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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   darkcaleb 

#1921

hey Muelsa are you still working on jurassic park mod ?
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User is offline   Muelsa 

  • Bad Mother Fucker

#1922

 darkcaleb, on Feb 3 2011, 12:28 PM, said:

hey Muelsa are you still working on jurassic park mod ?


no, i hope to have time to finish this trooper for now.
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#1923

That would look sweet with some sweet normals and specs.
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User is offline   Tea Monster 

  • Polymancer

#1924

Looking good!
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#1925

It was a pain, but I finally figured out how to make bullets works like DooM, i.e. bullets passes through an enemy if he was already hit by enough shots to kill him

Posted Image
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User is offline   Geoffrey 

#1926

ah cool! I loved that about doom :(
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User is offline   Danukem 

  • Duke Plus Developer

#1927

I have my own method of doing this and I'm curious as to whether Fox is doing it a similar way or if he found a different way.
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#1928

I would have thought that if each bullet had a delay of a tick or so, you could change the cstat of the enemy as it went into it's dying animation so that it was no longer hitscan sensitive presumably allowing bullets so pass through it?
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User is offline   Danukem 

  • Duke Plus Developer

#1929

 High Treason, on Feb 5 2011, 12:28 AM, said:

I would have thought that if each bullet had a delay of a tick or so, you could change the cstat of the enemy as it went into it's dying animation so that it was no longer hitscan sensitive presumably allowing bullets so pass through it?


Yes bullets would pass through the enemy while it is dying but they would be new bullets, and the trick is getting the new ones positioned properly so it seems like they are continuations of the old bullets. They also need to be bullets fired by the player in order to make decals and give the player credit for the shots (important if your mod treats player bullets differently from enemy bullets for any reason).
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User is offline   Mikko 

  • Honored Donor

#1930

Some Duke3D maps with Doom type of gameplay but with Duke's damage system really could use this feature!
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User is offline   Danukem 

  • Duke Plus Developer

#1931

Posted Image

Back in business.
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User is offline   Scott_AW 

#1932

View PostDeeperThought, on Feb 5 2011, 09:32 AM, said:

Posted Image

Back in business.


That looks rather pretty.
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User is offline   Sebastian 

#1933

Quite so! Sexy gun.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#1934

View PostDeeperThought, on Feb 5 2011, 06:57 AM, said:

Yes bullets would pass through the enemy while it is dying but they would be new bullets, and the trick is getting the new ones positioned properly so it seems like they are continuations of the old bullets. They also need to be bullets fired by the player in order to make decals and give the player credit for the shots (important if your mod treats player bullets differently from enemy bullets for any reason).

Ohhh, that's too much of workaround

Presumably you got stuck by the htg_t 8 thing, which happen a tick after the bullets are fired.

The way to do things is to every time a bullet is fired, check all actors in the map and set the cstat during the process if sprite.extra equal to less than sprite.htextra

One problems with the way consecutive bullets are fired by the player, but I didn't tested this yet.

This post has been edited by Fox: 05 February 2011 - 12:03 PM

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User is offline   Jimmy 

  • Let's go Brandon!

#1935

View PostFox, on Feb 4 2011, 07:31 PM, said:

It was a pain, but I finally figured out how to make bullets works like DooM, i.e. bullets passes through an enemy if he was already hit by enough shots to kill him

Posted Image

That's awesome. I want to implement this in my mod at some point.
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User is offline   m210® 

#1936

View PostFox, on Feb 5 2011, 03:31 AM, said:

like DooM

You can use my non-complete DoomTC
http://m210.ucoz.ru/.../DoomTC_2.0.rar
I don't think that I'll finish it sometime, may be somebody can finish it :(

Posted Image
Posted Image

This post has been edited by M210: 05 February 2011 - 12:11 PM

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User is offline   Danukem 

  • Duke Plus Developer

#1937

View PostFox, on Feb 5 2011, 12:01 PM, said:

The way to do things is to every time a bullet is fired, check all actors in the map and set the cstat during the process if sprite.extra equal to less than sprite.htextra


Something like this?

onevent EVENT_EGS

ifactor SHOTSPARK1 ifspawnedby APLAYER
{
   headspritestat spriteid 1
   whilevarn spriteid -1
   {
	  ifvarvarg sprite[spriteid].htextra sprite[spriteid].extra
	  {
		  getactor[spriteid].cstat temp
		  xorvar temp 256
		  setactor[spriteid].cstat temp
	   }
	   nextspritestat spriteid spriteid
   }
}

endevent

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#1938

Sort of.

However I havent tried it that way, yet. Hard to explain.
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User is offline   Danukem 

  • Duke Plus Developer

#1939

View PostFox, on Feb 5 2011, 12:53 PM, said:

Sort of.

However I havent tried it that way, yet. Hard to explain.


What I actually use is different because it's for a piercing bullet upgrade that causes bullets to pierce through enemies even if they are still alive (non enemy sprites, too, such as garbage cans). Therefore, I can't change their cstat and I have to make the "same bullet" hit the enemy and keep going. Using a hackish method is unavoidable for that feature.

This post has been edited by DeeperThought: 05 February 2011 - 01:02 PM

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User is offline   Hank 

#1940

View PostDeeperThought, on Feb 5 2011, 12:32 PM, said:

Super fancy image edited out. :(

Back in business.

Could you give a hint what this is? It looks exteptional good, but ... yes, a n00b question.
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User is offline   The Commander 

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

#1941

View PostHank, on Feb 6 2011, 10:14 AM, said:

Could you give a hint what this is? It looks exteptional good, but ... yes, a n00b question.

http://www.moddb.com/games/wgrealms-2
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User is offline   Scott_AW 

#1942

@ Deeperthought - With both then you can have piercing and concussion projectiles, if you're creating a new bullet it could even be somewhat degraded from passing through something, or if you're feeling frisky maybe have them ricochet at random to simulate hitting bone or metal.

Finally made my player model.

Heres the currently unanimated model in 3rd person view.

Personally I think I need to make his skin darker so it blends less with his clothing.

Posted Image

Here's what your multi-player dopplegangers will look like.
Posted Image
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User is offline   Zaxtor 

#1943

Worked on a neat projectile.
Laser with an extremely long trail.
That slowly fade.
Trail damage when you touch it diminish as the trail fade.
Was long as hell to make but I did it.
Here is three shots of those long lasers.
PS they bounce a few times.
Posted Image

This post has been edited by Zaxtor: 05 February 2011 - 10:38 PM

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User is offline   The Commander 

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

#1944

They look more like RPG smoke trails to me. :(
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User is offline   Zaxtor 

#1945

Its very luminous.
Yes look a bit like RPG trail.
is fairly easy to avoid not to get hit.
It doesn't move that fast. About 0.48 the speed of RPG speed.

This post has been edited by Zaxtor: 06 February 2011 - 08:04 AM

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User is offline   Mark 

#1946

Still working on my Graveyard map.
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User is offline   Tea Monster 

  • Polymancer

#1947

That's some nice work there.
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User is offline   Scott_AW 

#1948

Some abuse of rooms over rooms.


Posted Image

Posted Image
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#1949

I can't see where the RoR is. Can you tell me please :(
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User is offline   Danukem 

  • Duke Plus Developer

#1950

View PostJhect, on Feb 8 2011, 12:19 AM, said:

I can't see where the RoR is. Can you tell me please :(


Look at the water. The water surface is not made of sprites.
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