What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#1381 Posted 21 July 2010 - 03:33 PM
Rusty's shot looks awesome of course.
#1382 Posted 21 July 2010 - 08:46 PM
#1383 Posted 22 July 2010 - 12:56 AM
Sangman, on Jul 22 2010, 11:33 AM, said:
Rusty's shot looks awesome of course.
You are still using them "eduke32_current.zip" downloads and not the more up to date snapshot builds aint you.
http://dukeworld.duk...ke32/synthesis/
#1384 Posted 22 July 2010 - 09:05 AM
TX, on Jul 22 2010, 06:46 AM, said:
I think "last year" is a pretty accurate guess, actually. Maybe 10 months ago. It ran pretty badly for me then and I haven't really given it a shot since. (well, I have played betas of a few mods that used it sparingly, they ran well, but for example I can't imagine based on my previous experience that Dan The Man's pack would run nicely. I'll give it a try later)
Commander: Yes it seems like I am. But if those aren't "officially" released on Eduke32 I don't really want it, what if there's some kind of silly bug?
This post has been edited by Sangman: 22 July 2010 - 09:06 AM
#1385 Posted 22 July 2010 - 10:58 AM
Sangman, on Jul 23 2010, 05:05 AM, said:
I think you are kind of silly for saying that.
#1386 Posted 22 July 2010 - 11:10 AM
and if i don't have to look for a properly working version on the eduke32 website then that makes very little sense to me
#1387 Posted 22 July 2010 - 12:06 PM
Then it may eliminate possible people complaining of bugs from "eduke32_current.zip" which can be anything from 1+ months old that have been fixed in synthesis builds but they are to scared to try them because they think they have a silly bug that will burn up there pc.
#1389 Posted 23 July 2010 - 10:33 AM
Sangman, on Jul 21 2010, 04:33 PM, said:
I haven't committed it yet, but I made some changes to Polymer last night that net anywhere between a 25 and 45% increase in framerate across several randomly selected test scenarios. I'm seeing improvements like going from 22 -> 28 fps in clcoast.map and from 28 -> 36 fps in the main outside area of E1L1 with the Polymer HRP. My other test case was the top of E1L1 with no HRP loaded, where I went from about 570 fps to something like 830. Unless I've made some huge error and missed something blatantly obvious this will translate into better Polymer performance for literally everyone, across all maps. The performance boost will be especially evident in user maps that have a lot of sprite based architecture.
#1391 Posted 23 July 2010 - 05:01 PM
This post has been edited by Skulldog: 23 July 2010 - 05:04 PM
#1393 Posted 23 July 2010 - 11:53 PM
#1394 Posted 24 July 2010 - 03:32 AM
The Commander, on Jul 24 2010, 06:53 PM, said:
Hehe
#1395 Posted 28 July 2010 - 06:12 PM
I fixed the scaling up quite a bit, I might have to do a bit more work on stuff in this room though.
A regular friday night scene of burning cars and police tape provide a good excuse for stopping you walking further up the road.
There will come a time when you probably won't want to stand in the bus shelter with it's blue-tinted light (they really do use those, it's so your veins don't stand out - thus you can't inject yourself with heroin or soemthing - you can still sniff glue and smoke pot though). The early work on the construction site can be seen in the distance.
Adding more detail to the streets, think I'll abandon the self-driving cars though. The bus shelter and the wall include gimmicky polymer sector trickery, I'm going to attempt making a crane out of trick sectors for that construction site - but it might not work and I'll probably end up making it with sprites.
Seeing as DukeBike will likely end up in DukePlus I will probably end up making the map for use with DukePlus instead of the DukeBike, I always wanted to do it like that anyway to be honest and now I have a good reason. You probably won't see anything else of this for another month. As I said earlier, monsters will likely be the last thing I add. I wish there was some way to control the image size with the IMG tag on these forums.
This post has been edited by High Treason: 28 July 2010 - 06:12 PM
#1396 Posted 28 July 2010 - 09:55 PM
There is a proper street light model somewhere between 5240 - 5250, that overlapped sector polymer trick is probably not a good idea, you could never have the roof of the bustop as the only thing visible on screen as soon as you get the bus shelters walls out of view the roof would disapeer because its a child sector of the walls which would cease to be drawn because its offscreen, also if you jumped over the back of the bus shelter you would have a huge graphical glitch because you will enter the overlapped sector correctly, it will draw the roof and be solid but because its overlapped in invalid space everything else will not get drawn. the glitch is all paralax garbage, an SE that makes it a force draw whats on screen on the paralax glitch. ?? maybe but you still have the issue of the roof not being solid at all if you enter it through the front.
the only thing i could see it really being used for is making walls more ornamental, your cut in original sector can run further than the sector you use for the overlap and you dont need to jump all over walls anyway so the clipping is not an issue
the idea of using it for the top of the wall is good, you need to find a way to stop the player ever entering the overlaped sectors correctly though.
#1397 Posted 29 July 2010 - 01:48 AM
#1398 Posted 17 August 2010 - 03:32 AM
http://s734.photobucket.com/albums/ww345/c...frenchsmall.mp4
perhaps I'll do a longer one when I get the time, I think the music suits well
#1399 Posted 18 August 2010 - 11:45 AM
This post has been edited by Norvak: 18 August 2010 - 11:53 AM
#1400 Posted 20 August 2010 - 03:17 AM
Micky C, on Aug 17 2010, 02:32 PM, said:
Why?
#1401 Posted 20 August 2010 - 03:45 AM
@Norvak: interesting poster there, I hope more details on that mod are going to be posted soon
#1402 Posted 20 August 2010 - 08:47 AM
#1403 Posted 20 August 2010 - 01:05 PM
#1404 Posted 24 August 2010 - 08:56 PM
(the pig was unsuccessful but as you can see the liz troop turned out fine.)
Now that i know how to do this alot easier and faster, i may be able to continue with the TM mod, although dont expect professional work like fox and his DN64mod
This post has been edited by Nfelli64: 24 August 2010 - 09:00 PM
#1405 Posted 24 August 2010 - 09:07 PM
This post has been edited by The Duke: 24 August 2010 - 09:08 PM
#1406 Posted 24 August 2010 - 10:00 PM
Nfelli64, on Aug 24 2010, 11:56 PM, said:
(the pig was unsuccessful but as you can see the liz troop turned out fine.)
Now that i know how to do this alot easier and faster, i may be able to continue with the TM mod, although dont expect professional work like fox and his DN64mod
Damn!
Could you share your method?
This post has been edited by Hendricks266: 24 August 2010 - 10:01 PM
#1407 Posted 24 August 2010 - 10:39 PM
Attached File(s)
-
1_necro.zip (4.47K)
Number of downloads: 422
#1408 Posted 25 August 2010 - 02:37 AM
Nfelli64, on Aug 25 2010, 03:56 PM, said:
(the pig was unsuccessful but as you can see the liz troop turned out fine.)
Now that i know how to do this alot easier and faster, i may be able to continue with the TM mod, although dont expect professional work like fox and his DN64mod
Oh yeah!!!