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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   Mark 

#2221

More of the "just for fun" Blood level. If I keep going on this side project, I'll start a thread in the mapping section.
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User is offline   Micky C 

  • Honored Donor

#2222

 wayskobfssae, on 17 April 2011 - 08:47 AM, said:

All the weapons are being reworked, though the ripper effect you saw was just temporary until I make it look better. There will be redesigned guns and discs as well.


Perhaps you might want to send DeeperThought a pm regarding the disk weapons, he had an effective saw blade in his DukePlus mod that does pretty much the same thing.

This post has been edited by Micky C: 17 April 2011 - 03:51 PM

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#2223

 Micky C, on 17 April 2011 - 03:49 PM, said:

Perhaps you might want to send DeeperThought a pm regarding the disk weapons, he had an effective saw blade in his DukePlus mod that does pretty much the same thing.


The player's disc weapon is working right now, it just needs tweaking and more functionality. And enemy discs perform in pretty much the same manner.

And just curious, were you thinking of the new film? The mod is based on the original, and the discs behaved quite different. It was more Krull.

This post has been edited by wayskobfssae: 17 April 2011 - 03:55 PM

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#2224

I have been taking a break, long time since i last did something, so i started out slowly. I changed all the wall textures of the outsite locations of the 2 first maps. For some reason this texture gives far more depths than the previous one, both made for mountain looking purposes. The big problem is that the engine doesn't allow me to do such things that makes outdoor/nature areas look awesome :dukegoof:
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User is offline   Mblackwell 

  • Evil Overlord

#2225

Really? I had no idea!

You can pretty much do whatever you want with the engine.
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User is offline   Gambini 

#2226

I recognize those grass sprites. I´ve asked about those before and you or somebody else linked me to the mod where they were used. But this mod uses eduke (the 32 bit is not accidentally missing) and i could not put it to run. Would you ever consider repackage your mods with eduke32? I have not been succesfull trying to change them,
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User is offline   Mblackwell 

  • Evil Overlord

#2227

View PostGambini, on 17 April 2011 - 05:05 PM, said:

I recognize those grass sprites. I´ve asked about those before and you or somebody else linked me to the mod where they were used. But this mod uses eduke (the 32 bit is not accidentally missing) and i could not put it to run. Would you ever consider repackage your mods with eduke32? I have not been succesfull trying to change them,



Actually that particular shot is from a mod that DOES use EDuke32. It was supposed to (eventually) be a slightly "Oblivion" style action-rpg with modular levels (using ye olde startlevel command and saving everything to CFG files). None of that got done though since a certain nameless modeler never completed his work so I never bothered to the additional work. But that's alright, no harm done.

If you're curious to take a peak I think I have a copy uploaded and can PM it to you. Who knows, you might have fun tinkering with it...
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User is offline   Gambini 

#2228

Of course, you´re more than welcome to send it! I´m always down to peep into unfinished projects. Although my state was mainly aimed to the fact that your other mod (Christmass project?) uses eduke and i can´t make it run nor make eduke32 launch it.

This post has been edited by Gambini: 17 April 2011 - 06:48 PM

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User is offline   TerminX 

  • el fundador

  #2229

You can run The Christmas Project on EDuke32... shouldn't be any problem with that, really. I think there was an EDuke32 compatibility patch released for it but I don't have it on hand at the moment. I really should sort through all of that stuff Forge packaged up in that torrent a few weeks ago.
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User is offline   Mblackwell 

  • Evil Overlord

#2230

View PostGambini, on 17 April 2011 - 06:36 PM, said:

Of course, you´re more than welcome to send it! I´m always down to peep into unfinished projects. Although my state was mainly aimed to the fact that your other mod (Christmass project?) uses eduke and i can´t make it run nor make eduke32 launch it.


http://mb.mirage.org..._(29-04-06).rar

That should let it run properly.
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User is offline   blizzart 

#2231

 Mblackwell, on 17 April 2011 - 05:23 PM, said:


If you're curious to take a peak I think I have a copy uploaded and can PM it to you. Who knows, you might have fun tinkering with it...


Can you pm it to me as well? I was very interested in this mod when I first saw this oic here. Looks like some kind of Gothic (grapic wise).
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User is offline   Forge 

  • Speaker of the Outhouse

#2232

 TX, on 17 April 2011 - 07:40 PM, said:

You can run The Christmas Project on EDuke32... shouldn't be any problem with that, really. I think there was an EDuke32 compatibility patch released for it but I don't have it on hand at the moment. I really should sort through all of that stuff Forge packaged up in that torrent a few weeks ago.


Yea. the TCP I uploaded is TCPpatch.zip. It has the the mod, and the patch bundled inside the zip in a rar file

@ Mblackwell; I would also like to take a look at your unfinished mod as well
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#2233

 Mblackwell, on 17 April 2011 - 04:58 PM, said:

Really? I had no idea!

You can pretty much do whatever you want with the engine.


Not to be a dick, but no. You can't make a mountain area, it will require true room over room and i need to be able to draw points with the mouse instead of using the sloping tech wich i am very familiar with.
Yes you can fill in 3d models with this engine. It's just sad that i can't make 3d models :dukegoof:
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User is offline   Mblackwell 

  • Evil Overlord

#2234

A combination of 3D models and sectors will get you want you want. It doesn't meant it can't be done just because you lack the technical ability to do it.
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#2235

I can imagine someone trying to make a mountain area out of 3D models >.>
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User is offline   Gambini 

#2236

 blizzart, on 17 April 2011 - 11:52 PM, said:

Can you pm it to me as well? I was very interested in this mod when I first saw this oic here. Looks like some kind of Gothic (grapic wise).


 Forge, on 18 April 2011 - 03:56 AM, said:

@ Mblackwell; I would also like to take a look at your unfinished mod as well


NO
I got the exclusive!
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User is offline   Mblackwell 

  • Evil Overlord

#2237

Ha I actually sent it to them. They probably won't have as much luck with it as you might have though considering it's extremely unfinished state (mostly some test maps for the various effects and the beginnings of a map and some enemy code).

Feel free to coordinate and play around with it. Just get back to me before you do anything with it. :dukegoof:

I can send you (Gambini) the full intent of what the first release was to be so you know what you're looking at.
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User is offline   Gambini 

#2238

I was joking. They have the same right as me to ask.

I´ve been trying to make it run but, again, eduke32 says "errors found in eduke.con would you..." Tried both with the included and the latest build. No luck. But i could see the maps using mapster. Incredible terrains but there were no trees like in your screenshot :dukegoof:
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User is offline   Mblackwell 

  • Evil Overlord

#2239

What were the errors? I don't remember any, but PM them to me and I can help you fix them. (in fact just testing it right now it seems to work but maybe I just forgot to include a fix, like the jerk I am... afaik it just requires a basic Duke install... duke3d.grp)

The no trees is the trick of the mod. If you dig through the con code you'll see lots of cons referencing "Materials". Look at the newboar*.map's for examples of things. I programmed the game to look at wall textures and floor textures in a sector and then programmed states that would allow you to then manipulate the texture in various ways, including swapping it out or spawning objects from that sector. So you could basically build the whole level, and then run it and it would be populated with stuff. You could also build a map that had the same texture everywhere and have it randomly swapped out at load time for other textures that were say, more damaged or something. Or you could build a floor and split it up and when the map loaded there would be random height variation.

I did it after I realized what a pain it was making a forest in a previous map, and how it became basically impossible to edit the map after a certain point.

The biggest downside is that it happens per-sector, so it's necessary to create "dummy" textures for some areas where you want less stuff to spawn, or to split up sectors more where you want more things.

Obviously a tag system of some kind could help with that, but I never got around to it.
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User is offline   Tea Monster 

  • Polymancer

#2240

View PostMarked, on 17 April 2011 - 03:46 PM, said:

More of the "just for fun" Blood level. If I keep going on this side project, I'll start a thread in the mapping section.


That is looking really sweet!
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User is offline   Gambini 

#2241

View PostMblackwell, on 18 April 2011 - 06:42 PM, said:

What were the errors? I don't remember any, but PM them to me and I can help you fix them. (in fact just testing it right now it seems to work but maybe I just forgot to include a fix, like the jerk I am... afaik it just requires a basic Duke install... duke3d.grp)


The message is "error(s) found in file ´eduke.con´. Do you want to use internal defaults?". If i put yes the game loads but the only new stuff is the fonts. If i put no the log says this:

EDUKE.CON: In actor `ORGANTIC':
EDUKE.CON:4066: warning: found `else' with no `if'.
EDUKE.CON: In state `pigshootenemystate':
EDUKE.CON:5989: warning: found `else' with no `if'.
Found 3 warning(s), 1 error(s).

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User is offline   Danukem 

  • Duke Plus Developer

#2242

View PostGambini, on 19 April 2011 - 03:57 PM, said:

The message is "error(s) found in file ´eduke.con´. Do you want to use internal defaults?". If i put yes the game loads but the only new stuff is the fonts. If i put no the log says this:

EDUKE.CON: In actor `ORGANTIC':
EDUKE.CON:4066: warning: found `else' with no `if'.
EDUKE.CON: In state `pigshootenemystate':
EDUKE.CON:5989: warning: found `else' with no `if'.
Found 3 warning(s), 1 error(s).



What you have posted there is not the error. Those are just warnings, and they concern code that exists in the original CONs that works fine. Maybe you should PM him with the full log attached.
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#2243

Those warnings has been in the CON file for a long time. I changed it in my CON file because don't like warning logs :S
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User is offline   Mblackwell 

  • Evil Overlord

#2244

View PostDeeperThought, on 19 April 2011 - 04:01 PM, said:

What you have posted there is not the error. Those are just warnings, and they concern code that exists in the original CONs that works fine. Maybe you should PM him with the full log attached.


This.
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User is offline   Gambini 

#2245

EDuke32 2.0.0devel r1868
Compiled Apr 17 2011 10:40:48
Using C:/Documents and Settings/Administrador/Mis documentos/downloads/duke/Thirdmark/ for game data
Windows XP (build 5.1.2600) Service Pack 3
Initialized nedmalloc
Initializing DirectDraw...
Searching for game data...
Using 'duke3d.grp' as main game data file.
Compiling: EDUKE.CON (153317 bytes)
Including: DEFS.CON (35992 bytes)
Including: USER.CON (45212 bytes)
USER.CON:366: warning: truncating skill name to 32 characters.
Including: ENHANCE.CON (4362 bytes)
ENHANCE.CON: At top level:
ENHANCE.CON:122: error: expected a keyword but found `'.
Including: gvs.con (3401 bytes)
Including: weapon.con (4336 bytes)
Including: materials.con (65 bytes)
Including: mtrdefs.con (1966 bytes)
Including: grass.con (15684 bytes)
Including: event64.con (10052 bytes)
Including: snowtex.con (1913 bytes)
Including: wtxhooks.con (4348 bytes)
Including: txhooks.con (4262 bytes)
Including: goblins.con (3350 bytes)
Including: npcs.con (4567 bytes)
EDUKE.CON: In actor `ORGANTIC':
EDUKE.CON:4066: warning: found `else' with no `if'.
EDUKE.CON: In state `pigshootenemystate':
EDUKE.CON:5989: warning: found `else' with no `if'.
Found 3 warning(s), 1 error(s).
Uninitializing DirectDraw...

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User is offline   Mblackwell 

  • Evil Overlord

#2246

Can't say I've seen that one anywhere or had it happen to anyone else so far. You say it happens even with a newer EDuke32 versions?

Just comment that include (ENHANCE.CON) from EDUKE.CON. It shouldn't really be needed anymore if you use a newer copy of the engine.
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User is offline   Danukem 

  • Duke Plus Developer

#2247

View PostMblackwell, on 19 April 2011 - 08:03 PM, said:

Can't say I've seen that one anywhere or had it happen to anyone else so far. You say it happens even with a newer EDuke32 versions?


If this is what I think it is, I have seen it before. It's hard to explain...if you made empty space in the CON file a certain way, the newer versions of the compiler will choke on it as if it contained an invalid character. Either that, or there actually is a legitimately invalid character that the older compiler just ignored.
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User is offline   Mblackwell 

  • Evil Overlord

#2248

Could be (I think I've seen it somewhere else before as well in another mod, but I can't remember how I fixed it since I don't remember). Either way he should be able to just get rid of the file and the include.
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User is offline   Micky C 

  • Honored Donor

#2249

Inspired after doing the polymer lights for several episode 2 levels, I decided to make my own alien spaceship themed level. The problem with this sort of theme is that there are a limited number of textures to use, but I hope that with creative use of lighting, I can overcome this problem.

Posted Image

Posted Image
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User is offline   blizzart 

#2250

View PostMicky C, on 20 April 2011 - 01:24 AM, said:

Inspired after doing the polymer lights for several episode 2 levels, I decided to make my own alien spaceship themed level. The problem with this sort of theme is that there are a limited number of textures to use, but I hope that with creative use of lighting, I can overcome this problem.



The first shot looks great. Good luck with this project!
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