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

#1681

ok im pretty sure i will add codes that will change the weather of my outdoor areas in some levels. ofcourse only when you travel into those levels. anything else would look weird i think :S imagine a sudden weatherchange. ahh that reminds me of fallout: new vegas :blink:
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User is offline   Mike Norvak 

  • Music Producer

#1682

View PostHigh Treason, on Nov 15 2010, 09:11 PM, said:

Been working on the backside of my map, contemplating putting moving lights behind the electric pilons to be like the road on the other side of the waste land.


It looks so good, what a shame i can´t play on polymer, How this map run fine with polymer?
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#1683

@Norvak; It depends on where you are in the level, due to the fact most of the action takes place in a long street it runs quite poor overall (There are around 15 lamp posts and several fires and lights from houses), I can push a steady 15Fps on my computer with it, having said that, most my machine is quite old. Unfortunately it does not run without Polymer due to the sector tricks used in various places.

Now I think of it most of my map seems to be made of scenery as opposed to areas of any use.

With any luck I should have it all finished by early next year, I only really have to add buildings to another side of the main street and put the council buildings at the other side of the bridge. Oh, and before anybody asks, I have to add enemies as well.
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#1684

Posted Image
hey here is a question. what are all these squares supposed to be when you look at them in 3d mode. to me it looks like space ships!!!!
ofcourse the blue thing is water. i should have taken out the colors >.<

This post has been edited by Jhect: 17 November 2010 - 05:34 PM

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#1685

I've no idea which squares you are reffering to, I assume you know what the grid is for, the small white squares - points - I believe you know what those are about? The sectors will likely be there to change the height of that piece of floor or for lighting/shading effects, even with polymer, splitting the sector up a bit is a good idea.

Anyhow... I've decided to throw one last Map Progress video together before I try and get it to Beta stage, at which point it will get it's own thread and people will be able to try it out and tell me what is broken so I can fix it and release the final. Feel free to criticise it now if you like. http://www.youtube.c...h?v=KQyZFQsThKU

I believe I have fixed most of the scaling problems and generally made things more presentable, there are only a couple of buildings left ot add along with doors (and other Sector Effectors), enemies and item placement.

Edit: Helps if I add the link to the video I am reffering to doesn't it?

This post has been edited by High Treason: 17 November 2010 - 10:03 PM

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#1686

View PostHigh Treason, on Nov 18 2010, 07:02 AM, said:

I've no idea which squares you are reffering to, I assume you know what the grid is for, the small white squares - points - I believe you know what those are about? The sectors will likely be there to change the height of that piece of floor or for lighting/shading effects, even with polymer, splitting the sector up a bit is a good idea.

Anyhow... I've decided to throw one last Map Progress video together before I try and get it to Beta stage, at which point it will get it's own thread and people will be able to try it out and tell me what is broken so I can fix it and release the final. Feel free to criticise it now if you like. http://www.youtube.c...h?v=KQyZFQsThKU

I believe I have fixed most of the scaling problems and generally made things more presentable, there are only a couple of buildings left ot add along with doors (and other Sector Effectors), enemies and item placement.

Edit: Helps if I add the link to the video I am reffering to doesn't it?


wait. are you talking about the vertics? arent that circles lol
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User is offline   CruX 

#1687

@ High Treason
It's looking ship-shape, the scaling has improved markedly. Design's a bit bland in some areas, but if you're basing it off a real area, there's not much that can be done about that.

Anywho, this short video will demonstrate that last bit of code I've alluded to in the past few posts. Basically, the player has a sort of "rage" meter in the game that, when maxed out, causes him to spaz out and spin around in circles, firing whatever weapon you had armed at the time. During this time you'll be completely invulnerable, but you'll also have no control over the character whatsoever, and he can easily blow through all the ammo for whatever weapon is selected (except for the pistol weapon, as it has infinite ammo), so it tends to do a bit more harm than good. There are items in the game that will decrease the rage meter, but getting hit by a weapon (any weapon) three times, running for extended periods, and trying to shoot an empty weapon will all increase it. As a caveat, in the video I was increasing it by hitting the space bar, which was how I tested the code to make sure it functioned correctly.
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User is offline   Mark 

#1688

The level sure has come a long way from your first post of a bridge over a sewer :blink:
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User is offline   Mike Norvak 

  • Music Producer

#1689

It´s not so bad, but i think many things are oversized and other are too small, also i would look over the design of the inial part.
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User is offline   Jblade 

#1690

View PostEmericaSkater, on Nov 18 2010, 06:45 PM, said:

Anywho, this short video will demonstrate that last bit of code I've alluded to in the past few posts.

That's a cool idea, although I think it should decrease naturally in time rather than having to find items specifically to calm yourself down. I don't mean super fast of course, but maybe if you walk around so you're not as hopped up on adrenaline it'll decrease whereas if you run everywhere it won't.
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User is offline   Danukem 

  • Duke Plus Developer

#1691

View PostEmericaSkater, on Nov 18 2010, 10:45 AM, said:

getting hit by a weapon (any weapon) three times


OK

View PostEmericaSkater, on Nov 18 2010, 10:45 AM, said:

running for extended periods, and trying to shoot an empty weapon will all increase it.


That sounds extremely annoying. When I'm running from a monster or low on ammo I don't want to worry about suddenly going into an uncontrollable spinning spamfest for no apparent reason. Having an empty weapon is its own punishment, and there's nothing wrong with a good old fashioned sprint meter.
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#1692

View PostDeeperThought, on Nov 19 2010, 08:42 PM, said:

OK



That sounds extremely annoying. When I'm running from a monster or low on ammo I don't want to worry about suddenly going into an uncontrollable spinning spamfest for no apparent reason. Having an empty weapon is its own punishment, and there's nothing wrong with a good old fashioned sprint meter.


you sound like you actually made his mod hehe.
and emerica or whatever you are called ^^ i think it looks pretty cool with that rage meter. i love how you made it. it is a rage mode so it is supposed to be... uncontrollable. but maybe you should make it so that it doesnt spin in circles but rather just like when you play counterstrike and the recoil is at max so that it is uncontrollable. so that everytime he shoots it will just look crazy.... i dont expect that you know what i am thinking haha
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#1693

Posted Image

yea thats right. moogle walks the earth yet again!!! shoot at it and it might get angry ( that is not why they are here) the moogles are the shops and weapon upgrade station. you will be spending some time setting the right amount of upgrades on the right weapons. your choice
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User is offline   Danukem 

  • Duke Plus Developer

#1694

If you knew much about scripting for this game, you would be sweating bullets about coding gradual +speed upgrades to the weapons. It's definitely not something for beginners.
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#1695

that is a very clever reply dt. the speed may be impossible to edit :blink: that is why i made a backup picture with no +speed text :blink: but i think i will make a whole new picture when i manage to draw better hehe. i guess i will have to use some time trying to figure something out :blink: do you like the kupo? i didnt make it >.>
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User is offline   Danukem 

  • Duke Plus Developer

#1696

View PostJhect, on Nov 19 2010, 06:39 PM, said:

that is a very clever reply dt. the speed may be impossible to edit :blink: that is why i made a backup picture with no +speed text :blink: but i think i will make a whole new picture when i manage to draw better hehe. i guess i will have to use some time trying to figure something out :blink: do you like the kupo? i didnt make it >.>


All I know about this FF stuff is what I learned in ten seconds by googling...

Rate of fire on weapons can be changed, but making it into something that can be gradually upgraded would require creating a new weapon system from scratch. The other upgrades in your screen are pretty easy to do, though.
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#1697

yes it is all possibly. some things easier than others. i did have in mind that i could simply make 4 kinds of all my weapons. but i think that would be too annoying for me hehe. so if i can not find another sollution then i will take out the speed upgrades and make something else. i cant say i know right now. Anyway have you been thinking of adding a dp sprite acting the same way as the starttrack command. i think that midlevel music change is awesome. i myself is going to add starttrack command compared to enemy actors like bossmusic. only a little different.
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User is offline   CruX 

#1698

View PostJames, on Nov 19 2010, 11:19 AM, said:

That's a cool idea, although I think it should decrease naturally in time rather than having to find items specifically to calm yourself down. I don't mean super fast of course, but maybe if you walk around so you're not as hopped up on adrenaline it'll decrease whereas if you run everywhere it won't.


Good suggestion. Right now the item pretty much takes the meter back down to zero, but I could probably rearrange it to where it only knocks off one or two points, and otherwise the meter gradually decreases by, say, one point every couple of minutes.


View PostDeeperThought, on Nov 19 2010, 11:42 AM, said:

That sounds extremely annoying. When I'm running from a monster or low on ammo I don't want to worry about suddenly going into an uncontrollable spinning spamfest for no apparent reason. Having an empty weapon is its own punishment, and there's nothing wrong with a good old fashioned sprint meter.


I considered that for a moment, and after seeing your reaction, I might go ahead implement it instead. My main reason for including running was that I wanted a way to discourage the player from doing it unless it was necessary. The hud in the video is pretty much the only one I'm offering in the mod, and I didn't want to clutter it up with too many bars/meters/etc, so it seemed like making it a part of the rage code would be the best compromise, but apparently not.
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#1699

Maybe you could have it enrage the player if his sprint meter is empty and he carries on running? I know it sure annoys me having to run when I'm fatigued. Doing it this way will certainly discourage the player from running when they don't need to.

I like the epic rage spazz-out anyway, it's kind of funny.

This post has been edited by High Treason: 20 November 2010 - 01:03 AM

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User is offline   Mark 

#1700

I live...again
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User is offline   DavoX 

  • Honored Donor

#1701

That's not Duke Related but damn, it's friggin awesome :blink:
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User is offline   Mark 

#1702

Its kind of related because its running on Eduke32.
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User is offline   Jimmy 

  • Let's go Brandon!

#1703

Looks more like Blood 2 than Blood, which isn't good. Much too sterile, needs some dirt and grime in there.
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User is offline   CruX 

#1704

View PostMarked, on Nov 20 2010, 07:58 PM, said:

Its kind of related because its running on Eduke32.


Is it using M120's stuff? If so, is it the last full blown release he had before abandoning that project, or is it just his weapons mod?
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User is offline   Tetsuo 

#1705

View PostCaptain Awesome, on Nov 20 2010, 09:39 PM, said:

Looks more like Blood 2 than Blood, which isn't good. Much too sterile, needs some dirt and grime in there.

I agree that it looks too clean but it doesn't look as bad as blood 2. :blink:
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#1706

Started using polymer for the first time today.
Basic structure, getting used to using the lighting.

Attached thumbnail(s)

  • Attached Image: willg.jpg


This post has been edited by William Gee: 21 November 2010 - 12:55 AM

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User is offline   Lunick 

#1707

^ that looks good
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User is offline   Mark 

#1708

View PostEmericaSkater, on Nov 21 2010, 01:55 AM, said:

Is it using M120's stuff? If so, is it the last full blown release he had before abandoning that project, or is it just his weapons mod?


Its M120's stuff as you said. It is what he released a couple of weeks ago.

And yes, the textures could use some tweaking. I made about 30 or 35 of them so far and was curious to see how they looked in the game. Plus I was just doing this for fun. I didn't plan a full takover and release of his project. So I did not follow the original textures exactly in all cases. I assumed that others might be doing the same as I am.

One thing I have to figure out is how to re-arrange the files and folder structure M210 used. He created a new .grp file and a bunch of .con and .art files, no HRP or Duke.grp content in the game. The Eduke.exe file has some extensions in it to run his extra content. And because of all this, my new textures do not show up in Mapster.

EDIT: added some quick "grunge" to a couple of textures. Before and after pic.

This post has been edited by Marked: 21 November 2010 - 08:05 AM

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#1709

@Marked; Ah, Blood, that looks good, it certainly looks better than Blood 2 did to me, I've only got that game running once and I could either have Wireframe or solid-color Pixelated mess.

Anyhow, here everyone, have some more of my shameless self-promotion;
Posted Image
Don't worry, I'll be showing you all how it's done in my next Polymer video.

This post has been edited by High Treason: 21 November 2010 - 11:45 PM

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#1710

So I assume it's a Build structure (SOS?) instead of a 3d model?
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