What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#1681 Posted 15 November 2010 - 07:47 PM
#1682 Posted 15 November 2010 - 07:50 PM
High Treason, on Nov 15 2010, 09:11 PM, said:
It looks so good, what a shame i can´t play on polymer, How this map run fine with polymer?
#1683 Posted 15 November 2010 - 08:04 PM
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.
#1684 Posted 17 November 2010 - 05:33 PM
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
#1685 Posted 17 November 2010 - 10:02 PM
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
#1686 Posted 18 November 2010 - 07:34 AM
High Treason, on Nov 18 2010, 07:02 AM, said:
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
#1687 Posted 18 November 2010 - 10:45 AM
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.
#1688 Posted 18 November 2010 - 04:09 PM
#1689 Posted 18 November 2010 - 04:16 PM
#1690 Posted 19 November 2010 - 11:19 AM
EmericaSkater, on Nov 18 2010, 06:45 PM, 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.
#1691 Posted 19 November 2010 - 11:42 AM
EmericaSkater, on Nov 18 2010, 10:45 AM, said:
OK
EmericaSkater, on Nov 18 2010, 10:45 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.
#1692 Posted 19 November 2010 - 01:27 PM
DeeperThought, on Nov 19 2010, 08:42 PM, 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.
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
#1693 Posted 19 November 2010 - 06:10 PM
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
#1694 Posted 19 November 2010 - 06:27 PM
#1695 Posted 19 November 2010 - 06:39 PM
#1696 Posted 19 November 2010 - 07:07 PM
Jhect, on Nov 19 2010, 06:39 PM, said:
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.
#1697 Posted 19 November 2010 - 07:28 PM
#1698 Posted 20 November 2010 - 12:33 AM
James, on Nov 19 2010, 11:19 AM, said:
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.
DeeperThought, on Nov 19 2010, 11:42 AM, said:
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.
#1699 Posted 20 November 2010 - 01:02 AM
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
#1703 Posted 20 November 2010 - 08:39 PM
#1704 Posted 20 November 2010 - 10:55 PM
Marked, on Nov 20 2010, 07:58 PM, 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?
#1705 Posted 21 November 2010 - 12:04 AM
Captain Awesome, on Nov 20 2010, 09:39 PM, said:
I agree that it looks too clean but it doesn't look as bad as blood 2.
#1706 Posted 21 November 2010 - 12:52 AM
Basic structure, getting used to using the lighting.
This post has been edited by William Gee: 21 November 2010 - 12:55 AM
#1708 Posted 21 November 2010 - 06:19 AM
EmericaSkater, on Nov 21 2010, 01:55 AM, said:
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
#1709 Posted 21 November 2010 - 11:45 PM
Anyhow, here everyone, have some more of my shameless self-promotion;
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