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

#1591

View PostCipher, on Oct 13 2010, 04:54 AM, said:

2560 is kind of a strange number... any particular reason for that? Just Wondering.

sooo that you can make custom sounds and actually use them? :S seems to be a very large number xD and good news for me since i was going to make my own duke quotes :S
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User is offline   Plagman 

  • Former VP of Media Operations

#1592

View PostCipher, on Oct 12 2010, 07:54 PM, said:

2560 is kind of a strange number... any particular reason for that? Just Wondering.


2560 is 2048 + 512. Another notable use is the 2560x1600 screen resolution.
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User is offline   Tetsuo 

#1593

Or 2560x1440 if your screen is 16x9 like mine. ;)
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User is offline   Micky C 

  • Honored Donor

#1594

I've decided to work on a new map which is a sequel to my Libraryl map. While the first one's theme is centered more around a tiny part of a city and a multi-story building, this new map is going to go desert/canyon -> city -> high tech/secret facility. If it turns out I've bitten off more than I can chew I'll split it up into two maps.

The story will be something along the lines of: Duke follows the sewers for a short amount of time to discover a huge gaping hole in the ground where part of the city used to be. Duke must fight through the new wasteland to the intact part of the city, and hopefully find an EDF base where he can contact HQ. The screenshot is after 20 minutes of work, so not very much effort has been put into it so far.

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User is offline   zykov eddy 

#1595

Looks freakin' big.

Hope you'll find a way to decorate this huge place.
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User is offline   DavoX 

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#1596

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#1597

these are the first pictures of my mod. everything is probably unfinished and will be updated ^^ in the first cave which will be at the start of the first map in the mod will also be the cave were you learn how to play this mod. in the first cave i started looking at the ceilings slope. it takes alot of time to actualy make the different sectors ceiling fit together... the enemy actors that you see in those pictures is not the same as in the original game. its only the animations that will be the same. havent been working on shades yet

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those teleporters are ment to be some kind of alien dimmension traveling devise. if you step into it you will be transported to a new level. there will be some secrets here ;=) early in the game you will have the option to fight monsters that are too hard for you to kill. so you can actually gain super upgrades for your weapons early on if you are strong enough... which i doubt you are ^^

This post has been edited by Jhect: 02 November 2010 - 01:12 PM

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User is offline   zykov eddy 

#1598

It's definitely looks unfinished. You really need to decorate all those rooms.

Btw, too many big sized pictures. Use previews, have mercy.

This post has been edited by zykov eddy: 02 November 2010 - 02:15 PM

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#1599

View Postzykov eddy, on Nov 2 2010, 11:14 PM, said:

It's definitely looks unfinished. You really need to decorate all those rooms.

Btw, too many big sized pictures. Use previews, have mercy.


yea there will be lots of decorations. sprites on the walls. and hills so that it wont just be a plain ground. but you also have to remember that there will be monsters that so that will take the focus from the player. this is like the world map for the whole map. giant and free. its not a city leve. though there will be such levels too. and arena levels.
but what you call lack of decorations in my "rooms" is really not a bad thing. i actually like it. less lag and more fun :(

This post has been edited by Jhect: 02 November 2010 - 03:51 PM

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User is offline   Micky C 

  • Honored Donor

#1600

Seems large open areas is the flavour of the minute.

I've worked another half hour or so on my map, but yes I know, there's still a LOT of work left to go on that area.
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This post has been edited by Micky C: 03 November 2010 - 12:17 AM

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#1601

ahh yesterday i really messed up. i dunno what i did wrong but many of the sectors suddenly got their slope changed. had to edit the height and slope on most of the sectors.... i wonder how i managed to overwrite my backup savefiles and the original without noticing lol... just another boring hour. anyway you can look forward to an amazing weapon system with lots and lots of upgrade opportunities that will result on amazingly many versions of each weapon. a fantastic enemy spawn system. monsters will givr experience. the best music ever, and you might encounter familiar enemies from other games such as final fantasy and devil may cry and more. even the space marine from doom will have an appearance hehe. custom voices too btw. no new 3d models cause i hate bad looking 3d models and im really bad at making those hehe
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User is offline   The Commander 

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

#1602

Do you know how to do most of the features you have proclaimed or will this be a learn as you go experience?
Not trying to sound rude or anything.
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#1603

View PostThe Commander, on Nov 3 2010, 06:55 PM, said:

Do you know how to do most of the features you have proclaimed or will this be a learn as you go experience?
Not trying to sound rude or anything.


well ive been spending a lot of weeks trying to learn how to do most of this stuff. i would say that i know about 75% of how i do the things that i need to do to finish this. but it will take a lot of time. i mean. its going to be a pretty big game. but i know how to create most of my favorite features so its cool :(
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User is offline   Jimmy 

  • Let's go Brandon!

#1604

Right....
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#1605

Trying to get back into using mapster so I can work on my map again, I've been screwing about with Polymer again, still can't believe just what can be done with it.
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Edit: Piss-poor screenshot, but still... The Polymer exploit :(

This post has been edited by High Treason: 05 November 2010 - 05:15 PM

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User is offline   Micky C 

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#1606

I can't believe what can be done with it either :(

Last time I tried doing that it was VERY buggy for me but it's good you got it working. Seeing something like this makes me want to have working ROR code more and more.
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#1607

I'm thinking of making a video on how it is done, I was going to wait until I finished my map, but I figure it beneifts the whole community if I share what I have discovered. Problem is Mapster messes up when I use Fraps, I guess I could use my old method of splitting the VGA to a VCR and then capturing what I record to the tape, it just degrades the quality a bit unfortunately.

I think tunnels like that might become somewhat common in my maps. I should have some decent stuff soon when I get back to my proper map. I have discovered that it will bugger the map sometimes, I drew a sector and it didn't appear, I couldn't delete it either so I just had to dump it outside tha map because the player died when he walked where it was supposed to be.
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User is offline   Micky C 

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#1608

Can you actually go both over and under the bridge or is it just a visual feature?
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#1609

Both, but in Mapster you usually can not walk under it... This can be fixed by using '+ N to enter No-Clip mode. Still, it works fine in game except for that you can jump through the ceiling, this can be fixed by just stretching a big sprite in the ground between the ceiling and the floor above... I wonder what it feels like for Duke popping his head into Null-Space every time he jumps in that tunnel. I'll definitely get to work on that video tomorrow.
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User is offline   Micky C 

  • Honored Donor

#1610

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Not the most well choreographed pic in the world, but it's symbolic of the progress I'm making on this map. The outside geometry of that particular area is 99% done, not including sprites or texturing.

I'm also open to suggestions about how to handle texturing of this area. If it were up to me I think it looks ok as it is more or less, but I'm sure most people won't like the repetitive use of the same texture like that.

Edit: in case anyone's wondering, that's not all there is to the map, I've also put considerable effort into the mine area which is coming along nicely.

This post has been edited by Micky C: 11 November 2010 - 04:21 AM

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#1611

View PostHigh Treason, on Nov 6 2010, 05:09 AM, said:

Both, but in Mapster you usually can not walk under it... This can be fixed by using '+ N to enter No-Clip mode. Still, it works fine in game except for that you can jump through the ceiling, this can be fixed by just stretching a big sprite in the ground between the ceiling and the floor above... I wonder what it feels like for Duke popping his head into Null-Space every time he jumps in that tunnel. I'll definitely get to work on that video tomorrow.


but isnt it easier to just make it all sprite builded instead of a maybe bugged ground. i have done it before and its pretty easy. but the downside is that a super thin sprite looks very bad if you try to replace it with a wall or something.
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#1612

View PostMicky C, on Nov 11 2010, 01:07 PM, said:

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Not the most well choreographed pic in the world, but it's symbolic of the progress I'm making on this map. The outside geometry of that particular area is 99% done, not including sprites or texturing.

I'm also open to suggestions about how to handle texturing of this area. If it were up to me I think it looks ok as it is more or less, but I'm sure most people won't like the repetitive use of the same texture like that.

Edit: in case anyone's wondering, that's not all there is to the map, I've also put considerable effort into the mine area which is coming along nicely.


i think it will look great. but it is hard to judge a map just by looking at it. the best maps in this game are those who brings a special feeling. the rock maps or whatever they are called gave that feeling. maybe because it was so much backtracking.
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User is offline   CruX 

#1613

Recently dusted off my old camera mod and stitched together the new protagonist.

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Going to sprite one or two more enemies before getting to work on the actual mod, in terms of level design and completing the small amount of code that still needs to be done.
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#1614

View PostEmericaSkater, on Nov 11 2010, 04:19 PM, said:

Recently dusted off my old camera mod and stitched together the new protagonist.

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Going to sprite one or two more enemies before getting to work on the actual mod, in terms of level design and completing the small amount of code that still needs to be done.


how long time does it take you to draw such a nice looking enemy?
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User is offline   Lunick 

#1615

Any news on the Total Meltdown mod?
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User is offline   Sobek 

  • There's coffee in that nebula!

#1616

Been absent from modding for quite some time... Going to have some surgery done next week which will result in me being on my ass for a good two weeks or so, during which I plan to hammer out some serious work. I've started working on getting a Voyager bridge model ingame to use for cutscene purposes, and that's coming along great. I haven't textured it yet as getting everything linked and organized correctly is doing my head in, but that's the next step;

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I haven't felt enthusiastic about modding in a while, but all of a sudden I'm right back into it and getting so much unfinished crap done. My 'proper' working copy of Eduke is currently out of action on a drive that's having issues, but my backup will do for modeling and testing for now.
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User is offline   Jblade 

#1617

Excellent stuff - the finished product's certainly gonna look even better :blink: I always thought that having set peices like that would be a good idea for Polymer, nice to see somebody utilising it that way.
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User is offline   Sobek 

  • There's coffee in that nebula!

#1618

It sometimes feels like 'cheating', you know? But It just works out so much better in the end. The bridge itself is a great looking mesh, and the connecting corridors and outside environment (viewscreen) are all built normally in Mapster... When done right, it works to such excellent effect.

I've tried building a bridge piece by piece in Mapster previously, using only models for things like railings and details that might not normally be possible, but the amount of work and fiddling it required, versus the kind of performance and visual quality it offered just didn't seem worth it.
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User is offline   Mark 

#1619

A few months ago I made a test map with a modeled building I made. Once inside the model, the whole thing would disappear and re-appear as I moved and looked around. How stable is your's?

I noticed the problem more when the model building crosses over sector lines but it still flickers even if it is in it's own 1 sector.
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User is offline   Sobek 

  • There's coffee in that nebula!

#1620

I still get that from time to time... Polymer still doesn't render models quite how it should I think. If you set the model to be wall aligned and stay within the same sector as it, it should never dissappear. Apparently, Polymer works on an "If I can see it, I will render it" basis, but this often fails for me... I can have two flat sectors side-by-side, a model in one, me in the other. If I turn around, that model will just vanish on most angles (meaning Polymer's culled it) even though I'm clearly within eyesight of it (and can see it, in most cases).

I have no problems with this bridge setup (yet!) but thankfully nothing overlaps into the 'normal' mapster-built stuff, and being in corridors and such, there's no long-distance viewing of the bridge model, so Polymer doesn't have any reason to cut it from my view.

I'm still really really hoping that we one day get the ability to flag any given model in some way to tell Polymer to ALWAYS render it. It can't be TOO hard to implement, and it could solve so many issues in larger sized maps that use big models (especially if they're not in the same sector as the player).

This post has been edited by Sobek: 12 November 2010 - 05:18 PM

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