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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   Zaxtor 

#1291

Me what I have worked right now was I spent hours making overwhelm amount of cool con trick like one after the other etc, new tricks etc.
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

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User is offline   Mblackwell 

  • Evil Overlord

#1292

View PostSobek, on Jun 3 2010, 12:52 AM, said:

Maybe it's because I'm still recovering from an insanely nasty stomach bug, but the second screenshot kinda makes my eyes feel funny :( (It's a good thing)

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.
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#1293

This will probably be the last update on this for a while, I've probably done 25% of the map now, but am worrying about wall and sprite limitations, anybody know what happens when you hit the wall limit? I know if over 1000 sprites are drawn some will dissapear to prevent crashing.

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.
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User is offline   TerminX 

  • el fundador

  #1294

I think I changed the limit on sprites drawn at once to 2048 a while back... you might want to check, though. When you hit the wall limit, you simply can't add any more walls. The array is full at that point.
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User is offline   Sebastian 

#1295

High Treason: Is the scale supposed to be way off? I mean, stand up straight, walk up to a door and seriously tell me if the door knob/handle is about the same height as your face.
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User is offline   Forge 

  • Speaker of the Outhouse

#1296

View PostHigh Treason, on Jun 5 2010, 05:06 PM, said:

...but am worrying about wall and sprite limitations, anybody know what happens when you hit the wall limit? I know if over 1000 sprites are drawn some will dissapear to prevent crashing.


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. :(
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User is offline   Stabs 

#1297

nah i dun really mind anyone using those models, i didnt make the models anyway heh
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User is offline   The Commander 

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

#1298

View PostDanM, on Jun 6 2010, 12:02 PM, said:

nah i dun really mind anyone using those models, i didnt make the models anyway heh

You stole them from me!
Nah, JK. :(

http://www.blackrayne.net/
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User is offline   Micky C 

  • Honored Donor

#1299

View PostHigh Treason, on Jun 6 2010, 08:36 AM, said:



Haha omg some of the things in there were so funny! Loved the BSOD.
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User is online   Danukem 

  • Duke Plus Developer

#1300

View PostHigh 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.
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#1301

Awesome video High Treason! Can't wait to play your map.
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User is offline   Spiker 

#1302

Yeah, it looks interesting. Yet, there are no signs of gameplay whatsoever and he says the map is 25% done. Hopefully the remaining 75% will be action-packed massacre:P
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User is offline   Lunick 

#1303

Looking good
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User is offline   CruX 

#1304

View PostHigh Treason, on Jun 5 2010, 03:06 PM, said:




View PostRusty Nails, on Jun 5 2010, 04:52 PM, said:

High Treason: Is the scale supposed to be way off? I mean, stand up straight, walk up to a door and seriously tell me if the door knob/handle is about the same height as your face.


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

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#1305

@TX; OK, I'll copy a load of sprites and see what happens to find out if the limit is higher now. I'll try not to hit that wall limit.

@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.
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User is offline   The Commander 

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

#1306

Been spending most of the night perfecting one of the special power weapons for DNRA.
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.

Posted Image

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

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#1307

Posted Image

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

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User is offline   Sobek 

  • There's coffee in that nebula!

#1308

Trying to get better with heightmaps;

Posted Image
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User is offline   Zaxtor 

#1309

Right now after nearly 3 days finished high resolutionize textures in my mods.
All is left is a few trees (will be long to make).

Clear ice looks bad ass in jpeg mode.

Btw nice shot Sobek.
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User is offline   Lunick 

#1310

Wow Sobek thats lookin good
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User is offline   zykov eddy 

#1311

New sonic 3d released.

http://sonic3d.ru/en...category/1-demo

Posted Image
Posted Image
Posted Image
Posted Image


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

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#1312

Wow amazing stuff! You guys are doing great!
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User is online   Danukem 

  • Duke Plus Developer

#1313

View Postzykov eddy, on Jun 9 2010, 12:08 AM, said:

New sonic 3d released.


Why don't you start a new thread for that? Hardly anyone will notice if you just have a post about it here.
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User is offline   zykov eddy 

#1314

View PostDeeperThought, on Jun 9 2010, 07:48 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.


Oh well, maybe it's time..
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User is offline   Sangman 

#1315

View PostSobek, on Jun 7 2010, 10:35 AM, said:

Trying to get better with heightmaps;

Posted Image


Holy shit. Looks great.
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User is offline   Mike Norvak 

  • Music Producer

#1316

Just another two previews of my upcoming map Sunstroke:

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

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User is offline   Daedolon 

  • Ancient Blood God

#1317

View PostSobek, on Jun 7 2010, 11:35 AM, said:

Trying to get better with heightmaps;

Posted Image


That seriously looks like you somehow managed to get cel-shading into the game.
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#1318

View PostDaedolon, on Jun 9 2010, 11:23 PM, said:

That seriously looks like you somehow managed to get cel-shading into the game.


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
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User is offline   Micky C 

  • Honored Donor

#1319

@ Norvak, is that the map there was a video posted of before that had a really bad framerate? Either way it looks really good and I like the choice of music, very atmospheric.
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User is offline   Muelsa 

  • Bad Mother Fucker

#1320

Working on a new monster !

Posted Image
By muelsa373 at 2010-06-11

Posted Image
By muelsa373 at 2010-06-11
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