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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   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#1891

Someone give this a whirl and see if it could be any decent. (Note you can't place blocks yet :( )
Posted Image

Download link: http://www.mediafire...fjdfaecxa9a9yr9

Extract the contents of "Dukecraft.zip" to a folder that contain EDuke32 and DUKE3D.GRP.

This post has been edited by The Commander: 29 January 2011 - 12:21 AM

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User is offline   NUKEMDAVE 

#1892

Now, that's where Minecraft belongs. :(
1

#1893

If it's in your intentions make a copy of minecraft that you can play for free and without login, then:

You have all my respect and support :(
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User is online   Danukem 

  • Duke Plus Developer

#1894

View PostThe Commander, on Jan 29 2011, 12:15 AM, said:

(Note you can't place blocks yet :( )


So what can you do, exactly?
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#1895

At the moment you can only break the pre-placed blocks and collect them.
Sand blocks will always fall down if there are no other blocks beneath them.

http://www.youtube.c...h?v=s2_34l_4Yn0 (Older than the download link)
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User is offline   Micky C 

  • Honored Donor

#1896

That actually looks like fun! If the world was bigger, going around destroying terrain with an RPG, with aliens thrown in the mix would be quite a good mod :(
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#1897

I can only get it about 4x the size of the picture shown above before running into trouble. (FPS, sprite count etc)
So it's not something very viable to achieve right now, maybe in some years time eduke will be capable of rendering it.
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User is offline   Scott_AW 

#1898

Finalized the grass look, heres a run through the valley and a visit to a few buildings in town.
http://www.youtube.c...h?v=kP4b5dMRT3A


@The Commander - Couldn't get it to run on my netbook, it appears my intel graphics chip is limited 1.4 opengl, and can't run 2.0, so I'll have to try it on my desktop later. You should try out low-res voxel cubes, maybe 32x32x32, and I think you can scale it using con script instead of scaling it in the DEF code which gets ignored in openGL mode.

I think this might be a better option if you want larger areas. If it is possible maybe you can even make blocks not be drawn when surrounded, like simply have it's sprite set to a empty one until it is revealed.
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#1899

Yes, I was trying 64² blocks when I was trying out a voxel block Ill try 8² and see if this helps.
I also was using some code to make blocks the are not visible to the player be invisible, this helped.
But as soon as there are about 3000 blocks the game refuses to load the map. (I have a good idea why this is happing)

EDIT: Using 8² helped a lot to improve the performance in Mapster using 8bit, (30+fps) but in game it's still terrible. (7-14 FPS)

EDIT2: Using voxels maybe the only way to go, only problem is that it can not be anywhere as open as Minecraft is.
Posted Image

This post has been edited by The Commander: 29 January 2011 - 08:54 PM

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User is offline   Scott_AW 

#1900

Well minecraft was made to do what it does...could always do something similar but with rooms instead of wide open spaces.

Also I've started working on a little program to help with editing the palette.dat file and whatever else I end up doing with it. Kind of want to change my fade2black palette to more of a fade to darkish blue. That and possibly change the hue of the green, its kind of an icky green. So far I can read the first chunk of data and display it, woohoo.


I did find some legacy tools for palette editing, but I don't have PaintShopPro and the OpenGL build palette editing leaves much to be desired. :(

This post has been edited by Scott_AW: 29 January 2011 - 09:57 PM

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User is offline   Jimmy 

  • Let's go Brandon!

#1901

Once you finish the program, I'd be happy to include it in my tool pack.
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User is offline   Scott_AW 

#1902

**link removed, new one below

I managed to whip up a early working version, right now its just a color modifier for the duke3d palette.

Uses the palette.dat, then you can pick ranges to alter by subtracting or adding certain colors.

This is by no means final or perfect, but mostly for experimentation and fun...or if you do produce something you like from this, all the power to you.

I haven't tested the palette file it produces, but it should....should work. Maybe I'll test it soon, in Duke3d that is.

Later I'll have it so you can load different ones, or the one you edited. It creates a newpal.dat and doesn't touch the original except for reading.

I found a few bugs that were quick fixes, this should be more usable now...still untested.

Attached File  BPShifter013011.zip (474.03K)
Number of downloads: 393

This post has been edited by Scott_AW: 31 January 2011 - 12:14 AM

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#1903

I would rather make a palette extractor which works by means of exporting/importing palettes, shade, pal or translucency tables as bitmaps for editing with conventional graphic editors. So far we have to use Hex editing for this, since the Build Customization Suite is only capable of working with palette files.

This post has been edited by CraigFatman: 31 January 2011 - 03:03 AM

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User is offline   Scott_AW 

#1904

That shouldn't be too difficult at all. I think the only limit is that the program would need to run in 16bit color mode.

I personally just wanted to alter colors, but keep the setup. However my saving isn't quite right yet, I think I'm off a byte or so in positioning. Some colors get screwed in some tests I've done.

Once I get that issue dealt with I can create a alternative conversion program that could create/convert a PNG or BMP file into the palette format.

However it would not modify lookups/shade tables/trans tables at this time.

I haven't quite figured out how those function yet.
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User is offline   Hank 

#1905

Ehmm, I'm lost. Was that not done by importing a guide tile and setting the palette to it? I never directly alterd the palette.dat file.

@ Scott_AW
Have you read Transpal.c yet? Yes, ancient, but it gave you a simple table to fill out, it looks to me that is what GraigFatman wants - As I just wrote, I'm lost here, but I have to get started somewhere on what you guys are up to. Also, why do you need 16bits?
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User is offline   Scott_AW 

#1906

I was adding an extra byte apparently...

@Hank - I'll have to check that out so I can make it more...complete

Right now I've have two programs.

Both require the original palette.dat until I can figure out lookups and trans tables. Look's like I'll be diving into some source code for my answers.

16bit mode is required because the 'GETPIXEL' command is basing its reading on a 16bit color range, so in 32bit mode you get inaccurate color readings.

So included in the attached file is two programs.

Build_PalShift
Use this to alter ranges of colors by feeding in red, green and blue values which are used to manipulate the colors. Right now its limited to a range of -8 to 8, although I may allow up to -63 to 63 for complete color removal. Like if you wanted to turn yellow to green. Currently this will only load the PALETTE.DAT and save a NEWPAL.DAT file.

Build_PalMake
This program can either convert the Palette.dat file into an easy to edit image, or convert like image into the palette data format. You can pick names in the handy file browser. However you still need the original palette.dat for the lookup/shade/trans tables until I get those figured out.

Attached File  BPalEd013111.zip (918.01K)
Number of downloads: 402

*Update
So I've brightened the hightlights of the colors and made the black a bluish black for a more atmospheric fade off into the backdrop.

Also shifted some colors hues around too.

http://www.youtube.c...h?v=86P5JozdWgs


Here's the highlight only version attached as well.
Attached Image: monthly_02_2011/post-2255-1296602909.png

This post has been edited by Scott_AW: 01 February 2011 - 03:28 PM

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User is offline   Zaxtor 

#1907

Did a neat effect (only will be seen when mod is done).

Is something falling causing severe damage to metallic pillars.
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#1908

View PostZaxtor, on Feb 3 2011, 08:57 AM, said:

Did a neat effect (only will be seen when mod is done).

Is something falling causing severe damage to metallic pillars.


Oh, that sounds like a pretty good idea :(

Okay.

I have been editing a bit with the few tree's and cactus and whatever that can look like some type of grass or plant in the nature. Now i don't have to plant the shit myself in mapster. Took me 100 years to do that lol. And they won't block like in other maps where you couldn't walk forward because you had to fight your way through plants. rawr

This post has been edited by Jhect: 03 February 2011 - 04:31 AM

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User is offline   Muelsa 

  • Bad Mother Fucker

#1909

View PostThe Commander, on Jan 29 2011, 07:47 PM, said:

Yes, I was trying 64² blocks when I was trying out a voxel block Ill try 8² and see if this helps.
I also was using some code to make blocks the are not visible to the player be invisible, this helped.
But as soon as there are about 3000 blocks the game refuses to load the map. (I have a good idea why this is happing)

EDIT: Using 8² helped a lot to improve the performance in Mapster using 8bit, (30+fps) but in game it's still terrible. (7-14 FPS)

EDIT2: Using voxels maybe the only way to go, only problem is that it can not be anywhere as open as Minecraft is.
Posted Image


I realy love Minecraft concept, I also thought to do what you have done on Eduke :( . to Improve The Performance, you could make invisible the blocks that are too far away or hidden behind other blocks...
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User is online   Danukem 

  • Duke Plus Developer

#1910

Muelsa, are you back? DanM and I need you to finish that awesome new trooper you were working on so it can be added to DNE! There will be a big release in about 2 months.
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User is offline   Muelsa 

  • Bad Mother Fucker

#1911

View PostDeeperThought, on Feb 3 2011, 08:00 AM, said:

Muelsa, are you back? DanM and I need you to finish that awesome new trooper you were working on so it can be added to DNE! There will be a big release in about 2 months.


Yeah I recently went back to work, new trooper is about 70% done. :(
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User is offline   Tea Monster 

  • Polymancer

#1912

Sounds cool, got a pic?
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#1913

http://www.youtube.c...h?v=fjnDllt_g78

That was the last video I saw of it, about a month old.
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User is online   Danukem 

  • Duke Plus Developer

#1914

View PostThe Commander, on Feb 3 2011, 10:07 AM, said:

http://www.youtube.c...h?v=fjnDllt_g78

That was the last video I saw of it, about a month old.


That looks great, although I think only the last 30 seconds of the movie are necessary. Also, where are those animations he showed in the earlier movies?
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User is offline   Zaxtor 

#1915

That was a kewl vid.
Nice music too.
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User is offline   Muelsa 

  • Bad Mother Fucker

#1916

View PostTea Monster, on Feb 3 2011, 09:59 AM, said:

Sounds cool, got a pic?


some skins test,

Posted Image
By muelsa373 at 2011-02-03

Posted Image
By muelsa373 at 2011-02-03

Posted Image
By muelsa373 at 2011-02-03

Posted Image
By muelsa373 at 2011-02-03

View PostDeeperThought, on Feb 3 2011, 11:20 AM, said:

That looks great, although I think only the last 30 seconds of the movie are necessary. Also, where are those animations he showed in the earlier movies?


I deleted old video and added this one to show the final model.. added tons of animations on this model, the md3 actualy weighs 23.9 MB !! I actualy works on some stuff like bullet time effect i try to make a cool gameplay. @ DanM & DeeperThought, I will send you a test version When This Is Perfectly playable

This post has been edited by Muelsa: 03 February 2011 - 11:17 AM

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#1917

Go-go alien scum rangeeeers! :(
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User is online   Danukem 

  • Duke Plus Developer

#1918

View PostMuelsa, on Feb 3 2011, 10:39 AM, said:

the md3 actualy weighs 23.9 MB !! I


:(

View PostMuelsa, on Feb 3 2011, 10:39 AM, said:

actualy works on some stuff like bullet time effect i try to make a cool gameplay. @ DanM & DeeperThought, I will send you a test version When This Is Perfectly playable


Bullet time effect??

Just keep in mind that whatever CON code you come up with will have to be modified, maybe a lot, to integrate the new trooper into DNE.
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User is offline   Muelsa 

  • Bad Mother Fucker

#1919

View PostDeeperThought, on Feb 3 2011, 12:29 PM, said:

Bullet time effect??
Just keep in mind that whatever CON code you come up with will have to be modified, maybe a lot, to integrate the new trooper into DNE.


bullet time effect starts only when you are near and facing the trooper, used to dodge his atack. I hope there will be no problems to integrate it
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User is offline   Stabs 

#1920

oh wow muelesa , thats fucking awesome, and just in time too :(
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