What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#1861 Posted 24 January 2011 - 01:23 PM
#1862 Posted 24 January 2011 - 11:47 PM
Jhect, on Jan 24 2011, 01:23 PM, said:
Home made sounds are always great, I used to have a good collection I did with just soundrecorder...miss them...
After much time...
Did the first voxel model for the smaller trees, it is no were near a bitch as doing the big tree will be.
Luckily I just need to modify the small and large strips I make to create the other variations.
9 of these bastards need to be made.
I suppose its worth it, but shadows will not work correctly. I may just add them directly to the model.
#1863 Posted 24 January 2011 - 11:49 PM
#1864 Posted 24 January 2011 - 11:54 PM
Plagman, on Jan 24 2011, 11:49 PM, said:
You know I never really got into nethack, but I did a lot in ZZT
#1865 Posted 25 January 2011 - 03:40 AM
This post has been edited by Forge: 25 January 2011 - 03:40 AM
#1866 Posted 25 January 2011 - 05:21 AM
Forge, on Jan 25 2011, 03:40 AM, said:
Agreed. And I play Daggerfall on a pretty regular basis.
#1867 Posted 25 January 2011 - 10:21 AM
#1868 Posted 25 January 2011 - 11:18 AM
Tea Monster, on Jan 25 2011, 10:21 AM, said:
I'm thinking of completely redoing it, its pretty much the same since I made it 3 years ago...
And I love Daggerfall, still have it but haven't played it in...a few months. I still prefer it to the newer ones.
#1869 Posted 25 January 2011 - 01:20 PM
I kinda like the thing you do Scott.
Also are the flowers on the ground blockable? What about the trees?
#1870 Posted 25 January 2011 - 06:19 PM
http://www.youtube.c...h?v=M72WuYdF8Tw
#1871 Posted 25 January 2011 - 06:39 PM
I thought that the plant would be blocking. I usually hate that you can't run through flowers or grass. But i see that it's an object that you can hit.
I really like your mod xD
And the animation of the big tree looks amazing o.O
This post has been edited by Jhect: 25 January 2011 - 06:43 PM
#1872 Posted 25 January 2011 - 07:13 PM
Jhect, on Jan 25 2011, 06:39 PM, said:
I thought that the plant would be blocking. I usually hate that you can't run through flowers or grass. But i see that it's an object that you can hit.
I really like your mod xD
And the animation of the big tree looks amazing o.O
It was also the biggest pain to do, check out the height map I had to make, then I had to double some layers to fill it out more.
#1873 Posted 25 January 2011 - 11:03 PM
Sebastian, on Jan 24 2011, 05:32 PM, said:
The vertical view is not a problem. But the horizontal one is. But a few blocking walls fix the problem
#1874 Posted 26 January 2011 - 09:29 PM
How about a special flat wall that always faces the player? Looked kind of neat, almost seemed like you were pushing the grass aside....but kind of looked funky as well.
So..screw it, voxel grass patches! The nicest thing is that I can scale them either wider or taller.
#1875 Posted 27 January 2011 - 04:26 AM
#1876 Posted 27 January 2011 - 07:18 AM
Everytime i add a new monster i come across a problem. There is ALWAYS something that i forget to define or something... Am i the only one that have these annoying problems lol? Guess i should make a todo list xD
#1877 Posted 27 January 2011 - 07:23 AM
Jhect, on Jan 27 2011, 05:18 PM, said:
http://forums.duke4.net/index.php?showtopi...60&start=60
#1879 Posted 27 January 2011 - 10:21 AM
If you use chrome sometimes the pic doesn't load.
So must refresh, I get that... If you use Chrome
Mobile net dunno much about it but I think there are issues with pics.
Or similar issues to satellite based connections.
Jhect
Mikko posted url to the bridge. Didn't want to post pic here cus there are many and would make a long thing.
Is the last post inside the link.
#1880 Posted 27 January 2011 - 05:33 PM
I guess i can't compare my bridge with yours as my is meant to look old and ramshacklish xD
#1881 Posted 27 January 2011 - 07:54 PM
Zaxtor, on Jan 28 2011, 07:21 AM, said:
Or similar issues to satellite based connections.
There is no issues with the pictures, the issue is that you post 100's of them in the same post and someone using a speed of around 20-70 kbps is going to be waiting 5 minutes for them to load.
Almost like waiting for that damn elevator with the crappy music in the last mod of yours.
IMO you need to post less pictures, you post so many pictures of each level I almost see no point in playing the mod as I have seen everything.
#1882 Posted 27 January 2011 - 08:06 PM
#1883 Posted 27 January 2011 - 08:21 PM
Oh, I polished up the grass some more.
http://www.youtube.c...h?v=vgJK7oWlj3A
This post has been edited by Scott_AW: 27 January 2011 - 09:10 PM
#1884 Posted 27 January 2011 - 10:40 PM
Scott_AW, on Jan 28 2011, 05:21 AM, said:
Oh, I polished up the grass some more.
http://www.youtube.c...h?v=vgJK7oWlj3A
I like that you can see the enemies life. I was thinking about adding that too, mainly because my mod has some things from diablo xD so i kinda had the idea from there. But i see you have it too and it looks good.
It's just a dangerous thing to do, because when some games have too many monsters it just gets useless and annoying to look at a HP bar. So i am not sure if it will look good in my mod :S
I remember playing a doom mod that everyone called the best doom mod. I hated it. The game had every monster from every game o.O You had no idea how the monster worked so it was just so unfamiliar all the time.
Tommorow i will find out what i missed out this time xD purple beast gone black :S
This post has been edited by Jhect: 27 January 2011 - 10:41 PM
#1885 Posted 27 January 2011 - 10:56 PM
Jhect, on Jan 27 2011, 10:40 PM, said:
It's just a dangerous thing to do, because when some games have too many monsters it just gets useless and annoying to look at a HP bar. So i am not sure if it will look good in my mod :S
I remember playing a doom mod that everyone called the best doom mod. I hated it. The game had every monster from every game o.O You had no idea how the monster worked so it was just so unfamiliar all the time.
Tommorow i will find out what i missed out this time xD purple beast gone black :S
It could stand to have a limit to how far an enemy is, but I didn't code that. I'm really only handling decor and such in CON editing. I have Deeperthought's assistance on the other stuff, but at the moment he has another project he's working on. Luckily all the stuff I need from him shouldn't prevent me from finishing the rest.
#1886 Posted 28 January 2011 - 11:03 AM
I ofcourse won't try to steal your idea, so it won't look the same. It will be much smaller pictures at the top of the screen. You have probably played diablo, it will be somehow like that. But there is a big difference. Every time you look at a monster, some pictures will pop up on the screen displaying the enemy actors life amount. I was thinking about adding a counting var. So that if you look at a monster and then look another way, then the life bar will still show for a few seconds. Anyway i'll see later xD
#1887 Posted 28 January 2011 - 12:13 PM
#1888 Posted 28 January 2011 - 01:14 PM
Scott_AW, on Jan 28 2011, 09:13 PM, said:
Yea, thats a good idea. It shouldnt be permanent. That would look a bit stupid i think :S
#1889 Posted 28 January 2011 - 02:40 PM
Jhect, on Jan 28 2011, 01:14 PM, said:
Yeah, you could have it appear on a hit and then vanish after such and such count.