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What are you working on for Duke right now?  "Post about whatever Duke related stuff you're doing"

User is online   Mike Norvak 

  • Music Producer

#2401

Lookin' good Marked, i recommend you to increase the brightness of pictures when posting.

A quick mapping level i started last night, my plans are to finish it in a week more or less, let's see....

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This post has been edited by Norvak: 29 May 2011 - 09:04 AM

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User is offline   Mark 

#2402

That's fast. I will never be mistaken for a fast mapper. :angry:

BTW I still get a thrill when I see one of my HRP textures used in someone's map. I did those two below the TV screen and some other similar ones in the game. If you ever want to get "fancy" with those I created either 3 or 4 tile animated versions of them.

This post has been edited by Marked: 29 May 2011 - 10:23 AM

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User is offline   Gambini 

#2403

maybe i should post this in braille but are you aware he´s not using the HRP?
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User is offline   Mark 

#2404

Ouch. The thrill is gone :angry:

This post has been edited by Marked: 29 May 2011 - 04:03 PM

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User is offline   Micky C 

  • Honored Donor

#2405

Hopefully Spiker won't mind me letting out one screenshot, I'm so excited I just can't keep it all to myself.

I've reached a huge milestone adding lights to Spiker's Project Zero, all that remains is linking everything up to the DukePlus lighting effects. I'll warn everyone now that this thing's running slower than DNE at the moment, hopefully DT and Muesla's con script which removes distant lights from the scene will boost this map into the double digits.

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User is offline   Mark 

#2406

Another building added in the Graveyard TC. I haven't learned how to do TROR yet so I'm still doing it the old fashioned way with sprite floors and ceilings.
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User is offline   Tea Monster 

  • Polymancer

#2407

Marked - looking good, Nice and moody.

Micky C - interesting - IMHO, what we really need is someone to bug Plagman to optimize Polymer a bit.
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User is offline   The Commander 

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

#2408

View PostTea Monster, on 30 May 2011 - 09:56 AM, said:

Micky C - interesting - IMHO, what we really need is someone to bug Plagman to optimize Polymer a bit.

I was going to offer him one of my ATI cards even so he could see how shit it is for himself and try work out a work around, but he didn't tell me what the best ATI card he has at the moment. :angry:
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#2409

You shouldn't have bought ATI in the first place...
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User is offline   The Commander 

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

#2410

Someone didn't read my comment correctly.
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#2411

I think i did.
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User is offline   The Commander 

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

#2412

I never once said in my comment that I bought an ATI card did I? (Because I am running an NVidia not an ATI)
No, I stated that I was going to give Plagman an ATI card so that he could run tests on it for himself to make Polymer more stable with ATI GPU's, hence why you have not read my comment correctly.

Now if you reply to this post with some fuck tard ass reply (or even reply at all again) and continue to derail threads this proves that your reputation really is that "My posts probably aren't worth reading"

This post has been edited by The Commander: 30 May 2011 - 04:40 PM

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User is offline   TerminX 

  • el fundador

  #2413

Ah, you finally got tired of the driver runaround and upgraded to NVIDIA, huh?
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User is offline   The Commander 

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

#2414

View PostTX, on 30 May 2011 - 04:42 PM, said:

Ah, you finally got tired of the driver runaround and upgraded to NVIDIA, huh?

It's one DanM gave me 8800 GTS and I think hes cooked the GPU in it as it gave me a blue screen the first day I used it. :/

It does run a lot of my games much better, apart from Source based ones and Minecraft (crashes a lot in that)

EDIT: I never really did get tired of the drivers I stuck to 10.5, I always have found ATI to be quite "stable" but just no good performance wise. (Polymer)

This post has been edited by The Commander: 30 May 2011 - 04:50 PM

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User is offline   Stabs 

#2415

its not cooked i just dont think it was ever the same after 2 weeks of folding, i think some of your errors could be from not having it seated properly, you really need to screw em in good with no wiggle or they will artifact and do weird shit, other than that yeh, its nearly 3 years old
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User is offline   TerminX 

  • el fundador

  #2416

It could have the "tin whisker" problem a lot of cards that age are developing and just need a good baking. Other than that, try cleaning the contacts that go into the slot with an alcohol prep pad or something.
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User is offline   E.C.S 

#2417

Off-topic: I remember when I had a old Gforce 6150 SE, it was crap, but at least I never got a BSOD, or any "The memory could not be read" error. Now I have a 9500GT and get normally BSOD (thanks to nv4_disp.dll error) and "The memory could not be read". I will never understand the dark secrets of Hardware.
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User is offline   Stabs 

#2418

that and the metric fuckton of dust that probably lives in it heh, that reminds me you should probably whack the fan up to around 60% the stock speed sits at 40/45 i think and its not that great

http://event.msi.com/vga/afterburner/ use that for controlling fan speeds
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User is offline   TerminX 

  • el fundador

  #2419

Afterburner is a top notch piece of software IMO. It's what RivaTuner became when the author decided he'd rather be paid by video card manufacturers to spit out custom versions than work on the free one. EVGA Precision is the same thing.
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User is offline   Stabs 

#2420

its great what it evolved into, especially that graph where you can control the fans with temp vs fan speed, that was a massive PITA to program into rivatuner, i dont think precision has the fan or volt options though, and EVGA wants your email adress if you want to download it heh
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User is offline   Micky C 

  • Honored Donor

#2421

I don't think the pictures spoil much because the areas look 10 times better in-game, especially when moving/rotating sectors are involved.

Spiker and I could sure use some people with powerful computers to beta test this for us. If you think you have a decent enough rig, please email me and I'll send you the beta. Don't bother if you don't have the latest and greatest hardware, it wouldn't even work on Spiker's computer, and as for me, it ran at 3 frames a second with an nvidia 9800GT with 512mb vram, and I can run the original levels with maphacks no problem!

I personally believe this map sets the standard for polymer maps. What I mean is that I designed 95% of the lights for this level regardless of how low the framerate would go, which further explained means this is how I would have made the level if framerate wasn't an issue, and how maps should be lit in the future when polymer is re-written for speed.


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This post has been edited by Micky C: 31 May 2011 - 03:36 AM

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User is offline   Micky C 

  • Honored Donor

#2422

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User is offline   Spiker 

#2423

I hope there is at least one person out there with a rig that is powerful enough to play this :blink: The objective for the developers should be to make this kind of maps playable at least with fairly new machines. For me the map worked but you could say I got 1 frame but per 5 seconds :angry:
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User is offline   Micky C 

  • Honored Donor

#2424

What the hey, the beta is now free for download. It's not like many of you will have computers fast enough to play it anyway :angry: Not for the faint hearted!

Attached File(s)


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User is online   Lunick 

#2425

Those pictures look really good
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User is offline   Mikko 

  • Honored Donor

#2426

Looks nice, except for the light textures. You'd expect their light level to be pretty uniform instead of the way it is now with the bright part being in the middle of the texture. It's easier of course in games where the light texture itself has lighting properties.

This post has been edited by Mikko_Sandt: 31 May 2011 - 05:47 AM

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User is online   Mike Norvak 

  • Music Producer

#2427

Gona play this when have some time. BTW maybe you should replace the old choper with the Blackhawk if it fits. Wich other dukeplus levels are you gonna to polimerize? Some time ago i was traying polymer lights with Nightshade army blah blah, i could finish it for a new Dukeplus release with polimerized levels...

This post has been edited by Norvak: 31 May 2011 - 06:31 AM

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User is offline   Danukem 

  • Duke Plus Developer

#2428

View PostNorvak, on 31 May 2011 - 06:30 AM, said:

i could finish it for a new Dukeplus release with polimerized levels...


Kind of pointless right now, since the frame rate would be so low the levels would be unplayable. I tried the lit Project Zero, and it was unplayable in most areas even using optimized CON code (turning off distant lights). So unless Polymer itself gets an overhaul, or the lighting is done very sparingly, it will have to wait.
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#2429

The map looks decent. But why do you spam so much polymer lights?
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User is offline   Mikko 

  • Honored Donor

#2430

View PostJhect, on 31 May 2011 - 11:49 AM, said:

The map looks decent. But why do you spam so much polymer lights?


Because that's the whole point of what he's doing.
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