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

User is offline   fgsfds 

#1801

No, I mean what's name of this font?
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#1802

Don't know :P
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User is offline   The Commander 

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

#1803

View PostJhect, on Jan 4 2011, 03:24 AM, said:

Ok video is up.

Watch the aliens spawning and listen to the sweet music that i edited from the final fantasy 13 battle theme.

here it is. a bit laggy for me :P

No offence, but this video kind of sucks.
A. Stop using imageshack to upload videos and use You Tube.
B. I don't see anything interesting in the map other than some spawning monsters which can be done in any map.

View Postempyrock, on Jan 4 2011, 04:18 AM, said:

No, I mean what's name of this font?

BIGALPHANUM

This post has been edited by The Commander: 03 January 2011 - 08:27 AM

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#1804

Yea the font is BIGALPHANUM.

commander you have to look at the way they are spawned. and listen to the sweet music :P
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User is offline   CruX 

#1805

View Postzykov eddy, on Dec 30 2010, 04:30 PM, said:

Those sprites from Last Rites look really good in Duke Nukem.


Yeah, but only because I worked on them for months. If I'd just screenshot ripped them and put them in the game, they wouldn't have looked anywhere near as good.

View PostThe Commander, on Jan 3 2011, 08:25 AM, said:

No offence, but this video kind of sucks.
A. Stop using imageshack to upload videos and use You Tube.
B. I don't see anything interesting in the map other than some spawning monsters which can be done in any map.


I think the deal is that they're timed monster spawners. While it's a nifty trick, it's not particularly complicated, and it can't really be dressed up into looking like something really impressive.
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User is offline   The Commander 

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

#1806

View PostJhect, on Jan 4 2011, 05:29 AM, said:

commander you have to look at the way they are spawned. and listen to the sweet music :P

They spawn when you enter the sector just before you enter the big opening, nothing new there. :P
I do not care for the music as such.

Just a tip, but if you are going to upload videos etc wait till you have done a lot more that will wow the critics here. :P

View PostEmericaSkater, on Jan 4 2011, 05:34 AM, said:

I think the deal is that they're timed monster spawners. While it's a nifty trick, it's not particularly complicated, and it can't really be dressed up into looking like something really impressive.

Hmmm, It would seem I may have over looked that, but as you said "it's not particularly complicated, and it can't really be dressed up into looking like something really impressive."
I still thought they spawned as two different groups on two separate sectors.

This post has been edited by The Commander: 03 January 2011 - 08:40 AM

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#1807

View PostEmericaSkater, on Jan 3 2011, 05:34 PM, said:

Yeah, but only because I worked on them for months. If I'd just screenshot ripped them and put them in the game, they wouldn't have looked anywhere near as good.



I think the deal is that they're timed monster spawners. While it's a nifty trick, it's not particularly complicated, and it can't really be dressed up into looking like something really impressive.


I think that it's very useful. Instead of all enemies spawning the exact same second, this gives some gameplay value and can make it look more fresh. That's what makes it so useful.

And the reason why you can't see the usefullnes of this the commander, is because i think that most games nowadays use this. It's just a little neat thing that makes the game so much better :P


View PostThe Commander, on Jan 3 2011, 05:38 PM, said:

They spawn when you enter the sector just before you enter the big opening, nothing new there. :P
I do not care for the music as such.

Just a tip, but if you are going to upload videos etc wait till you have done a lot more that will wow the critics here. :P


Hehe thanks for the tip. But my mod won't be a wow that looks beautiful experience. It will be a mod based on gameplay, which you can't see in my videos. So that won't make a difference :D and i won't be uploading gameplay videos o.O my computer can't handle that with hrp lol.

But i do not understand that you don't like the music o.O

This post has been edited by Jhect: 03 January 2011 - 08:41 AM

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User is offline   The Commander 

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

#1808

View PostJhect, on Jan 4 2011, 05:39 AM, said:

and i won't be uploading gameplay videos o.O my computer can't handle that with hrp lol.

Then do not record them with the HRP turned on, not everyone likes the HRP.
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#1809

That's right :P

My mod will also have other kinds of levels than just mountain levels, plain levels and such. So maybe i can make those maps look good :P It is very hard with the map i have here without making ultra lags :P
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User is offline   Mark 

#1810

A few screen shots of an underground area in a Graveyard map I've been working on. The topside part of the map is close to completion.

I know I should wait until this part is a little further along as far as details and texture alignment etc... but that Polymer lighting just makes everything look so cool I couldn't wait to post this rough draft.
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#1811

It look's pretty cool Marked. Just too bad that i can't run polymer :P
Also one thing i have been working on in my mod is soft corners.
I see you don't have it in your map.
Ofcourse some maps shouldn't have soft corners. But sometimes it just makes it look more... soft lol xD
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User is offline   The Commander 

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

#1812

I was bored this afternoon and threw this crap together.

http://www.youtube.c...h?v=CRwSw8Tyffk

Also, I believe High Treason is/was working on something like this, what ever happened to it?

This post has been edited by The Commander: 09 January 2011 - 01:21 PM

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#1813

Looking cool commander :P
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User is offline   Tea Monster 

  • Polymancer

#1814

That looks really good!

On that subject, wasn't someone doing Duke Nukem 1 or 2 like that? It would look awesome with Polymer.
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#1815

Funny you should bring that up, I've been thinking about reviving my old project.

There were many reasons I stopped, I suppose I could have one last attempt to get something thrown together, if I can completely finish the first level I would be happy.
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#1816

I don't really like the idea of the 2d view.
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User is offline   Daedolon 

  • Ancient Blood God

#1817

 Jhect, on Jan 10 2011, 03:04 AM, said:

I don't really like the idea of the 2d view.


I think it's one of the ideas that could bring an influx to some really interesting mods.

If I ever get more spare time for EDuke32 mods, I know exactly what I could do with it.
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#1818

Scroll up two posts and he seemed to like it.

I know one thing that would be cool with the 2D View, that would be if it were switched on only in certain places (such as some areas in Mario Galaxy).
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User is offline   Scott_AW 

#1819

Nice effect.


I finally completed my first areas monster, save the boss.


The weakest monster was the hardest.

Also, was checking out CraigFatman's extended lookup, here's the results. I think I'll be using it. And using blue more often it would seem.

http://www.youtube.c...h?v=ZRmQSO_y8_Y

Heres a video, its starts from 128, but you see it flash to 12, 10, and so on. So its not the best representation of the order, but shows you the variety.

This post has been edited by Scott_AW: 11 January 2011 - 10:52 AM

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#1820

Pretty nice made scott

And no high treason i have never said i liked it.

The negative thoughts in your brain is controlling you.
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User is offline   ReaperMan 

#1821

Made a few Duke Nukem 3D voxels, nothing fancy just simple stuff really.

Posted Image

Posted Image

This post has been edited by ReaperMan: 17 January 2011 - 07:13 PM

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User is offline   Gambini 

#1822

Great work! i want voxels!
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User is offline   Lunick 

#1823

 Gambini, on Jan 19 2011, 09:23 AM, said:

Great work! i want voxels!


Same here, I want a voxel pack.
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User is offline   Micky C 

  • Honored Donor

#1824

 Marked, on Jan 4 2011, 01:44 PM, said:

A few screen shots of an underground area in a Graveyard map I've been working on. The topside part of the map is close to completion.

I know I should wait until this part is a little further along as far as details and texture alignment etc... but that Polymer lighting just makes everything look so cool I couldn't wait to post this rough draft.


Amazing stuff, high five for bump mapping :P

I'm back at home now after a 5 week trip to France so I'll probably start work again on adding lights to episode 2, but it's difficult work and I'm not sure if I can match the standard I set with e2l1 and e2l9. Also I'll be continuing work on my map which I'm making for a project at school. It's nothing special but I'm already planning to do another, higher quality map afterwards.

@Reaperman, I'm a HRP player myself but if you finish your weapons/items pack I'll play through classic mode with it for nostalgia http://forums2.duke4...tyle_emoticons/default/smile.gif
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User is offline   Jimmy 

  • Let's go Brandon!

#1825

Nice voxels, man! Can't wait to see the full pack release.
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User is offline   Danukem 

  • Duke Plus Developer

#1826

Let's be realistic, though. It will take him 5 years to finish, and by then, instead of 4 people wanting to use it there will be 2.
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#1827

I'm not so sure about that dt.
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User is offline   ReaperMan 

#1828

 Jhect, on Jan 19 2011, 12:34 AM, said:

I'm not so sure about that dt.


It will certainly take me a while, most of the sprites are quite intricate and others are at angles which requires me to basically remake some of them.

A great example of that is this stool from ROTT that i made.

Posted Image
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User is offline   Gambini 

#1829

 DeeperThought, on Jan 18 2011, 11:07 PM, said:

Let's be realistic, though. It will take him 5 years to finish, and by then, instead of 4 people wanting to use it there will be 2.


Let´s be realistic. It is more worth to wait all those years than playing using inaccurate and loud models
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User is offline   Danukem 

  • Duke Plus Developer

#1830

 Gambini, on Jan 18 2011, 07:49 PM, said:

Let´s be realistic. It is more worth to wait all those years than playing using inaccurate and loud models


That's a false dilemma, obviously, since a mapper can use whatever models he wants. Unless you are talking about old maps.

I do like voxels and I'd be happy to see this finished. I hope it won't take eduke five minutes to startup, loading all those voxels and turning them into models as it did with the old voxel pack, though.
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