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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   CruX 

#2461

View PostWedgeBob, on 05 June 2011 - 04:13 AM, said:

Well, since we only have one week (less for those overseas) for DNF to be released, seems like we are going to need to make one more mod or map that will actually count this time.

Count for what? Way to make it sound like Eduke's on its deathbed. I don't know why people think DNF's release is going to adversly effect an already small, tightly-knit modding community, but if it does I'm going to chalk it up to attitudes like this.
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User is offline   WedgeBob 

#2462

View PostEmericaSkater, on 05 June 2011 - 05:19 AM, said:

Count for what? Way to make it sound like Eduke's on its deathbed. I don't know why people think DNF's release is going to adversly effect an already small, tightly-knit modding community, but if it does I'm going to chalk it up to attitudes like this.


Well, I thought the way everyone was talking about modding DNF right out of the box over at the GBX forums, that's where I always thought our focus was going to switch to.
I mean, there is always that possibility that we could try our best to make Duke Nukem Forever feel like a DUKE game, and not some CoD spoof like the demo seems to show.
But that's another week from now until we have to do anything with that.

For now, let's focus on making a memorable map. Right now, I'm thinking of making one map for the history books...still plenty of whiteboarding.
Right now, I'm concentrating on doing one, perhaps one that starts Duke in a mine shaft, and heading towards an old nuclear vat compound, where aliens have babes prisoner, and Duke has to free them, and kill everything and every alien in sight. That would be a good EDuke32 map to lead us right into the DNF storyline.
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User is offline   Mikko 

  • Honored Donor

#2463

You're planning on making a memorable map in just one week? Can be done and has been done but, have you ever actually done anything worth mentioning before?

Also, why assume Gearbox is going to release modtools?
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User is offline   CruX 

#2464

View PostWedgeBob, on 05 June 2011 - 06:04 AM, said:

Well, I thought the way everyone was talking about modding DNF right out of the box over at the GBX forums, that's where I always thought our focus was going to switch to.
I mean, there is always that possibility that we could try our best to make Duke Nukem Forever feel like a DUKE game, and not some CoD spoof like the demo seems to show.
But that's another week from now until we have to do anything with that.

For now, let's focus on making a memorable map. Right now, I'm thinking of making one map for the history books...still plenty of whiteboarding.
Right now, I'm concentrating on doing one, perhaps one that starts Duke in a mine shaft, and heading towards an old nuclear vat compound, where aliens have babes prisoner, and Duke has to free them, and kill everything and every alien in sight. That would be a good EDuke32 map to lead us right into the DNF storyline.


DNF's moddability really shouldn't be relevant. IMO it's pointless to even relate DNF to DN3D, let alone compare the two. They're two totally different games from different generations that use different engines and (sic) have a completely different aesthetic. It's silly to say that DNF would (or should) phase out DN3D simply because the two belong to the same series, and it's even sillier to say that other maps/mods that have been released prior to this point won't be "memorable" because of that. Of course, I encourage you to work on this map you're planning regardless, it just sounds to me like you're doing it for the wrong reason.
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User is offline   Mblackwell 

  • Evil Overlord

#2465

Doom 3 didn't cause people to stop modding Doom/Doom 2. That's not really how it works. People like working with the engine so they continue to do so even after new things come along. In fact it could be argued that 3DR's delay in releasing DNF caused them to shoot themselves in the foot in terms of modding community, since the longer it took the more people became hooked on Duke3D modding.
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User is offline   OpenMaw 

  • Judge Mental

#2466

Eduke32 aint going anywhere. No more than Zdoom or any of the other ports of classic Doom went anywhere after Doom 3 was released. If anything I predict a similar outcome. DNF will be a success, have a nice community that enjoy the game, a few good mods, but the original will be the one to continue to outshine its sequel. Too many people here enjoy mapping and making mods for Eduke32.. and Duke3D will always be Duke3D, not matter what games come out after it. Posted Image
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User is offline   Jblade 

#2467

That and DNF is a U-engine game; the kind of people who could make a high-quality mod for it would probably be infinitly better off just grabbing the UDK (or whatever it's called) and make their own game with the ability to sell it.
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User is offline   Hank 

#2468

could we stay on topic? Posted Image
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User is offline   WedgeBob 

#2469

View PostHank, on 05 June 2011 - 08:35 AM, said:

could we stay on topic? Posted Image


Yes sir. With that in mind...I have a rough plan of an episode that I wish to break ground on within the next few months (it could take well through the summer to do those six levels and a few DM maps).
I won't go into full detail here, but I will be starting up a new thread detailing progress of that episode that I am working on.

For the rough details here, I can tell you that the episode will take place in Antarctica/South Pole area, it will involve Duke's ride being shot down a third time (well, probably more than that by now, but who's counting?), and it seems like the alien scumbags are at it again.
This time, Duke has to trek through the "frozen desert" in order to find out what the aliens are up to. I won't detail the story line, since I don't want to spoil anything before I work on it.

However, I thought about a title for it, as a play on words, but the title might be too long to fit: "Taking Duke's Talents to South Pole" would probably be a fitting title here.

Now I know that everyone here might think that Antarctica is boring, has all wide-open area, and is one continent of nothing but ice, snow, and maybe an igloo or two...BUT, an alien nuclear compound is something that Duke will stumble upon, which is where they have a bunch of chicks, well, first frozen to death on the surface, then after the babes are turned to ice, they bring them down to this compound, and...well, I'll let you wait for the levels to be built to know the rest. But it will be good, I'll grant you that... I'll probably start over the weekend on some basic mapping.

This post has been edited by WedgeBob: 08 June 2011 - 01:47 PM

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#2470

This convo about DN3D modding and DNF reminds me of back when Doom 3 was coming out, people were worried about the classic Doom modding scene dying after D3 came out. 7 years later, Doom modding is still fine and D3 modding is nearly-dead.
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User is offline   WedgeBob 

#2471

View PostMYHOUSE.MAP, on 08 June 2011 - 02:42 PM, said:

This convo about DN3D modding and DNF reminds me of back when Doom 3 was coming out, people were worried about the classic Doom modding scene dying after D3 came out. 7 years later, Doom modding is still fine and D3 modding is nearly-dead.


Yeah, that's certainly true... Guess there's enough reason to be running EDuke32 and DNF side by side and modding away at both for a while, and see where I feel the better need for the modding and mapping community is at that point.
However, I went back to the topic at hand, and I'm probably going to start planning individual maps for the episode tomorrow. Might even start working on a teaser/sample map to see where a good starting point would be.
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User is offline   Hank 

#2472

View PostWedgeBob, on 09 June 2011 - 02:30 PM, said:

However, I went back to the topic at hand, and I'm probably going to start planning individual maps for the episode tomorrow. Might even start working on a teaser/sample map to see where a good starting point would be.

Stuff like that http://www.dubtown.de/ gives (gave) me some ideas. I know yours plays in Antarctica, still, it can't all be outdoors. Posted Image All the best. Posted Image
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User is offline   WedgeBob 

#2473

You misunderstand, only the first few maps will be above the ground and in the outdoors, the second half is going to be underground (where the alien scum have all the babes sent to after they've froze on the surface), believe it or not, kind of like AvP (was that the movie where a team went to the south pole, went underground, and ran into danger? Trying to remember).

This post has been edited by WedgeBob: 09 June 2011 - 04:13 PM

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User is offline   Tetsuo 

#2474

View PostMicky C, on 31 May 2011 - 10:58 PM, said:

I ended up putting at least one spotlight in every room except for cases where several rooms were linked together or to a large area.


All that talk about lighting reminded me of something. Micky C you are working on the light hacks for the original levels right? Because I noticed there are a few places in the first episode even that could use some lights like the shower room in death row E1L3... there are some overhead lights there but there's hardly any light... although you don't have to light them all up if it would hurt the performance too much.
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User is offline   Micky C 

  • Honored Donor

#2475

I didn't light the original levels. I added a few desperately needed spotlights to e1l2 and e1l3 but that's about it. To make them look good I'd have to basically do them from scratch at some point, but I won't have time for a while.
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User is offline   Mia Max 

#2476

I'm rebuilding my map for Duke Plus:

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User is offline   Danukem 

  • Duke Plus Developer

#2477

It looks great! It's mostly the way I remember it, but I love what you have added.

The cannon looked out of place in the otherwise high tech level, though. We need a model for a modern fixed gun as an alternative.
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User is offline   Mike Norvak 

  • Music Producer

#2478

View PostDeeperThought, on 10 June 2011 - 07:51 AM, said:

It looks great! It's mostly the way I remember it, but I love what you have added.

The cannon looked out of place in the otherwise high tech level, though. We need a model for a modern fixed gun as an alternative.


View PostMia Max, on 11 July 2009 - 02:50 AM, said:

Anyway, I've added a machinegun, that works like the dpcanon:

Posted Image

But at the moment, it uses the same hud as the canon, but I think I know how I can change that.

I will try to add a lot of models to Duke Plus, and when Deeperthought got more time left, I will send him all.
Then he can take what he likes.

1

User is offline   Mia Max 

#2479

View PostDeeperThought, on 10 June 2011 - 07:51 AM, said:

It looks great! It's mostly the way I remember it, but I love what you have added.The cannon looked out of place in the otherwise high tech level, though. We need a model for a modern fixed gun as an alternative.


Thanks a lot!
That motivates me.

Yes, I had got a great machine gun model, but that was 2 years ago.
I lost all of these models. I even can't find the graet tree models anymore :dukecry:

I'll have to find them in the internet again.

By the way, I have found a lot of new stuff in Duke Plus.
I really love the weapon upgrades :D

This post has been edited by Mia Max: 10 June 2011 - 10:00 AM

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User is offline   Danukem 

  • Duke Plus Developer

#2480

View PostMia Max, on 10 June 2011 - 09:56 AM, said:

Yes, I had got a great machine gun model, but that was 2 years ago.
I lost all of these models. I even can't find the graet tree models anymore :dukecry:



There is a TC named "Dukearmy" by kenia which has a good machine gun model iirc: http://www.amcwebfor....php?board=90.0

But all the links seem to be dead. Maybe Forge or someone else has a copy of it?

Dukeplus now has a lot of models, mostly the blackrayne ones used in DNE. They start at tile number 5240. dukeplus.def lists them all

EDIT: Nevermind I found Dukearmy.
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User is offline   Mia Max 

#2481

View PostDeeperThought, on 10 June 2011 - 10:06 AM, said:

There is a TC named "Dukearmy" by kenia which has a good machine gun model iirc: http://www.amcwebfor....php?board=90.0

But all the links seem to be dead. Maybe Forge or someone else has a copy of it?

Dukeplus now has a lot of models, mostly the blackrayne ones used in DNE. They start at tile number 5240. dukeplus.def lists them all

EDIT: Nevermind I found Dukearmy.


Yes I have already found them.
There are no pictures in mapster32 to view them.
Anyway I will make an extra map and put all models in to view them.
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User is offline   Danukem 

  • Duke Plus Developer

#2482

View PostMia Max, on 10 June 2011 - 11:06 AM, said:

Yes I have already found them.
There are no pictures in mapster32 to view them.
Anyway I will make an extra map and put all models in to view them.


Yeah, sorry about that. It would be nice if the mapster tile selector could show a preview of models instead of a black box.
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User is offline   Mia Max 

#2483

View PostDeeperThought, on 10 June 2011 - 11:37 AM, said:

Yeah, sorry about that. It would be nice if the mapster tile selector could show a preview of models instead of a black box.


But mapster32 lets you view highres tiles.
Maybe I should make screenshots of Duke Plus models.
Then would you like to add them?
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User is offline   Danukem 

  • Duke Plus Developer

#2484

View PostMia Max, on 10 June 2011 - 12:11 PM, said:

But mapster32 lets you view highres tiles.
Maybe I should make screenshots of Duke Plus models.
Then would you like to add them?


If they could be converted to 8-bit and inserted into an .art file, yes. I could do the conversion if you supplied the pics with white or transparent backgrounds.

The pics will all end up being 64x64, because that is the dummytile size for the models, and changing that could effect gameplay.
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User is offline   Mia Max 

#2485

View PostDeeperThought, on 10 June 2011 - 12:44 PM, said:

If they could be converted to 8-bit and inserted into an .art file, yes. I could do the conversion if you supplied the pics with white or transparent backgrounds.

The pics will all end up being 64x64, because that is the dummytile size for the models, and changing that could effect gameplay.


What fileformat?

An example:
Posted Image

8-bit:
Posted Image

Do the pix got to have transparent or white backround?

This post has been edited by Mia Max: 10 June 2011 - 01:27 PM

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User is offline   Danukem 

  • Duke Plus Developer

#2486

View PostMia Max, on 10 June 2011 - 12:56 PM, said:

Do the pix got to have transparent or white backround?


PNG with a transparent background would be best. Then I can make a Photoshop action that converts it to Duke palette with the correct pink background, and batch the action on all of them. I can then insert them all into an .art file.
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User is offline   Mia Max 

#2487

View PostDeeperThought, on 10 June 2011 - 01:55 PM, said:

PNG with a transparent background would be best. Then I can make a Photoshop action that converts it to Duke palette with the correct pink background, and batch the action on all of them. I can then insert them all into an .art file.


Okey, I will do so.

Why must have the pix transparent backrounds?
Those pix can't be used ingame anyway.
They will just be used to help mappers which model to take.

This post has been edited by Mia Max: 10 June 2011 - 02:16 PM

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User is offline   Mike Norvak 

  • Music Producer

#2488

I think the black background looks way better.
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User is offline   Micky C 

  • Honored Donor

#2489

Yeah if it's only going to be seen in the tile collector, then there shouldn't be a need for transparency, and the pics stand out a lot better against black than bright pink as Mia Max and Norvak pointed out.
Of course does that mean if someone switched off models, or went into 8-bit mode, they'd see the 64x64 pic? Posted Image
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User is offline   Danukem 

  • Duke Plus Developer

#2490

View PostMicky C, on 10 June 2011 - 02:52 PM, said:

Of course does that mean if someone switched off models, or went into 8-bit mode, they'd see the 64x64 pic?


Right now they see 64x64 black squares (dummytiles), so a black square with a vehicle on it is an improvement.
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