck3D 

#10415

View Postdandouglas, on 13 September 2022 - 10:59 AM, said:

Another mod update - the single most complex set piece I've attempted yet.




Even more so than the destruction sequence itself (which does look neat) I'm a big fan of what you have going on here with the open urban landscape and scenery complete with moving cars, is this part of the actual map and the bridge collapsing something that will affect gameplay (even just by existing and destroying one possible path in the level) or did you set those visuals up as something separate and specifically for the camera sequence? Really cool either way, I appreciate the sense of scale there and hope this vibe comes through in the explorable environment in the final product. Also really appreciate the glitchy camera effects and shaking then off to 'no signal' - some really cool and fine detail.

This post has been edited by ck3D: 13 September 2022 - 01:07 PM

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User is offline   oasiz 

  • Dr. Effector

#10416

Quick idea that popped in to my mind, basically combining the more traditional SOS vent style but now with TROR and sprite constructs.
You could mask this better with some custom textures (i.e. modified stock for sides of vent).. or just not use slopes :)

This should give some interesting ways to create airducts.... I guess you can colour them green and finally have your mario pipes in duke.
Of course you could make everything with sprites but what's the fun with that.

I have no clue if these "mid-room TROR" ducts have been done before but now you know.

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User is offline   MC84 

#10417

View Postdandouglas, on 13 September 2022 - 10:59 AM, said:

Another mod update - the single most complex set piece I've attempted yet.


very cool! any plans to feature that young bloke that yelled "Andrew you're a sick old man" during the funeral procession? - he's become my hero of 2022
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User is offline   dandouglas 

#10418

View Postck3D, on 13 September 2022 - 01:04 PM, said:

Even more so than the destruction sequence itself (which does look neat) I'm a big fan of what you have going on here with the open urban landscape and scenery complete with moving cars, is this part of the actual map and the bridge collapsing something that will affect gameplay (even just by existing and destroying one possible path in the level) or did you set those visuals up as something separate and specifically for the camera sequence? Really cool either way, I appreciate the sense of scale there and hope this vibe comes through in the explorable environment in the final product. Also really appreciate the glitchy camera effects and shaking then off to 'no signal' - some really cool and fine detail.

Cheers! The sequence has been set up as a static camera vignette (the river depiction is scaled down) but you've given me an idea to perhaps recreate an area of it full-size with more detail to use as part of the main game world! Would be cool for the player to be told to cross the river, only to see this sequence and then have to find an alternative route.
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User is offline   ck3D 

#10419

View Postdandouglas, on 14 September 2022 - 12:48 PM, said:

Cheers! The sequence has been set up as a static camera vignette (the river depiction is scaled down) but you've given me an idea to perhaps recreate an area of it full-size with more detail to use as part of the main game world! Would be cool for the player to be told to cross the river, only to see this sequence and then have to find an alternative route.


I would love to see that, honestly almost looks like a mini level in itself (reminds me of Golden Carnage's base principle a little bit) as far as into the little layout you have going on. Mapster rescaling tools are so powerful these days, I reckon you would barely have to retouch much and could use 90% of what you've already built there as the foundation of something. Could have it as a secret level in your project or alternative timeline where instead of witnessing the event live on TV, Duke is on location being a part of it (maybe even responsible for it). Either way, stoked you're vibing with the idea, good luck with everything, love to see it.

(P.S.. side note, but 'pannel' [sic] always gets me)

This post has been edited by ck3D: 15 September 2022 - 01:27 AM

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#10420

I know it's been...quite some time since I posted anything about the progress of Mario Kart 64 TOWN, and it's taken a hell of a lot longer than I originally planned, but, believe me, I'm still procrastinating working on it.

Screen #1 is in the northwest part of the map, in the general area where the player starts.
Screen #2 is atop a building roof, south of the center of the map, looking toward the southeast.
Screen #3 is at the St. Cedric Memorial Church, inside the chapel (no points for guessing who "St. Cedric" is/was, by the way).
Screen #4 is on the east side of the map, at a bridge that crosses a drainage ravine-type thing, looking toward the northwest.
Screen #5 is near a park-type area on the north side of the map.
Screen #6 is atop a hill in the southwest corner of the map.
I know the renderer in Mapster is eating shit throughout these screenshots, but unfortunately, it seems like there aren't any renderer options that can handle such large sector sizes (even before taking all the TROR into account). Also, in screen #4, there's a vertical line, just a few pixels long, extending upward from one of the building roofs. That line is not a graphical glitch; it's actually a transmission tower near the north edge of the map (the same one that can be seen more clearly in screen #5).

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User is offline   ck3D 

#10421

^ I love your crafty approach too, regarding the engine struggling with rendering large spaces I've been confronted to that issue multiple times over the past few years working on my own project (some of the levels are open terrain that are close to maximal - extended - Mapster grid size) and have been getting closer and closer to figuring out the exact culprit, but that seems to happen when one of the boundary walls of your map is too long. For a while I thought it had to be internal walls crossing this or that FOV, but it really seems to be the drawing of the external map boundaries that will mess things up by somehow conflicting. Try inserting vertices there every 8192 units if your resources allow, seems to be a safe zone (can't remember if I've successfully solved it with less expensive, more practical 16384 or longer unit gaps before - I might have) and I've managed to fix nearly all of the rendering conflicts in my maps by simply doing that. That's one particularly weird type of glitch you're getting though, maybe TROR specific and completely unrelated?

This post has been edited by ck3D: 15 September 2022 - 04:03 AM

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User is offline   Graphics 

#10422

Thought I would share what I'm working on. It's a little island that is about 512kb in file size at about 1500 sectors and about 5000 walls. I just love how well the build engine performs sometimes. To think, this could have been on DOS at a slightly smaller scale.

Anyways, hope you're all doing well. Been checking out the amazing work around here. Keep it up!

Here's some pictures of my map as well as a mod I'm working on. Glad to be back to this fun hobby.

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User is offline   Mark 

#10423

With Halloween approaching I decided to have a little fun revisiting my old Graveyard TC and made a quick scene.

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User is offline   Ninety-Six 

#10424

I hope I can play that some day.
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User is offline   uLTra 

#10425

Hello, I'm making progress with my map. Not many walls left to draw :)

This is going to be a huge map where you can walk in some areas outside the building and explore the interior. And later in the map you get even on the rootftop. All connected via TROR.
But there is a huge problem... or maybe a little one. In some spots outside the framerate drops to 20-30fps (or even) and I'm afraid this could have a bad impact on the gameplay for other players.

So I'm looking for 1 or 2 testers. who can tell me how they experience the map (and tell me if this is a big issue or
If you're interested (and do not have a ultra high end pc) let me know. I will send you a download link.

And I got a question I can't figure out.
Shooting through sprites. When blocking is turned on I can't shoot through sprites even with hitscan sensivity off. It works well with the MASKWALL# sprites but not with my own I added (I know how to make a sprite breakable)

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User is offline   uLTra 

#10426

some more pictures... :)

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User is offline   Mark 

#10427

I have a low end PC and will test framerates for you.
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User is offline   Aleks 

#10428

View PostuLTra, on 05 October 2022 - 11:25 AM, said:

Shooting through sprites. When blocking is turned on I can't shoot through sprites even with hitscan sensivity off. It works well with the MASKWALL# sprites but not with my own I added (I know how to make a sprite breakable)

The hitscan byte doesn't really matter on sprites, as all blocked sprites are automatically turned to hitscan at pre-map and the other way around with unblocked ones. "Maskwall" sprites are coded to have cstat equal for blocking and hitscan off, which is why it's possible with them. If you are attaching additional con files with your map and adding your own sprites, you can define them and put a line for each of them to fix cstat bit at blocking on (cstat 1) and no hitscan (hitscan adds 256 to cstat, so make sure it isn't within the sum), of course you will also have to adjust any additional parameters for them as well like if they're wall/floor aligned by adding more to the cstat bit.

Also cool screens, but I think a lot of people here can't even run polymer at all, so if your map is particularly designed for this renderer, then it might not get that large audience unfortunately. Maybe you could also try making it at least playable in classic/polymost without having huge renderer glitches (usually associated with concave TROR)?
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User is offline   dandouglas 

#10429

I put DOOM mod THATCHER'S TECHBASE inside my Duke 3D mod


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User is offline   Graphics 

#10430

Yo... I heard you like games. So we put a video game, inside video game. lol Nicely done. That's pretty awesome work.

As for me. Not to much to report on my end. Just been working in my spare time, on my mod. Also I put two operating systems into my computer. To use as a backup system and ensure I don't lose my work.

Anyways, I took these screenshots of my Retro Deathmatch mod from my Linux OS. It's a work in progress.

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This post has been edited by Graphics: 08 October 2022 - 03:10 PM

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User is offline   Seb Luca 

#10431

There are a lot of great creations on this page, well done to everyone! It is beautiful to see how Build can always exceed its limits more. ;)

@Mark: Your mausoleum is splendid! What a concern for detail, the textures are intense. There are even shadows for tufts of herbs! :o


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User is offline   Mark 

#10432

Thanks Seb. I was bored and decided to clutter up the scene with some stuff. I had to use Mapster for the screenshot because the enemies would start attacking in eduke.

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This post has been edited by Mark: 08 October 2022 - 06:00 PM

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User is offline   Mark 

#10433

Here are 2 screenshots of another project I've been working on and off over the last year. Revamping Jesse Petrilla's Pillage and Plunder project. The original building looked too new and I wanted it to look like an ancient ruin so I made it happen. I'm happy with the result.

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This post has been edited by Mark: 10 October 2022 - 05:57 PM

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User is offline   Green 

  #10434

View PostMark, on 10 October 2022 - 05:57 PM, said:

Here are 2 screenshots of another project I've been working on and off over the last year. Revamping Jesse Petrilla's Pillage and Plunder project. The original building looked too new and I wanted it to look like an ancient ruin so I made it happen. I'm happy with the result.

Always love to see what you're working on, Mark! I never tire of seeing creative uses of EDuke32 and the Polymer renderer.
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User is offline   uLTra 

#10435

View PostAleks, on 06 October 2022 - 12:45 PM, said:

The hitscan byte doesn't really matter on sprites, as all blocked sprites are automatically turned to hitscan at pre-map and the other way around with unblocked ones. "Maskwall" sprites are coded to have cstat equal for blocking and hitscan off, which is why it's possible with them. If you are attaching additional con files with your map and adding your own sprites, you can define them and put a line for each of them to fix cstat bit at blocking on (cstat 1) and no hitscan (hitscan adds 256 to cstat, so make sure it isn't within the sum), of course you will also have to adjust any additional parameters for them as well like if they're wall/floor aligned by adding more to the cstat bit.

Also cool screens, but I think a lot of people here can't even run polymer at all, so if your map is particularly designed for this renderer, then it might not get that large audience unfortunately. Maybe you could also try making it at least playable in classic/polymost without having huge renderer glitches (usually associated with concave TROR)?


I tried something like that within the con files. But I'm not a coder and after a few attempts I gave up. When neccessary I will just replace an original sprite with my new one.

And thank you. Polymer sure looks good. But I can't fix the framerate drop at all and I actually do have a decent pc. Doom Eternal ran quite good with medium/high setting. So I don't know what the problem is here. But I decided to map it for polymost and make the shading by myself. The canyon looks now like this:

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User is offline   DNSKILL5 

  • Honored Donor

#10436

Really love that screenshot, uLTra. It reminds me of Arizona. Is this meant to be a facility that looks for alien life? Or, is this actually some sort of Martian landscape?
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User is offline   Ninety-Six 

#10437

View PostuLTra, on 11 October 2022 - 10:02 AM, said:

Polymer sure looks good. But I can't fix the framerate drop at all and I actually do have a decent pc. Doom Eternal ran quite good with medium/high setting.


I always did wonder what it was about Polymer (or even GZDoom, to an extent) that made it so performance-intensive to add point lights to a sector-based engine.

This isn't a dig at the eduke team or anything (I mean let's not forget the insane requirements World Tour asked for for its own point-lighting system). I'm just genuinely curious why it's so much more resource-intensive to backport in a lighting system that engines only 2 years newer were able to utilize with no significant performance drop on the native hardware of the time. And this seems to be kinda universal so clearly there's some major obstacles that I'm not aware of.

This post has been edited by Ninety-Six: 13 October 2022 - 12:28 PM

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User is offline   Mark 

#10438

The original creator of the renderer left the modding scene before optimizing his code. From what I've heard, it is such a mess that people looking into finishing it have shook their heads and moved on.
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User is offline   Danukem 

  • Duke Plus Developer

#10439

View PostNinety-Six, on 13 October 2022 - 12:27 PM, said:

I'm just genuinely curious why it's so much more resource-intensive to backport in a lighting system that engines only 2 years newer were able to utilize with no significant performance drop on the native hardware of the time. And this seems to be kinda universal so clearly there's some major obstacles that I'm not aware of.


But I think even those slightly newer engines have maps that need to be compiled so that lighting can be (mostly?) baked in and does not have to be constantly recalculated. In build, maps are not compiled and all the level geometry can potentially change in game. You can script a mod right now where all the walls, ceilings and floors move around to completely different configurations. It's hard to make dynamic lighting compatible with that and still run fast.
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User is offline   Reaper_Man 

  • Once and Future King

#10440

There's also this weird misconception that just because Build is an old engine, that means it should be able to do anything and do it fast and on any hardware. Comparing Polymer to Doom Eternal isn't the apples-to-apples comparison it seems like on the surface. Modern engines can do more and draw more and do it faster and better, because they're designed to do all of these things and do them well, and have had dozens if not hundreds of people develop them. None of that can really be said for Polymer.
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