What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#2221 Posted 17 April 2011 - 03:46 PM
#2222 Posted 17 April 2011 - 03:49 PM
wayskobfssae, on 17 April 2011 - 08:47 AM, said:
Perhaps you might want to send DeeperThought a pm regarding the disk weapons, he had an effective saw blade in his DukePlus mod that does pretty much the same thing.
This post has been edited by Micky C: 17 April 2011 - 03:51 PM
#2223 Posted 17 April 2011 - 03:52 PM
Micky C, on 17 April 2011 - 03:49 PM, said:
The player's disc weapon is working right now, it just needs tweaking and more functionality. And enemy discs perform in pretty much the same manner.
And just curious, were you thinking of the new film? The mod is based on the original, and the discs behaved quite different. It was more Krull.
This post has been edited by wayskobfssae: 17 April 2011 - 03:55 PM
#2224 Posted 17 April 2011 - 03:53 PM
#2225 Posted 17 April 2011 - 04:58 PM
#2226 Posted 17 April 2011 - 05:05 PM
#2227 Posted 17 April 2011 - 05:23 PM
Gambini, on 17 April 2011 - 05:05 PM, said:
Actually that particular shot is from a mod that DOES use EDuke32. It was supposed to (eventually) be a slightly "Oblivion" style action-rpg with modular levels (using ye olde startlevel command and saving everything to CFG files). None of that got done though since a certain nameless modeler never completed his work so I never bothered to the additional work. But that's alright, no harm done.
If you're curious to take a peak I think I have a copy uploaded and can PM it to you. Who knows, you might have fun tinkering with it...
#2228 Posted 17 April 2011 - 06:36 PM
This post has been edited by Gambini: 17 April 2011 - 06:48 PM
#2229 Posted 17 April 2011 - 07:40 PM
#2230 Posted 17 April 2011 - 07:41 PM
Gambini, on 17 April 2011 - 06:36 PM, said:
http://mb.mirage.org..._(29-04-06).rar
That should let it run properly.
#2231 Posted 17 April 2011 - 11:52 PM
Mblackwell, on 17 April 2011 - 05:23 PM, said:
If you're curious to take a peak I think I have a copy uploaded and can PM it to you. Who knows, you might have fun tinkering with it...
Can you pm it to me as well? I was very interested in this mod when I first saw this oic here. Looks like some kind of Gothic (grapic wise).
#2232 Posted 18 April 2011 - 03:56 AM
TX, on 17 April 2011 - 07:40 PM, said:
Yea. the TCP I uploaded is TCPpatch.zip. It has the the mod, and the patch bundled inside the zip in a rar file
@ Mblackwell; I would also like to take a look at your unfinished mod as well
#2233 Posted 18 April 2011 - 06:31 AM
Mblackwell, on 17 April 2011 - 04:58 PM, said:
Not to be a dick, but no. You can't make a mountain area, it will require true room over room and i need to be able to draw points with the mouse instead of using the sloping tech wich i am very familiar with.
Yes you can fill in 3d models with this engine. It's just sad that i can't make 3d models
#2234 Posted 18 April 2011 - 04:06 PM
#2235 Posted 18 April 2011 - 04:32 PM
#2236 Posted 18 April 2011 - 05:37 PM
blizzart, on 17 April 2011 - 11:52 PM, said:
Forge, on 18 April 2011 - 03:56 AM, said:
NO
I got the exclusive!
#2237 Posted 18 April 2011 - 05:49 PM
Feel free to coordinate and play around with it. Just get back to me before you do anything with it.
I can send you (Gambini) the full intent of what the first release was to be so you know what you're looking at.
#2238 Posted 18 April 2011 - 06:22 PM
I´ve been trying to make it run but, again, eduke32 says "errors found in eduke.con would you..." Tried both with the included and the latest build. No luck. But i could see the maps using mapster. Incredible terrains but there were no trees like in your screenshot
#2239 Posted 18 April 2011 - 06:42 PM
The no trees is the trick of the mod. If you dig through the con code you'll see lots of cons referencing "Materials". Look at the newboar*.map's for examples of things. I programmed the game to look at wall textures and floor textures in a sector and then programmed states that would allow you to then manipulate the texture in various ways, including swapping it out or spawning objects from that sector. So you could basically build the whole level, and then run it and it would be populated with stuff. You could also build a map that had the same texture everywhere and have it randomly swapped out at load time for other textures that were say, more damaged or something. Or you could build a floor and split it up and when the map loaded there would be random height variation.
I did it after I realized what a pain it was making a forest in a previous map, and how it became basically impossible to edit the map after a certain point.
The biggest downside is that it happens per-sector, so it's necessary to create "dummy" textures for some areas where you want less stuff to spawn, or to split up sectors more where you want more things.
Obviously a tag system of some kind could help with that, but I never got around to it.
#2240 Posted 19 April 2011 - 07:36 AM
Marked, on 17 April 2011 - 03:46 PM, said:
That is looking really sweet!
#2241 Posted 19 April 2011 - 03:57 PM
Mblackwell, on 18 April 2011 - 06:42 PM, said:
The message is "error(s) found in file ´eduke.con´. Do you want to use internal defaults?". If i put yes the game loads but the only new stuff is the fonts. If i put no the log says this:
EDUKE.CON: In actor `ORGANTIC':
EDUKE.CON:4066: warning: found `else' with no `if'.
EDUKE.CON: In state `pigshootenemystate':
EDUKE.CON:5989: warning: found `else' with no `if'.
Found 3 warning(s), 1 error(s).
#2242 Posted 19 April 2011 - 04:01 PM
Gambini, on 19 April 2011 - 03:57 PM, said:
EDUKE.CON: In actor `ORGANTIC':
EDUKE.CON:4066: warning: found `else' with no `if'.
EDUKE.CON: In state `pigshootenemystate':
EDUKE.CON:5989: warning: found `else' with no `if'.
Found 3 warning(s), 1 error(s).
What you have posted there is not the error. Those are just warnings, and they concern code that exists in the original CONs that works fine. Maybe you should PM him with the full log attached.
#2243 Posted 19 April 2011 - 04:22 PM
#2244 Posted 19 April 2011 - 04:26 PM
DeeperThought, on 19 April 2011 - 04:01 PM, said:
This.
#2245 Posted 19 April 2011 - 05:48 PM
EDuke32 2.0.0devel r1868 Compiled Apr 17 2011 10:40:48 Using C:/Documents and Settings/Administrador/Mis documentos/downloads/duke/Thirdmark/ for game data Windows XP (build 5.1.2600) Service Pack 3 Initialized nedmalloc Initializing DirectDraw... Searching for game data... Using 'duke3d.grp' as main game data file. Compiling: EDUKE.CON (153317 bytes) Including: DEFS.CON (35992 bytes) Including: USER.CON (45212 bytes) USER.CON:366: warning: truncating skill name to 32 characters. Including: ENHANCE.CON (4362 bytes) ENHANCE.CON: At top level: ENHANCE.CON:122: error: expected a keyword but found `'. Including: gvs.con (3401 bytes) Including: weapon.con (4336 bytes) Including: materials.con (65 bytes) Including: mtrdefs.con (1966 bytes) Including: grass.con (15684 bytes) Including: event64.con (10052 bytes) Including: snowtex.con (1913 bytes) Including: wtxhooks.con (4348 bytes) Including: txhooks.con (4262 bytes) Including: goblins.con (3350 bytes) Including: npcs.con (4567 bytes) EDUKE.CON: In actor `ORGANTIC': EDUKE.CON:4066: warning: found `else' with no `if'. EDUKE.CON: In state `pigshootenemystate': EDUKE.CON:5989: warning: found `else' with no `if'. Found 3 warning(s), 1 error(s). Uninitializing DirectDraw...
#2246 Posted 19 April 2011 - 08:03 PM
Just comment that include (ENHANCE.CON) from EDUKE.CON. It shouldn't really be needed anymore if you use a newer copy of the engine.
#2247 Posted 19 April 2011 - 08:48 PM
Mblackwell, on 19 April 2011 - 08:03 PM, said:
If this is what I think it is, I have seen it before. It's hard to explain...if you made empty space in the CON file a certain way, the newer versions of the compiler will choke on it as if it contained an invalid character. Either that, or there actually is a legitimately invalid character that the older compiler just ignored.
#2248 Posted 19 April 2011 - 08:51 PM
#2249 Posted 20 April 2011 - 01:24 AM
#2250 Posted 20 April 2011 - 01:42 AM
Micky C, on 20 April 2011 - 01:24 AM, said:
The first shot looks great. Good luck with this project!