What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#1291 Posted 03 June 2010 - 01:59 AM
You'll see when is finished
Fav one was a fuse box making a spectacular short circuit shooting sparks all over the room if you turn it on when the fuse is missing.
PS
Mblackwell nice trick.
Must be a weird level right?
This post has been edited by Zaxtor: 03 June 2010 - 01:59 AM
#1292 Posted 03 June 2010 - 05:34 AM
Sobek, on Jun 3 2010, 12:52 AM, said:
What do you mean by 'null' texture exactly? I was just thinking, what about using a solid black or white tile with the opacity set really low, like 1%... That way, it's still a 'tile' as such (and not just a 'null' one - if I understand what you mean by that), but it's so insignificantly opaque that it might aswell not be there, giving you your transparency.
Or am I totally wrong?
Null texture means a texture that doesn't actually exist. I point it to a blank tile with nothing there and the game draws through it to whatever image I've displayed before. Everything is working now, I had a con bug. There's still a couple things to add before I release though.
#1293 Posted 05 June 2010 - 02:06 PM
http://www.youtube.c...h?v=zqRRSuKluZA
Mostly the same stuff as in the screen shots, you might notice cars from Duke Nukem Eternity, consider those placeholders as I am looking for better ones, but if I can't find any (and I probably won't) I'll be sure to ask DanM for permission before releasing the map with those (though I think they were royalty free anyway I prefer to be sure about these things and it is polite to ask).
It might be worth noting the pipework, the garage and the top of the front wall, obviously other things are different and I made the map a fair bit darker, mainly because of draw distance and black fog messing the look up before.
#1294 Posted 05 June 2010 - 02:10 PM
#1295 Posted 05 June 2010 - 03:52 PM
#1296 Posted 05 June 2010 - 04:01 PM
High Treason, on Jun 5 2010, 05:06 PM, said:
You can add walls after you reach the limit. Of course random walls will start disappearing and the map will become corrupted. I'm speaking from experience.
#1297 Posted 05 June 2010 - 04:02 PM
#1298 Posted 05 June 2010 - 04:12 PM
DanM, on Jun 6 2010, 12:02 PM, said:
You stole them from me!
Nah, JK.
http://www.blackrayne.net/
#1299 Posted 05 June 2010 - 05:10 PM
High Treason, on Jun 6 2010, 08:36 AM, said:
Haha omg some of the things in there were so funny! Loved the BSOD.
#1300 Posted 05 June 2010 - 08:11 PM
High Treason, on Jun 5 2010, 03:06 PM, said:
I like that skybox. It makes me want to ride the bike off into the desert at sunset.
#1302 Posted 06 June 2010 - 12:54 AM
#1304 Posted 06 June 2010 - 05:40 AM
High Treason, on Jun 5 2010, 03:06 PM, said:
Rusty Nails, on Jun 5 2010, 04:52 PM, said:
Seconding Rusty. If it's not too late, you should really do something about the scaling. Apart from the doors and other parts of the level, the chick at 0:18 appears to be level with the player's hip, so it looks really wonky. Looking cool, otherwise.
This post has been edited by EmericaSkater: 06 June 2010 - 05:40 AM
#1305 Posted 06 June 2010 - 12:43 PM
@Rusty Nails, EmericaSkater; Yeah, the scale is kind of messed up, I think the woman is the right size and I was just stood on the edge of the bed when I was facing her - I'll check anyway, as for doorways I'm trying to figure out a way of changing those without messing it up, there's a chance I'll have to leave them as they are. I've only really mapped for Blood (And a bit of SW) before and it seems that you have to make things bigger in that game (FOV might be different? I dunno).
@Forge; I don't like the sound of that, and seeing as I've arguably corrupted the map for some of the sector work in there I hate to think what it might do if walls started dissapearing from those.
@DanM; OK, thanks, I'll be sure to make a note of that in the readme file
@The Commander; I was trying to remember where those seemed to come from, that site might be useful for some other models.
I'm tired of "@so-and-so" so I'll sum everything else up in one go, thanks to everyone for the feedback thus far. Gameplay has always been an issue in my maps, but I've got that planned as it revolves around mosters and keycards (Don't all Duke maps?) and those are what I add last - hopefully it also involves blowing the rent office up (not something I would ever do for real, but Duke Nukem might). The Skybox came in a pack from here; http://www.quadropolis.us/ but I don't even know if they even still host them as I've had them for a long time and the license confuses me a bit though I think I'm within it. If you want them for something I can upload them somewhere if you can't find them on that site (it's hard to navigate).
This message is getting longer than I thought, so thanks again everyone for your feedback.
#1306 Posted 06 June 2010 - 02:18 PM
It's not fully working yet so I have had to edit the image slightly using a DNDEBUG and mapster to show a better representation of it.
The player places a flare anywhere in the map and a parabomber aircraft will spawn just off map by the players base as well as announcing to all players "Signal Flare Detected"
The flare emits a bright green smoke so that other players from the opposite team will have a chance to disarm the flare and stop the threat of 5 damaging parabombs landing in their base.
The nuclear missile from a missile silo will also work in a similar fashion.
This post has been edited by The Commander: 06 June 2010 - 02:22 PM
#1307 Posted 06 June 2010 - 02:56 PM
Found a way to make bent viewscreens in maps. That TILE_VIEWSCR (#15355) I found when digging the EDuke32 sources is used for storing the camera view, so assigning this tile to walls or masks makes possible various tranformations. Combining this with Droste effect (when a camera sees its own screen) may lead to even more interesting results (limited by 96x96 resolution though).
This post has been edited by CraigFatman: 06 June 2010 - 03:32 PM
#1309 Posted 07 June 2010 - 01:23 AM
All is left is a few trees (will be long to make).
Clear ice looks bad ass in jpeg mode.
Btw nice shot Sobek.
#1311 Posted 08 June 2010 - 11:08 PM
http://sonic3d.ru/en...category/1-demo
New levels and stuff added. Be careful, it's a lame a bit. Maybe I'll release patch soon.
Almost forgot, here's homing attack add-on
http://sonic3d.ru/ph...ming_attack.zip
unzip it in your sonic 3d folder and run homing.bat
This post has been edited by zykov eddy: 09 June 2010 - 06:20 AM
#1313 Posted 09 June 2010 - 06:48 AM
zykov eddy, on Jun 9 2010, 12:08 AM, said:
Why don't you start a new thread for that? Hardly anyone will notice if you just have a post about it here.
#1314 Posted 09 June 2010 - 06:53 AM
DeeperThought, on Jun 9 2010, 07:48 AM, said:
Oh well, maybe it's time..
#1315 Posted 09 June 2010 - 07:41 AM
#1316 Posted 09 June 2010 - 09:27 AM
http://www.youtube.c...h?v=0RXFl3c-jhI (part I)
http://www.youtube.c...h?v=PmHRYrGfEQI (part II)
BTW i had record the complete gameplay of Nightshade Army:
http://www.youtube.com/watch?v=NsCoJ3kNWX8 (partI)
http://www.youtube.c...h?v=v04r48uW8io (part II)
http://www.youtube.c...h?v=M-DgWGltkKU (part III)
------------------------------------------------------
http://www.youtube.com/user/MikeNorvak
------------------------------------------------------
Nice location Sobek!
This post has been edited by Norvak: 09 June 2010 - 09:31 AM
#1317 Posted 09 June 2010 - 01:23 PM
Sobek, on Jun 7 2010, 11:35 AM, said:
That seriously looks like you somehow managed to get cel-shading into the game.
#1318 Posted 09 June 2010 - 02:12 PM
Daedolon, on Jun 9 2010, 11:23 PM, said:
Yeah looks like it, reminds me of the game XII. Eventhough it wasn't detailed as the picture Sobek posted.
I want to see more =D