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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   Mblackwell 

  • Evil Overlord

#2101

Who ever said you can't make hills? Since when wasn't that possible? It's just not horribly practical usually since you can't get every angle without doing weiiird things and even then there's a few basically impossible rotations.

But it's still fun.

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#2102

I think i managed to finish my first map so i only need to put in monsters and a few more things. Then i fucked up by overwriting it >.> I think i wasted about 5 hours of work... ugh

This post has been edited by Jhect: 12 March 2011 - 05:07 PM

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User is offline   Gambini 

#2103

 Mblackwell, on Mar 12 2011, 03:23 PM, said:

Who ever said you can't make hills? Since when wasn't that possible? It's just not horribly practical usually since you can't get every angle without doing weiiird things and even then there's a few basically impossible rotations.

But it's still fun.

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I want to play that whatever it is!!

About the slopes, iĀ“ve designed my own method once, then saw it applied in other mods. So i think itĀ“s pretty easy to understand.

Suppose you have a hill, with three different slopes... bah itĀ“s a pain in the ass to explain.
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User is offline   Helixhorned 

  • EDuke32 Developer

#2104

A problem with making hills in the BUILD engine is that every sector has at least two wall-points whose floor z coordinates are the same, so you can't just generate a point set and have it covered with triangles. So, the natural approach to me seems to manually create lines of equal height (like in a topographic map) and connect them with triangle strips. I've made a Mapster-script function that is intended to take away the chore of setting the firstwalls and slopes by hand, but you'll still have to set the heights. Also, it's probably not very usable beyond the first strip, but anyway, here's an illustrated tutorial:

1. Create isolines and connect them with triangle strips. Then, select the points of one loop at a time with RCtrl-RShift.
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2. The lines between the selected points are those to be the first walls. Now, place the mouse pointer in the sector having the target height for the third points. Enter "do state mkterrain" in the console.
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3. This is how it should look like after the first operation. Sometimes, you need to enter the command twice (I have no idea why).
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4. Now repeat the procedure with the opposite bunch of points. Since the target z coordinate is that of the outside, place the mouse pointer there.
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5. Ctrl-Shift...
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6. The final result...
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edit: steps 4 and 5 are reversed...
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User is offline   blizzart 

#2105

 Gambini, on Mar 13 2011, 12:48 PM, said:

I want to play that whatever it is!!

About the slopes, iĀ“ve designed my own method once, then saw it applied in other mods. So i think itĀ“s pretty easy to understand.

Suppose you have a hill, with three different slopes... bah itĀ“s a pain in the ass to explain.


WasnĀ“t that hill placed in the SST 2 TC tech demo?
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User is offline   Jimmy 

  • Let's go Brandon!

#2106

I've always hated Build and Mapster's sloping with the entirety of my heart.
-1

User is offline   Gambini 

#2107

Quote

WasnĀ“t that hill placed in the SST 2 TC tech demo?


Where i can download that?
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User is offline   Forge 

  • Speaker of the Outhouse

#2108

http://mb.mirage.org...y-11-04-001.zip
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User is offline   Gambini 

#2109

Thank you
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User is offline   Mblackwell 

  • Evil Overlord

#2110

I have a new/less buggy version sitting on my HDD. I was holding off for sound effects but maybe I should just release it.
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User is offline   Gambini 

#2111

Finishing the latestestest details of my It Lives map. Gonna release it tomorrow, after receiving the last reports.
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User is offline   Wolf 

#2112

I guess I'll post something small I'm working on right now. I'm not sure where I want my main mod to go. Initially it was going to be sci-fi based.. But now it's turning into some generic CoD/CS clone, bah.

So until I figure that out, I was going to make a Duke-TC that revolves around Duke. So I'm starting first by trying to compile assets from the console ports of Duke3D. Well, the things that are different, at least. Here's what I've got from Total Meltdown.
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The ones with the pink masking color are original Duke3D tiles and the ones with the transparent backgrounds are Total Meltdown tiles. And those are just the ones I bothered to put in place. I've got only 25% of the player tiles set in, and I have at least 86% of the the Pigcop Zombie tiles, though I don't know what order they go in yet. Also, that's assuming the pigcop zombie only has the amount of tiles that the regular pigcop does, which seems to be true since their code seems to be almost a direct copy and paste.

This post has been edited by Wolf: 20 March 2011 - 07:53 PM

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User is online   Lunick 

#2113

 Wolf, on Mar 21 2011, 01:52 PM, said:

I guess I'll post something small I'm working on right now. I'm not sure where I want my main mod to go. Initially it was going to be sci-fi based.. But now it's turning into some generic CoD/CS clone, bah.

So until I figure that out, I was going to make a Duke-TC that revolves around Duke. So I'm starting first by trying to compile assets from the console ports of Duke3D. Well, the things that are different, at least. Here's what I've got from Total Meltdown.
Posted Image

The ones with the pink masking color are original Duke3D tiles and the ones with the transparent backgrounds are Total Meltdown tiles. And those are just the ones I bothered to put in place. I've got only 25% of the player tiles set in, and I have at least 86% of the the Pigcop Zombie tiles, though I don't know what order they go in yet. Also, that's assuming the pigcop zombie only has the amount of tiles that the regular pigcop does, which seems to be true since their code seems to be almost a direct copy and paste.


I think Nfelli ripped some sprites so you might want to talk to him
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#2114

My mod calls for a tank vehicle at some point, so I'm working on that now. I know it's been done in AWOL, but I don't know for sure if that code was meant to be used (with credit) for other projects or not and since its single-player only I thought I could make it work much more simply, so I'm redoing it anyway. Besides it's good practice.

I don't have anything that feels like riding around in a tank, but the dummy sprite is working (to set the player's coordinates to while in the tank) so right now I have my own little 6-speed RC-Car running around a test map.

This post has been edited by wayskobfssae: 21 March 2011 - 12:09 AM

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User is offline   CruX 

#2115

 wayskobfssae, on Mar 21 2011, 12:57 AM, said:

My mod calls for a tank vehicle at some point, so I'm working on that now. I know it's been done in AWOL, but I don't know for sure if that code was meant to be used (with credit) for other projects or not and since its single-player only I thought I could make it work much more simply, so I'm redoing it anyway. Besides it's good practice.

I don't have anything that feels like riding around in a tank, but the dummy sprite is working (to set the player's coordinates to while in the tank) so right now I have my own little 6-speed RC-Car running around a test map.


Just look at it, learn from it, and write code based on it if you're unsure. Old as it is, AWOL's a pretty good mod to learn how to code things from scratch. If I have to code an enemy, I usually use the marines in that mod to build a basic pathfinding base, then go from there.
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User is offline   The Commander 

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

#2116

You can also take a look at Duke Nukem Army as that has a drivable tank, helicopter and jet plane.
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User is offline   Danukem 

  • Duke Plus Developer

#2117

Also Lord Misfit has a drivable pigcop tank in his mod.
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User is offline   The Commander 

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

#2118

There are really several ways it can be done, one of them is the cheap way of setting the APLAYER's ACTION to that of the vehicle. (This is what I did for the poorly coded Duke Theft Auto)
Or the method that you are trying to do now, have the sprite follow the same position as the player and make the player but not the vehicle invisible using EVENT_ANIMATESPRITES.
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User is offline   Gambini 

#2119

Finished my map IT LIVES. In case it goes unnoticed, hereĀ“s the thread:

http://forums.duke4.net/index.php?showtopi...amp;#entry78552
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#2120

 DeeperThought, on Mar 22 2011, 12:48 PM, said:

Also Lord Misfit has a drivable pigcop tank in his mod.


Yes, and he's also sorry there's been a lack of work on his mod too lately. o.o;

Eventually, with my new laptop, I'll have a lot more freedom in terms of what kind of maps I could build and how well NR runs [being that I've had it called the unofficial coding benchmark by various developers (not my words, trust me)], and I can now finally use Polymer too! X)

Anyways, I too use a type of dummy sprite to track the player's coordinates in NR for vehicles, and I think I use actions to show the player as a Tank when in use, also setting their pals depending on the type of tank being driven. There is the issue on occasion when I get out of a tank, the actual tank actor is sometimes spawned at the top of the sector I'm in and falls down on the ground from above, look really out of place. Will have to eventually look into that. >.>;
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User is offline   Micky C 

  • Honored Donor

#2121

I got annoyed about having to do so many physics questions for homework so I made this 16 second video using eduke: http://www.youtube.c...h?v=BZ8u3cMX7cU
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User is offline   VinsaneOne 

#2122

 Micky C, on Mar 27 2011, 06:30 AM, said:

I got annoyed about having to do so many physics questions for homework so I made this 16 second video using eduke: http://www.youtube.c...h?v=BZ8u3cMX7cU

That was cool. You can tell your teacher "Er, well Duke blew up my homework!"

I just did one on how Duke would feel about another DNF delay.
BTW, love the BB code for Youtube


This post has been edited by VinsaneOne: 28 March 2011 - 03:53 PM

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#2123

 VinsaneOne, on Mar 28 2011, 01:44 AM, said:

That was cool. You can tell your teacher "Er, well Duke blew up my homework!"

I just did one on how Duke would feel about another DNF delay.
http://www.youtube.c...h?v=i53D-2gqbio

thats a semi impressive voice over there
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User is online   Lunick 

#2124

Nice one, Vinsaneone ;)
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#2125

I am gonna upload some of the music that i use in my mod. I use music from other games and edit it just a little bit, so that it replays the way i want it. Also edit some of it with bass boost and some more.

K, it's up.



This post has been edited by Jhect: 28 March 2011 - 02:46 PM

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User is offline   VinsaneOne 

#2126

 duke4everman, on 28 March 2011 - 01:43 AM, said:

thats a semi impressive voice over there

Thanks, it was a second take quickie.

 Lunick, on 28 March 2011 - 12:12 PM, said:

Nice one, Vinsaneone ;)

Thank you!

 Jhect, on 28 March 2011 - 01:56 PM, said:

I am gonna upload some of the music that i use in my mod. I use music from other games and edit it just a little bit, so that it replays the way i want it. Also edit some of it with bass boost and some more.

K, it's up.


Don't think it needed any bass boost. It's a speaker buster!
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#2127

Tank HUD & cannon shot.

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This post has been edited by wayskobfssae: 29 March 2011 - 06:41 AM

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User is offline   The Commander 

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

#2128

@wayskobfssae

That looks pretty damn cool, keep it up. ;)
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User is offline   zykov eddy 

#2129

 wayskobfssae, on 29 March 2011 - 06:37 AM, said:

Tank HUD & cannon shot.



That stuff reminds me of classic game Battlezone. looks nice.

This post has been edited by zykov eddy: 29 March 2011 - 09:49 AM

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User is offline   Sebastian 

#2130

@wayskobfssae: Looks awesome!

Been fooling around with ideas for a new map.

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