What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#1711 Posted 22 November 2010 - 12:38 AM
I've been able to do this for a while but it was not possible to get windows into the building, I've spent ages trying to figure out how to do it.
Edit: I should probably have added that I've finished all the major sector and sprite work for my map now - which is where that building is from. All I have left to do is tidy the intro up, add a couple of walls, fix some textures and add enemies/items/effects, I expect this to take a while, given that I am still not familiar with the tags for Duke, I guess I'll be spending a lot of time reading the Infosuite.
This post has been edited by High Treason: 22 November 2010 - 12:46 AM
#1712 Posted 22 November 2010 - 01:18 PM
Making pretty steady progress on the first level, in light of the fact that I hadn't had as much time to work on it as I'd like.
#1713 Posted 22 November 2010 - 02:37 PM
High Treason, on Nov 22 2010, 06:38 AM, said:
I've been able to do this for a while but it was not possible to get windows into the building, I've spent ages trying to figure out how to do it.
Edit: I should probably have added that I've finished all the major sector and sprite work for my map now - which is where that building is from. All I have left to do is tidy the intro up, add a couple of walls, fix some textures and add enemies/items/effects, I expect this to take a while, given that I am still not familiar with the tags for Duke, I guess I'll be spending a lot of time reading the Infosuite.
I have asked about the 3d model because back them I could do something like that using a 3d model roof
As many of you may have figures it just by looking, this is quite a simply structure. The ceiling sky is set at different height and slopes to to define the house walls.
There is just a roof 3d model with the sectnum structure set the same as the outside area.
So, about your roof... can you walk over it? If not, can't you change the paralaxed sky (even if it is a sector with lenght of 1) height for the masked wall?
This post has been edited by Fox: 22 November 2010 - 02:39 PM
#1714 Posted 22 November 2010 - 11:33 PM
I can change the height of the sky for the window sector but then I get weird artifacts where the roof is (given that there would then be a sky going straight through it) and things behind it tend to disappear which causes the roof to also stop being drawn if you look too closely at the window (The roof is technically a sector inside the sector making up the wall, it has been stretched out, kind of like flat-packed furniture). I suspect there is a practical way of lowering the sky as I have had it work with other things, it's just kind of hit-and-miss really. The window doesn't need to be broken or anything anyway because the player needs a key to get into that building.
Edit: Thinking about it, models are likey more efficient than this sector method. The roof consists of around 12 walls in 4 sectors... I wondered why I was approaching the wall limit.
Anyhow, in case anybody is bothered, I've started on enemy/item placement and Sector Effectors.
This post has been edited by High Treason: 22 November 2010 - 11:37 PM
#1715 Posted 23 November 2010 - 01:36 PM
AND
do anybody know why when i press space when the map is loading. it simply skips the loading and enters the level? if this doesnt bug up anything then i find this highly effective ^^ only tried it with one map and that is my own.
oh also added new boss monster. the giant battle lord that does kinda the same as the regular battle lords. this one is about double as big as the boss version of it. thats about 4 or 5 times as big as the miniboss version.
he has an incredible fast run speed and he runs toward you and when he is close enough to you, you will get wacked a bit and he will start shooting at you or maybe doing something else. most of his actions are decided by random chances. havent added new weapons for him yet.
and can someone please tell me how to change from where the enemy spawns the shots. like when the battlelord shoots a morter. how can i define from where on the sprite if will be spawned?
This post has been edited by Jhect: 23 November 2010 - 01:43 PM
#1716 Posted 23 November 2010 - 10:18 PM
Jhect, on Nov 24 2010, 10:36 AM, said:
It has done this for almost 2 years now.
Jhect, on Nov 24 2010, 10:36 AM, said:
http://wiki.eduke32....iki/PROJ_OFFSET
#1717 Posted 24 November 2010 - 01:16 PM
EmericaSkater, on Nov 22 2010, 09:18 PM, said:
Good stuff, I like it! I think the project would benefit from not using Duke textures whereas possible since it still 'looks' like a Duke level with custom art rather than a different game
#1718 Posted 24 November 2010 - 01:26 PM
The Commander, on Nov 24 2010, 07:18 AM, said:
quote1:
ok but does it damage anything?
quote2:
so i have to make new projectiles for the different size of the enemies? how useful >.<
This post has been edited by Jhect: 24 November 2010 - 01:27 PM
#1719 Posted 24 November 2010 - 04:11 PM
James, on Nov 24 2010, 01:16 PM, said:
I've been thinking the same thing, actually, though for different reasons, and I still wind up being kind of conflicted. I've learned how to map with Duke's textures, and I'm sort of reluctant to cut any part of them out, but I've also been debating on whether or not I should make it stand-alone. If I did, I think minimizing duke's vanilla textures would be the ethical high-road.
Jhect, on Nov 24 2010, 01:26 PM, said:
so i have to make new projectiles for the different size of the enemies? how useful >.<
No offense man, but you really need to consider the merit of what you're about to post before you actually post it. There's nothing about the page Commander linked you to that suggested you needed to make a separate projectile for each enemy. Most properties of a projectile can be edited on the fly by using the RETURN var after the projectile's been shot. For example, changing the Z-position of the projectile would be something like,
eshoot PROJECTILE getactor[RETURN].z temp1 addvar temp1 -10 setactor[RETURN].z temp1
You can also use the get/setprojectile commands to edit other particular properties, but in my experience, those commands have changed the properties for ALL projectiles, rather than what's been shot.
#1720 Posted 24 November 2010 - 08:48 PM
Quote
Although he never said what direction he wanted the projectile to be edited from, so I assumed it was the X axis and not Z.
#1721 Posted 24 November 2010 - 11:55 PM
http://www.youtube.c...h?v=z5m25hTlHrY - Audio quality is a bit whack this time, not sure how that happened.
#1722 Posted 25 November 2010 - 09:45 AM
The Commander, on Nov 25 2010, 08:55 AM, said:
http://www.youtube.c...h?v=z5m25hTlHrY - Audio quality is a bit whack this time, not sure how that happened.
police bells and churc sirens
but seriously i dont see how a mod like this can be more fun than the original game...
This post has been edited by Jhect: 25 November 2010 - 09:46 AM
#1723 Posted 25 November 2010 - 07:32 PM
Jhect, on Nov 26 2010, 06:45 AM, said:
That makes no sense to me what so ever.
#1724 Posted 26 November 2010 - 12:36 AM
The Commander, on Nov 25 2010, 05:25 PM, said:
http://www.youtube.c...h?v=z5m25hTlHrY - Audio quality is a bit whack this time, not sure how that happened.
Wow that base and everything looked cool, too bad the polymer draw distance kind of killed the realism a bit with the magically appearing cliffs
Are you planning to add more explosions to the church's destruction? Also, I'm not sure if I saw the bolt of electricity from the tesla tower, although it could have been too quick for me
#1725 Posted 26 November 2010 - 11:25 AM
Micky C, on Nov 26 2010, 09:36 PM, said:
It is a downfall, but then it also gives it a higher FPS than trying to run it in Polymost.
Yes, Polymer is faster than Polymost in this mod
Micky C, on Nov 26 2010, 09:36 PM, said:
Yeah, I am going to be giving all explosions an overhaul soon.
Micky C, on Nov 26 2010, 09:36 PM, said:
Yeah there is a bolt, IIRC you have a SVN tool, so just download it with the link in my signature and check it out.
This post has been edited by The Commander: 26 November 2010 - 11:25 AM
#1726 Posted 27 November 2010 - 01:30 AM
edit: I copied and pasted the necessary files from somewhere else. Where is the documentation on this mod? I can't seem to find it anywhere.
This post has been edited by Micky C: 27 November 2010 - 02:11 AM
#1727 Posted 27 November 2010 - 01:34 AM
Just made some insane sprites works, many caves and high-tech things etc.
#1728 Posted 27 November 2010 - 05:58 AM
Micky C, on Nov 27 2010, 11:30 AM, said:
Make suke DUKE3D.GRP is in your directory.
#1729 Posted 27 November 2010 - 08:17 AM
Micky C, on Nov 27 2010, 10:30 PM, said:
Yeah, you only need to paste a DUKE3D.GRP into the folder, I can't include that yet for obvious reasons.
There is some documentation in DNRA README.txt and DNRA README.doc although it's not fully up to date.
It is best to use "Red Alert Host.bat" to play the game and not "Red Alert.bat" just make sure monster in the setup window is on something other than none. Just play around with the maps, none of them are fully complete yet.
#1730 Posted 30 November 2010 - 11:06 AM
During the Great World War II both the Soviets and Allies used identical power plants that followed basic building architecture. Both the Allied and Soviet power plants and advanced power plants shared the same aesthetic designs.
http://www.youtube.c...OzoouBA&t=1m22s
#1731 Posted 30 November 2010 - 07:57 PM
But I think it's great regardless. The power plant looks massive - is it really or is it just a perspective illusion? Care to post a shot from right up close looking up at it? Just curious
#1732 Posted 30 November 2010 - 11:02 PM
#1733 Posted 01 December 2010 - 12:07 AM
Sobek, on Dec 1 2010, 04:57 PM, said:
The transparency goes to shit when you use polymer lights in sectors with the fog effect.
I wish Plagman would fix it.
Sobek, on Dec 1 2010, 04:57 PM, said:
A few details still need to be fixed on it, but it's working none the less.
Micky C, on Dec 1 2010, 08:02 PM, said:
Pretty much, I have updated my SVN with the latest changes etc
Maybe if I could start having some feed back, one of the nice changes I did was make destroyed buildings have a smoke effect so that it is easier to see that they need rebuilding instead of looking round for a wrench icon.
This post has been edited by The Commander: 01 December 2010 - 12:16 AM
#1734 Posted 01 December 2010 - 03:50 PM
#1735 Posted 01 December 2010 - 03:59 PM
like addditive or subtract?
#1736 Posted 01 December 2010 - 09:54 PM
Also, sigh. I just spent a good hour converting over and setting up a new phaser rifle model someone provided for me (I honestly hate the one I've been using), based on the rifles they occasionally used in Voyager. They look awesome in the show, but this model is just plain horrible for use in Duke. The shape just doesn't work no matter how you angle or size it, and while the textures provided looked good, the way they're mapped onto the model is just plain awful. So that was an hour wasted...
Back to the drawing board! Luckily I've got quite a few quality phaser rifle models to choose from, just not the kind that really suit the Voyager theme quite right. I really wanted to use a proper delta quadrant phaser rifle but, I can see it just isn't going to work.
#1737 Posted 02 December 2010 - 11:42 PM
#1738 Posted 03 December 2010 - 07:23 PM
Man Polymer runs like shit now on my old work PC. Time for an upgrade... At least parts are cheap these days.
The Commander, on Dec 1 2010, 06:37 PM, said:
I wish Plagman would fix it.
Just to be clear, I was talking about the transparency on the textures for the tree to the right of the image... How the different layers have that outer transparent section that cuts through everything. Man I can't stand that!
This post has been edited by Sobek: 03 December 2010 - 07:29 PM
#1739 Posted 03 December 2010 - 08:20 PM
#1740 Posted 03 December 2010 - 08:26 PM
Jhect, on Dec 4 2010, 02:50 PM, said:
That's the final version yeah. Paper like? Can you be a little more specific... I mean, do you think the lighting on the weapon is wrong (can fix that with some texture and shade tweaks), or do you think the textures themselves are just flawed in some way?
Perhaps it's just the big empty grey space on the backside that stands out?
This post has been edited by Sobek: 03 December 2010 - 08:27 PM