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

#1831

please tell me more about asserting your inherent dislike and wish someone would give up on a project in a thread and forum dedicated to creative use of an engine long since forgotten by the average person.
I'm certain that's a surefire way to gain new people to the cause of making it fun and interesting again.
-1

User is offline   Jimmy 

  • Let's go Brandon!

#1832

That stool is dead on. I love these damn voxels, and I hope they garner interest with our EDuke32 developers to help integrate them proper.
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User is offline   Scott_AW 

#1833

That stole is awesome.

You might be able to do the enemies for a Duke3d from the HRP using poly2vox, just limit the resolutions to the sizes of the actual sprites, maybe burn in a lighting from the top for detail. That' would be pretty easy. Unless I find time to play with that myself.

The items are spot on.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#1834

I was testing some modern FPS like bullets

It comes out quite well, as long you take care on what you are doing

Posted Image

Hmmm, ignore the Doom thing on this screenshot, that is not the point
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User is offline   Danukem 

  • Duke Plus Developer

#1835

Are those sprites wall aligned? (cstator 16)

This post has been edited by DeeperThought: 19 January 2011 - 10:38 PM

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#1836

Yes, that's more or less how modern FPS does it
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User is offline   Danukem 

  • Duke Plus Developer

#1837

 Fox, on Jan 19 2011, 11:07 PM, said:

Yes, that's more or less how modern FPS does it


And all this time I thought they used models.

Anyway, it looks good. What project are you using it for?
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#1838

It's isn't for any project in specific, just playing with CON
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#1839

Cool fox. I thought about changing all the hitscan type projectiles in my mod with some rpg-like projectiles shooting with about 2000-3000 velocity. It just doesn't look so good i think. Maybe if it has less velocity. But then it won't hit so that it looks instantly.
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User is offline   Stabs 

#1840

I think the idea is to make every 3-4th bullet a tracer bullet and the others are invisble but still move like a projectile
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#1841

I made it like this:
- The velocity has a random value, for example beetween 5,000 and 10,000.
- The bullet only show from a certain distance of it's spawning position

Doing this it looks very nice. You can see the projectiles as long you take atention.

This post has been edited by Fox: 20 January 2011 - 06:44 PM

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User is offline   Stabs 

#1842

I would like to see this Dukeplus, particularly for the monsters, you could use a ton more pigcops / liztroops with something like this, battlelords aswell, that chaingun is so stupidly overpowered.
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User is offline   Danukem 

  • Duke Plus Developer

#1843

View PostDanM, on Jan 20 2011, 11:25 PM, said:

I would like to see this Dukeplus, particularly for the monsters, you could use a ton more pigcops / liztroops with something like this, battlelords aswell, that chaingun is so stupidly overpowered.


I will nerf the minigun by reducing how much ammo comes with it.

But the approach Fox is using would not be suitable for DukePlus, for several reasons.

First of all, he is using a sprite. The sprite looks fine when the bullets are going straight ahead, but it will look wrong if they are fired at an upward or downward angle (remember, there is no way to slope sprites). Secondly, the last time I checked there is an engine bug having to do with upward/downward trajectories on fast moving non-hitscan projectiles which affects gameplay. TX did try to fix it, but the fix had its own bugs and I'm not even sure if it was implemented. (I could describe the bug if anyone is interested, but I'll skip that for now). Thirdly, there is a huge difference between something hitting instantly and something moving very fast. If bullets merely move very fast, then Duke can dodge most of them by circle strafing around enemies. This would greatly change gameplay against enforcers, pigcops and battlelords. Fourthly, there is a lot of code having to do with the effects of SHOTSPARK1 (the picnum of all bullets). It's a special sprite that has a lot of hardcoding and con coding associated with it. Changing over to a different type of projectile would be a lot of work and have many consequences, some of them unwanted.

So what I would do is leave the bullets as hitscan weapons, but give them a trail actor that looks like a streak. This actor would have a model which could be pitched appropriately, unlike a sprite. It would be coded to only appear once along the trajectory and with a random but limited distance from the source. I don't have a good model for that, though.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#1844

As you said, if you use a model you can adjust the angle of that thing. About dodging, with a speed of 5,000+ that's unlike, not to mention I added a random angle variation...

I didn't noticed any bug when I was working there, might be because I am using zshoot instead auto-aiming-at-the-player projectiles?

This post has been edited by Fox: 21 January 2011 - 04:50 AM

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User is offline   Danukem 

  • Duke Plus Developer

#1845

View PostFox, on Jan 21 2011, 04:46 AM, said:

As you said, if you use a model you can adjust the angle of that thing.


Do you have one? I would like to use it.


View PostFox, on Jan 21 2011, 04:46 AM, said:

About dodging, with a speed of 5,000+ that's unlike, not to mention I added a random angle variation...


It depends on whether the projectile can reach the target on the first tic it is fired. If it can't, then it makes a big difference to gameplay.

View PostFox, on Jan 21 2011, 04:46 AM, said:

I didn't noticed any bug when I was working there, might be because I am using zshoot instead auto-aiming-at-the-player projectiles?


No, here's an example of the bug. Suppose you are standing on a ledge, such as the roof at the beginning of E3L1. You fire downward at an enemy on the ground below. The enemy is in the crosshair and you have a clear shot, but instead of hitting the enemy, the projectile hits the floor under your feet. It's like the projectile is moving in a stairstep fashion, doing the vertical part of the motion first, then the horizontal. Like I said, there was an attempt at fixing it, but IIRC the fix either wasn't implemented or caused other problems.

Getting decals to work with non-hitscan projectiles is a hassle as well.
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#1846

How are you going to fix the problem with non-hitscan projectile decals? I'm gonna try it in my mod. Was thinking about making a sprite that is only meant to be used as a decal.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#1847

View PostDeeperThought, on Jan 21 2011, 02:40 PM, said:

Do you have one? I would like to use it.

Not really, but it's not hard to get one

View PostDeeperThought, on Jan 21 2011, 02:40 PM, said:

No, here's an example of the bug. Suppose you are standing on a ledge, such as the roof at the beginning of E3L1. You fire downward at an enemy on the ground below. The enemy is in the crosshair and you have a clear shot, but instead of hitting the enemy, the projectile hits the floor under your feet. It's like the projectile is moving in a stairstep fashion, doing the vertical part of the motion first, then the horizontal. Like I said, there was an attempt at fixing it, but IIRC the fix either wasn't implemented or caused other problems.

Yeah, I sort of can see a subtle bug when firing from a ladder. But it's not that of a big deal, since ladders always had problem in Duke. :D

View PostDeeperThought, on Jan 21 2011, 02:40 PM, said:

Getting decals to work with non-hitscan projectiles is a hassle as well.

Well, since modern games leaves holes for both bullets and missiles, it doesn't make such a difference. :(
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#1848

Small sprite work

It was a pain to reconstruct the obscures parts of the Baphomet head

The textures are masked walls in different positions to give deep

Posted Image

Still need some color matching in the body

This post has been edited by Fox: 22 January 2011 - 11:49 PM

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#1849

unholyshit! nicely done!
Hope that the map he appears in also has plenty of inverted pentagrams etc. :(
I always imagined it to stand on hand and feet in doom's tile.

I'm currently doing some personal mapping work just for screwing around, creating dark dungeons and cave systems and whatnot, but Mapster32 crashing every 30 seconds when I'm having setrendermode 4 on to place lights isn't particularly motivating. So I'm taking a break, looking up some pictures for ideas.

Damn you ATI...

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User is offline   darkcaleb 

#1850

Little update on my little one based map mod, i have been working on allot these days and i'm trying to to get this one done maybe this summer maybe. :D But we'll see. It's a movie based map so :(

Attached thumbnail(s)

  • Attached Image: capt0000.jpg
  • Attached Image: capt0001.jpg
  • Attached Image: capt0002.jpg

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#1851

Looks very promising Darkcaleb :(
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User is offline   Zaxtor 

#1852

Just made one of the hardest effects, took like 30-50 tries to make it work and finally worked cus I'm sexy.

Is a water tank but not like others. Is cleared water and it drains to nearly empty.
Was soo hard to find out how to make so when the clear water (not sprites) drains it doesn't lower the tank with the water from out of the water view.
You'll see it when mod is finished.
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User is offline   Pigeon 

#1853

Right now I'm working on something I've dubbed the X Pack.
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User is offline   Scott_AW 

#1854

@Fox - OMG, that looks bad ass!

I managed to figure out how to correct some clipping and shading issues I was having in clasic render. Turns out the answer was in the CON, I had to set objects with spritenoshade so that they actually were shaded like I set them in mapster, now they fade out instead of glow in a dark background. Also the windows no longer show through doors! Found out you just can't put a voxel model directly on a wall in that situation.

http://www.youtube.c...h?v=PWSfDaMh5Rk
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User is offline   Danukem 

  • Duke Plus Developer

#1855

View PostScott_AW, on Jan 23 2011, 01:23 PM, said:

@Fox - OMG, that looks bad ass!

I managed to figure out how to correct some clipping and shading issues I was having in clasic render. Turns out the answer was in the CON, I had to set objects with spritenoshade so that they actually were shaded like I set them in mapster, now they fade out instead of glow in a dark background. Also the windows no longer show through doors! Found out you just can't put a voxel model directly on a wall in that situation.

http://www.youtube.c...h?v=PWSfDaMh5Rk


That's looking really nice. I hope you are going to replace those tree sprites with voxels soon. There are a lot of trees in your maps and it would make a big difference to the overall look of the TC to have those done.
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User is offline   Scott_AW 

#1856

View PostDeeperThought, on Jan 23 2011, 03:09 PM, said:

That's looking really nice. I hope you are going to replace those tree sprites with voxels soon. There are a lot of trees in your maps and it would make a big difference to the overall look of the TC to have those done.



I been putting it off, since I have to do 9 of them, but yes it must be done. I did ditch the idea of variant rock models beside the first 6 I did, now I'm just going to recolor/shade in mapster.

I need to redo my roof pieces so they're longer and I use less of them, the town goes slow in places on my netbook, decent on the desktop. This would be further complicated by adding trees, but if I double/triple the width of the roof pieces I can half/third the object count to make up for it.
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User is offline   Shawneth 

#1857

I like going through things like that, did they actually use the zombie cops?

--Sorry, replied to an older post--

This post has been edited by oporix: 23 January 2011 - 04:17 PM

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User is offline   Scott_AW 

#1858

I've updated my strip2vox program to allow a custom transparent color, vertical or horizontal reading, and a nice prompt that lets you know you should be in 16bit color mode.

Download Link

http://64digits.com/...?id=29920&dir=0

Here is a video of how its used.

http://www.youtube.c...h?v=KSNyZjMSGxo
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#1859

Posted Image
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User is offline   Sebastian 

#1860

It's really hard to get a real sense of depth and what's really going on. Will it look awkward from a different angle? How does it look like if you're seeing it from underneath?
0

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