What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#2521 Posted 18 June 2011 - 11:38 AM
It is going to be one level, where you can go everywhere from the beginning to collect weapons, items and upgrades.
There will be a lot of enemies.
Yes I know, yet it looks a little bit strange, but it is going to be a fun-map anyhow.
#2522 Posted 18 June 2011 - 01:00 PM
#2523 Posted 18 June 2011 - 03:06 PM
Marked, on 15 June 2011 - 03:56 PM, said:
Brent: It would be great to have a frontend loader for Eduke similar to Proasm's SWP for shadow warrior
Reminds me of RTCW, looks very fun.
#2524 Posted 19 June 2011 - 07:54 AM
Mia Max, on 18 June 2011 - 11:38 AM, said:
Hahaha...nice, can't wait for this.
Anyway, I'm having second thoughts about that Antarctica episode...I really don't know how that would work out.
Instead, I've been planning an episode in Miami, which might be more up Duke's alley since another "king took his talents to South Beach" LOL.
I'll be planning my levels throughout the day, and right now, I'm mostly looking at GTA: VC as an influence to all this. I shouldn't have to use too many mods for Miami, since a lot of the Atomic Edition stock textures and sprites would work for a Miami setting.
#2525 Posted 19 June 2011 - 03:12 PM
Mia Max, on 18 June 2011 - 11:38 AM, said:
Nice design, but those stone walls look cheap. Hope you'll fix them.
P.s new HRP rocket launcher model looks really bad to me
This post has been edited by zykov eddy: 19 June 2011 - 03:13 PM
#2526 Posted 19 June 2011 - 03:34 PM
#2527 Posted 19 June 2011 - 07:21 PM
Loke, on 19 June 2011 - 03:34 PM, said:
I'd try to make a full map out of it if I were you. ROR could really use a release of some sort, and that looks remarkably promising.
#2528 Posted 19 June 2011 - 07:32 PM
#2529 Posted 19 June 2011 - 08:46 PM
BrentNewland, on 15 June 2011 - 12:50 PM, said:
The first one is an installer for everything. Automatically download the latest eduke32 SVN, SVN versions of all the HRP, latest DukePlus, etc. (with non-nightly versions optional). Of course, the installer would require the original duke3d.grp (or the demo). Also, one-click updating. All of this is not hard to do (can all be done with simple batch files run by the installer, so just like installing any other program). Unfortunately, right now installing means going to all the different sites and downloading everything separately, then extracting and whatnot (if you want the latest files - I do know HRP comes with eduke32). Perhaps making it easier to install will bring more people to the community.
The second one is a front-end (of sorts) for eduke32. Something that communicates with a few of the different websites that host Duke maps and TC's, allows you to read and write reviews for maps (or give it a quick 1-5 star rating), shows you information about the maps, gives you pictures/video of the map, allows you to single-click download or play the map, etc. I see a lot of possibilities for this:
-Could handle updating not only eduke, the HRP's, and DukePlus, but also the maps themselves
-I'm thinking of having an interpreter for all the major file types in eDuke. Treat CON files, maps, maphacks and whatnot as flatfile databases (since we know the exact format of all of those). This could allow for updating some files without having to completely redownload them (by making the necessary changes), allow you to create mods for existing maps and share just the changes (or allow the changes to persist across updates), and make maps/conversions with custom content compatible by changing files on the fly
-Maybe someday eDuke could have an option to accept a map and DMO file as input and create a video from that demo; then, every map could have a demo video (as long as you do a quick run-through and make a DMO first) and it would reflect how the map would look with your current files (e.g. the latest engine and HRP)
So, big projects which could be very helpful/useful, and I have a decent amount of free time. Please note that the description I gave doesn't cover every aspect I've been considering for these projects, and I might not have communicated some concepts effectively.
I've posted the beginnings of my project at http://forums.duke4....dpost__p__96928
Right now it's just a tool that downloads the latest HRP from SVN and packages it up. It can also update the HRP (without downloading everything), handles backing up old or incompatible copies of the HRP, gets the SVN and other needed software.
It's written in PHP. It's my first time making an actual PHP program, I've only used PHP for websites.
I'd like to clean it up a bit (move some stuff into functions, add more error handling).
My next step is to enhance it to install eDuke32, your official GRP files (from disc or GOG download), any add-on packs you have, their HRP's, and make it auto-update. I'm still looking into GUI compilers, there's WinBinder, Wapache, and I'm looking for more (trying to find the best fit). I found a few commercial ones which look AWESOME (EXEOutput and ZZEE), but they're pricey
What I have so far was compiled with Bambalam.
#2531 Posted 20 June 2011 - 03:56 AM
EmericaSkater, on 19 June 2011 - 07:21 PM, said:
At the moment it's relatively small, in size that is, so going from the beginning to the end will take at the most a minute. The design is also very linear but I'll see if I can do something interesting with it.
[quote name='Gambini]Yeah man' date=' besides the apparent crampednes, that "test" map looks amazing.[/quote']
Yeah, the start area, as you see in the picture is pretty cramped although not in that annoying sense that you have to jump over obstacles in order to keep moving (that plagued another map of mine). You also drop down into a sewer tube area that is fairly small. I don't plan to add any enemies in these areas as I know people tend to hate fighting in such parts. Later on though you gain access to a large area of the sewer that the player can freely explore.
#2532 Posted 20 June 2011 - 05:51 AM
Basically it's a Stronghold-inspired healing pad.
Standing on it will rapidly boost your health by one point.
...But unlike toilet water, it has a cap that can be set for the individual actor in Mapster. In my next map release, I'll probably be using these things in lieu of health packs.
#2533 Posted 20 June 2011 - 05:59 AM
#2534 Posted 23 June 2011 - 09:24 AM
As an aside, I fricken' HATE trying to texture the wall of a sloped surface, like you see on the side of that ramp. If you want it to look good, you're pretty much limited to textures that don't tile vertically (and in most cases horizontally too) and even then it still turns out pretty fugly.
#2535 Posted 23 June 2011 - 09:48 AM
EmericaSkater, on 23 June 2011 - 09:24 AM, said:
I agree to an extent -- sometimes the limitations of the BUILD engine makes me frustrated so I have to back of a bit and take a break or do something else. Currently I'm semi-multitasking between Mapster32 and WorldCraft.
#2536 Posted 23 June 2011 - 11:10 AM
#2537 Posted 23 June 2011 - 01:32 PM
EmericaSkater, on 23 June 2011 - 09:24 AM, said:
Hmmm, maybe there might be a way to figure out how to change it to more free angling and sizability of floor/ceiling textures as a future feature suggestion? o.o;
Just figured I'd throw this out there since I've seen things people have said to be near impossible getting done in recent years. Can't hurt to suggest this one as well. It seems to me it would be easier than getting TROR working, but that's just me using my warped version of Occam's Razor too. -.-
#2538 Posted 23 June 2011 - 06:57 PM
Loke, on 23 June 2011 - 09:48 AM, said:
It's got some limited (mostly decorative) use in the beginning of the map. I'm hoping to make more use of it, but I haven't planned out the areas where it could really make a difference, and I haven't completely figured out all of T-ROR's odds and ends yet either.
rasmus thorup, on 23 June 2011 - 11:10 AM, said:
It's a spawner. If it didn't rely on new artwork, I'd release it as a sort of independent effect for use in other maps, but it's nothing super complicated anyway. It's similiar to Mblackwell's
rainspawner, only it spawns actors in a tighter, more controlled radius, which float slowly upwards before fading out.
Lord Misfit, on 23 June 2011 - 01:32 PM, said:
It'd make life a lot easier, but that's just a cosmetic bugaboo (albeit an annoying one). I'm really hoping TROR can be optimized (if it's at all possible) to where certain other things like cansee will jive with stacked sectors. Kinda weird having an enemy stand on a bridge with a direct line of sight to the player, but still not actually see him.
#2540 Posted 25 June 2011 - 11:10 PM
Muelsa, on 25 June 2011 - 10:52 PM, said:
Looks scary as hell! Really amazing job! Spielberg would be proud. The only flaw is that sometimes you can see one animation switching to another. Maybe some frames were cut off before the cycle was completed?
#2541 Posted 25 June 2011 - 11:27 PM
#2542 Posted 26 June 2011 - 12:03 AM
Spiker, on 25 June 2011 - 11:10 PM, said:
This is because i am on mapster and i press the key to change animation until the end of cycle. this will not happen in game with code to switch between animation
DeeperThought, on 25 June 2011 - 11:27 PM, said:
it is true, but there is a way, I thought of adding invisible sprites that follow the t-rex to simulate collisions throughout the body.
This post has been edited by Muelsa: 26 June 2011 - 12:04 AM
#2543 Posted 26 June 2011 - 06:23 AM
One thing that's important to remember though: Do you really think most low caliber weapons will give you gaping wounds on that thing?
#2545 Posted 26 June 2011 - 07:39 AM
And then a movie of my teleporter. It doesn't take me anywhere yet because i haven't made the next location. But this is what it looks like when duke starts teleporting. Gotta make one more for dukes spawning after being teleported.
View My Video
#2546 Posted 26 June 2011 - 08:59 AM
Mblackwell, on 26 June 2011 - 06:23 AM, said:
Who said they would be low caliber? If he's making a dino hunting TC, I'm expecting some heavy artillery!