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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   ck3D 

#10741

I've been finalizing and adding gameplay to new Shrapnel City. Detail pass took a bit and resulted in the addition of over 5000 sprites. Only about half the enemies left to put in so most probably can release soon. Current set-up has fifteen secrets and reaching the halfway point that's Flood Zone (which I switched around with L.A. Rumble compared to the original episode sequencing) takes about 35 mins going in pseudo blind and doing everything. Filesize already is bigger than every Blast Radius map but Zarathustra, but it's close and the gap will keep closing in for a bit still. Plays very classic and at the same time not whenever so desired.

It's one of those where posting screenshots would spoil too much, but here's one last snippet:

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User is offline   Mark 

#10742

Since I use a lot of 3d models its comparing apples to oranges, but I was curious to see how many sprites I use in my maps compared to the massive amount that CK uses. Most of my maps use between 800 and 1,500 with a couple using around 2,000 and the pictured map is the most with 3,300. It was just barely under the 16k wall limit but relatively low in sprite count.

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  • Attached Image: MAP PIC.jpg

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#10743

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User is offline   Graphics 

#10744

Interesting things happen when you put textures into the empty gaps in the art tile files. For example, tile 13 is used with TROR rendering as an empty texture that you can see through. I'm going to make that also a texture used in my open world maps for the gaps between slopes. To prevent needless rendering from happening. There is another tile in the same set that is also code for what seems like an unused weapon. But my latest discovery is something interesting. An extra frame of animation for Duke's jump. For what seems like when he lands the jump. So, I put the duck animation into it, and it looks great. Overall, adding in the Duke Nukem Zero Hour textures into those gaps, has been making interesting discoveries. I'm having fun but expect delays on my next update. Sorry in advance.

Post Note: Also, this might be a mistake on my part. But I might be on to something. I just don't know right now.

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  • Attached Image: Extra Animation.png


This post has been edited by Graphics: 06 January 2024 - 12:33 AM

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User is online   Danukem 

  • Duke Plus Developer

#10745

action PJUMPING   50   4   5   1   30
action PFALLING   65   1   5


It is curious that the jumping animation is defined as having 4 frames, but the art slots for the 4th frame are empty. The empty slots are the same ones defined for PFALLING, which means that one frame animation overlaps with PJUMPING. What I think actually happens is the game displays the nearest non-empty previous frame, so when asked to display the final frame of PJUMPING, or the single frame of PFALLING, it shows the third jumping frame which is Duke falling. We see a version of this phenomenon on enemy tiles in some cases. Animatoins usually include all five angles but sometimes the art only has 3 of them, but the game displays the last two angles of the enemy anyway, by showing those angles from the previous frame. For example if you look at the pigcop art, tiles 2038 and 2039 are missing, which would have been the 4th and 5th angles of his second shooting frame; the game shows the 4th and 5th angles of his 1st shooting frame instead, which looks fine. However, if you did fill the missing tiles with something, it would show that instead.

But that would mean that you are displaying the Duke crouching frame when he is falling, which seems like an odd choice.
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User is offline   Graphics 

#10746

You're right, it was an odd choice. After some more testing, I found a better frame of animation to add in its place. I can understand why, a low-end PC from the 90s would need something like that though. Those little cut back that are smart on 3DR's part and really shows their skills as developers back then. Not saying they're bad today. They still have amazing talent. But I think in this day and age, we could make use of those extra frames of animations. Either or, this whole glitch hunt is fun to me and gives me a better understanding of a game I've enjoyed for a long time.

This post has been edited by Graphics: 07 January 2024 - 09:04 AM

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User is offline   Hendricks266 

  • Weaponized Autism

  #10747

My memory is that having an action run over into a blank slot can be useful for preserving whatever the previous displayed tile was, even if there is more than one option. I remember working around a mistake in Nuclear Winter for NW+ where they moved one of the dancer TV screens to some of the blank slots after the APLAYER art normally used for this purpose, so they could extend the length of the theater animation, and the TV screens would show in F7 mode when the player is falling.
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User is offline   Graphics 

#10748

Thank makes sense Hendricks266. Did you add to the player sprite or just leave it blank? I find the extra animations to be useful. I might document what I find well working on the glitch hunt. I'll keep you guys posted.

Also, to everyone here, I just had an idea for adding multiple player skins to my mod, without adding any extra code that might lag out online. It's simple really. I use the duke3d.def file and use different skins for the pal code. Of course, the dynamics of the player sprite size in the Art file will have to match. But I have a trick around that by making a standard size to the art file player sprite and working within that. The end results would be the ability to change your look in the player menu. Also making use of that menu option in EDuke3d as it doesn't have online mode. But changing your look like in Quake2 is a good trade off. Might even be able to add different player stats to each pal code. So, the option isn't just for looks. It depends on how much code can be added to online. I'll find out if it can be done later.

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  • Attached Image: duke0000.png
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This post has been edited by Graphics: 08 January 2024 - 05:43 PM

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User is online   Danukem 

  • Duke Plus Developer

#10749

Yeah that should work with the texture command, but then make sure you don't define any tints on the pals that the player skins are defined on.
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User is offline   Graphics 

#10750

Interesting. Personally, I was worried that when the player is frozen, they're turn into a blue Duke Nukem. But a little quick thinking and I found a way around that... Now the Freeze Thrower turns players into ice cubes.

So, I was worried that when the player is frozen, they're turn into a blue Duke Nukem. But a little quick thinking and I found a way around that. Now the Freeze Thrower turns players into ice cubes. This is just an example. But in this screenshot, I froze myself. I'm still working on the adding all the enemies as player skins. But this should give you an idea on how I'm going to work around palette code conflicts. Looks like having 10 different playable characters in multiplayer is kind of easy to do. I'm really enjoying this concept because it'll add a lot more too multiplayer without any extra code to mess up the online game. Overall, I'm happy.

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This post has been edited by Graphics: 09 January 2024 - 01:06 AM

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User is offline   Graphics 

#10751

Hey everyone, sorry for posting a lot. I can't help myself, I'm having fun. So, I just thought I'd show some of my work on the different player skins you'll be able to use in my mod. I will be making a standard version of this for the normal Duke Nukem 3D game. Basically, you'll be able pick between four different looks. Duke and three enemy skins, Assault Captain, Pig Cop and Enforcer. Three of these looks, have three colors to them (blue, red and green), the Enforcer does not. Needless to say, there isn't a tint for blue when you don't really have blue colors to tint with. But that's okay. Because that allows for multiple basic styles of game play. Like hunt the pro, where the highest rank player is Duke Nukem and everyone else is an enemy. The winner gets to play as the Duke, in the next round. Anyways, those are all ideas at this point. I'm getting ahead of myself. After all, I still have to finish the animations.

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This post has been edited by Graphics: 09 January 2024 - 10:33 AM

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User is offline   Graphics 

#10752

Guys, I'm definitely on to something here. What's the best way to add more stuff to the game without adding code? For example, you create a tree, but you want it to act like the normal tree. So, you add code to make it work. Well, what if I told, you don't have to do that? Well, this whole multiple assigned pal structures thing, can do that without adding extra code. Here's a list of things I can do now.

1: I can have over 15 skins per enemy. Changing their looks around, without adding code, editing the art file or anything like that. Perfect for online gameplay.
2: Over 15 different looks per texture. Say one texture has a sound to it or something you like. Don't add or copy the code from another texture, just give it multiple looks.
3: As you would guess this is any art tile file texture, as well as animated. So that skybox I made with a dust to dawn cycle. Can have many different looks now.

Now some of you might be wondering what would happen if say, the player sprite or enemy stepped into a blue or red light? Would that edit their look because that changes the pal code on the sprite? No, I figured out a way around that by add a tinting code to the def file that was based around the Duke3d HRP mod. Rather than look for the pal image taking over, it just changes the colors of the images being used. So, I've already added a small thank you to the HRP in my ModDB page. Because I kind of copied their work. Finally, multiple assigned pal structures or M.A.P.S for short (name pending). Can add a lot the game without adding code. This is because most of the magic is happening because of EDuke32's way of handling textures. This whole thing wouldn't work for DOS and it's not software compatible. It's a feature of the EDuke32 impartation of the Build Engine, that I happen to be exploiting. So that's why it doesn't need extra code to work. Because it's a feature of EDuke32.


Anyways, thank you for all the support on my mod and stay awesome everyone.
Take care for now.

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  • Attached Image: duke0001.png
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This post has been edited by Graphics: 10 January 2024 - 02:21 AM

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User is offline   Graphics 

#10753

This is my last post for a while. Simply put, I don't want to overdo it. But because I came up with a name for this whole thing, I just want to put it on record. 👾

I've come up with a simple name for this trick to making multiple skins without using game code. Simply put, I just call them Multi-Textures. Now on that topic, I created my first Multi-Texture today. A modified Dukebutton that becomes invisible when you change the color pal to a curtain number. This is so, the normal game can have Dukebuttons you can see, and the modded game will have ones you can't see. I've also almost finished making the multiple skins patch for my mod and the normal game. It'll be the first multiplayer mod that has multiple skins and the first one player mod that has multiple skins without adding an edited game.com or user.com file. Perfect if anyone that plan on adding this to their mod. I'll be releasing it to the public and just so it's known, anyone can use this patch. It'll be open source and I would love to see it expanded on.

I honestly hope you guys like this.
Take care out there.

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This post has been edited by Graphics: 11 January 2024 - 10:44 AM

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#10754

You can see everything but not really. Zero TRoR :Ꝧ
Spoiler

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User is offline   Graphics 

#10755

Well, it's update time. This is embarrassing, but I found out there was an extra sprite pal that can be used for skins. It often falls to the first player and that often happens be the admin of the online game. Unless unpicked by the admin. This color is named Auto, and its pal number is 0. The color named Blue happens to be 9. Now, what this all means is, I have to redo all the sprite skins. This is taking way more time than expected. So, I decided to work on my 32bit color palette. Here's some cool pictures of some maps, using my own 32bit color palettes. I'm mostly showing off the bright red and bright blue fog. The red fogged map is my recreated King's Field map with a better glowing blood lake then what I showed before and the other is progress on ToiletDuck64's recreated Mario64 map. Also, here are some other update notes I wanted to share. There was a bug with the color palette changing the player sprite whenever in an area is a color palette of 1 to 25. I've since resolved this issue, by creating my own color palettes to replace them. I've also adding a full set of fog palettes. From a desert orange to a pink fog machined night club. But most importantly, by making these palettes, I've also added the option to have over 100 skins per texture or enemy. Not bad for an online mod, if you asked me. Now I'm just hoping to finish my work and post this multiple player skin method for the world to see. Anyways, here are the screenshots I was talking about earlier. Thank you for any support I get. It makes the work so much better.

PS: As I'm still figuring out a name for this whole thing. I'm probably going to settle on Alternate Texture Skins or ATS for short. That explains what it is without it being mistaken for Multi-Layered Texturing or anything like that. Because that's a completely different thing.

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This post has been edited by Graphics: 13 January 2024 - 06:01 AM

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User is offline   Aleks 

#10756

Some very early screens of the map I've started working on. This stuff will end up entangled in quite a complex TROR, so I have to go layer by layer on designing and detailing it.
Attached Image: duke0003.png Attached Image: duke0004.png Attached Image: duke0005.png

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User is offline   Graphics 

#10757

I'm looking forward to seeing what you create Aleks. Needless to say, you're off to a good start.

Here's an update on what I'm currently working on. It's a player lobby that's loosely based on a real house, it's just not quite the same. This map was an old map that I recently found and fixed up. This time, I managed to create this without TROR glitches. It's even stable in software mode. Also, another thing I did was go all over the internet and collect all the enemy sprites and player skins from other Duke Nukem games and expansions. Even though this is the first frame of animation, and it won't be ready when I post the update to the mod. It's good to know, there will be options for the player's look, in the future. I should also mention, each player should have their own weapon skin because their pal is attached to weapon sprites. Anyways, it's just another cool thing I discovered. Thank you to everyone for all the support I get.

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This post has been edited by Graphics: 17 January 2024 - 04:32 PM

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User is offline   Mike Norvak 

  • Music Producer

#10758

 Aleks, on 14 January 2024 - 04:18 AM, said:

Some very early screens of the map I've started working on. This stuff will end up entangled in quite a complex TROR, so I have to go layer by layer on designing and detailing it.
duke0003.png duke0004.png
duke0005.png


Lovely Alien

This post has been edited by Mike Norvak: 17 January 2024 - 09:16 PM

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User is offline   ck3D 

#10759

I started my new Lunar Apocalypse remake map two nights ago, progress is going strong, already am around 500 sectors/4000 walls/Warp Factor deep (for this one so far I'm building things in order but that might change). Shouldn't take too long to make unless I run into unexpected issues later or I take a Build break.

Obviously still very early but here are some shots I've shown on Discord:

- https://cdn.discorda...93/capt1316.png Eggcubator (has grown since);
- https://cdn.discorda...34/capt1319.png corner of Spaceport with Warp Factor Enterprise in the background;
- https://cdn.discorda...55/duke2733.png Enterprise from further up close albeit recently made so still rough;
- https://cdn.discorda...40/capt1323.png current-ish level layout/status
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User is offline   ck3D 

#10760

Warp Factor Enterprise slowly starting to come together:

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User is offline   Ninety-Six 

#10761

It's going to be interesting to see how you string the levels together, since that was the one aspect of Lunar Apocalypse that was lacking compared to the other two.
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User is offline   ck3D 

#10762

It's my favorite of the three to work on so far for sure. Level placement/sequencing was the first thing I planned out prior to going in so shouldn't be too problematic to materialize, also with how sector-over-sector heavy all of Lunar Apocalypse is I'm finding myself working on disconnected level parts prior to reassembly a bit more than usual, which means moving (most) big chunks of the map around already is, and will keep happening to a degree, things are (slightly) more flexible than they can be encouraged to be in city maps with stricter layout rules vs. just void. Finalization always is the part where things get switched around the most drastically anyway so really very well might surprise me too.

Map has gained 300 sectors since the last post, I started Fusion Station today and built about half of it in just a few hours. Very addicting process,

I have some more WIP shots, for the most part already outdated:

- https://cdn.discorda...39/capt1336.png Spaceport finally put together, all classic sector work no TROR;
- https://cdn.discorda...42/duke2761.png inside Fusion Station (1);
- https://cdn.discorda...66/duke2763.png inside Fusion Station (2);
- https://cdn.discorda...35/capt1333.png hmm;
- https://cdn.discorda...27/duke2757.png WIP half of Fusion Station on the right, still open;
- https://cdn.discorda...55/capt1342.png current map state/form (sideview).

This post has been edited by ck3D: 23 January 2024 - 10:08 PM

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User is offline   Graphics 

#10763

Hey everyone, I know this isn't anything like a screenshot of gameplay and for some people, that could be boring. But you can't say this isn't interesting. Thanks to the amazing work from the developer of NetDuke32, I now have the option to create my own player color palettes (EA: alternative skins). This is, at the moment an option that can only be accessed through NetDuke32. After the developer told me about that, I've been busy adding more player skins through these color palettes. Now, what was about 100 slots has moved up to about 500 available alternate player skins slots. Not to mention, another 100 for alternate textures. But that's beside the point. Because I'm currently on a mission to add every sprite I can find on the internet. From 8bit low resolution sprites to the well-known number one hit games, like Tekwar (just kidding). But they do have some good sprite work. Personally, my money is on Might and Magic 6 to 8 for their sprites. Anyways, here's a screenshot of some beautiful lookup values or I call it, def codes. Needless to say, these lines of text are kind of responsible for this new idea. Because I haven't really seen anyone use the lookup values like this. Yes, there are things kind of like it for the HRP. But it was meant for 3d sprites and that wasn't to change his look into an enemy sprite or something else. So, there is no denying the originality of this idea. Now I can go into further detail to explain its originality. But it's an open-source idea, meant for everyone and to be shared. I'm looking forward to seeing more people beyond my talents, innovate on this.

Everyone here does amazing work, and I can only hope this will help you guys create even more amazing stuff.
Thank you.

Attached thumbnail(s)

  • Attached Image: Demo001.png
  • Attached Image: Demo002.png


This post has been edited by Graphics: 24 January 2024 - 05:35 AM

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User is offline   Aleks 

#10764

I don't think levels in E2 are much more disconnected, there's usually something to connect them together, maybe besides some like E2L3/E2L4 transition. If I were to tackle Lunar Apocalypse in a single map myself, I'd probably make a dual layout with "human" and "alien infested" parts intertwined, using re-interpretations of Space Port and Fusion Station as the main hub areas for each part, considering how both of them have somehow vertical progression and structure, then just dropping the player on the moon for E2L6-E2L8 part. I wouldn't bother with Spin Cycle which is rather redundant, while Lunatic Fringe could be a secret place with a proper non-Euclidean layout that could serve as another interconnection between the two part. Occupied Territory would be the gateway to the Overlord, considering it's probably the most appropriate boss level.
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User is offline   Bruno 

#10765

Still working slowly (but surely) on my Serious Sam TC. Here is an experiment with a Sirian Temple at the end of the second map. A few effects tests needs improvement as there're some minor things to fix with sprite work, masterswitch delay and shadow tiles.

https://youtu.be/8bE...?feature=shared
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User is offline   ck3D 

#10766

My internet's been dead for five days (am only online now thanks to earning free mobile data), and it's been raining non stop so I basically just mapped non stop for a bit and now the Lunar Apocalypse remake is structurally almost finished, I only need Lunar Reactor and Overlord left then it will be detail for as much as resources can allow (am progressively running out of walls again), and then gameplay.

Some more shots (possibly already outdated):

- https://cdn.discorda...22/capt1385.png current map state/sideview (takes up the whole height of the grid);
- https://cdn.discorda...72/capt1387.png W.I.P. neo Dark Side;
- https://cdn.discorda...36/capt1390.png W.I.P. neo Dark Side/Guinea Pig table;
- https://cdn.discorda...09/capt1379.png W.I.P. Lunatic Fringe II sideview before I finished it, it's fully in now;
- https://cdn.discorda...46/capt1375.png Marvin the paranoid android...
- https://cdn.discorda...83/capt1376.png ... with booty

More general shots:

- https://cdn.discorda...16/capt1391.png
- https://cdn.discorda...10/capt1389.png
- https://cdn.discorda...73/capt1388.png

This post has been edited by ck3D: 01 February 2024 - 06:16 AM

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User is offline   Aleks 

#10767

Haven't had much time to build lately (in fact I've barely opened up Mapster during the last week), but here's the current state of things (very WIP):
Attached Image: capt0007.png Attached Image: capt0008.png Attached Image: capt0009.png

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User is offline   ck3D 

#10768

Am adding the final touches (gameplay + sound ambience) to the Lunar Apocalypse retake. Most likely will release this week.

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User is offline   ck3D 

#10769

Map is done, finishing testing and then releasing in a few hours if all goes well.

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This post has been edited by ck3D: 07 February 2024 - 09:26 AM

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User is offline   Seb Luca 

#10770

It is not a real project, but just for fun to see DN3D sprites and textures used in the context of an RPG Maker map :lol:

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