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What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#2762 Posted 12 August 2011 - 06:31 AM
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This post has been edited by Maarten: 12 August 2011 - 06:32 AM
#2764 Posted 16 August 2011 - 03:43 PM
Its a staircase model with some blocking sprites hidden inside so you can climb up and down and all around.
Nothing earth-shattering but still kind of usefull.
#2765 Posted 16 August 2011 - 04:23 PM
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I think staircases are going to be a highlight of some upcoming TROR maps.
#2766 Posted 17 August 2011 - 01:14 AM
This post has been edited by Micky C: 17 August 2011 - 01:14 AM
#2767 Posted 17 August 2011 - 10:16 AM
I have diagonal slopes TROR but usually they dont touch floor but gets extremely close.
#2768 Posted 17 August 2011 - 07:07 PM
This post has been edited by Drek: 18 August 2011 - 01:22 PM
#2769 Posted 18 August 2011 - 03:00 AM
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The problem is, the Laser Chainsaw IS the Freezethrower! The yellow color, the red light, everything...
This post has been edited by Fox: 18 August 2011 - 03:01 AM
#2770 Posted 18 August 2011 - 01:19 PM
Fox, on 18 August 2011 - 03:00 AM, said:
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The problem is, the Laser Chainsaw IS the Freezethrower! The yellow color, the red light, everything...
I think your mistaken. The beta version had a flamethrower that was scrapped for the freezer last minute. The Laser Chainsaw was a unique weapon. I plan to make two other models from lame duke. The snake head that was replaced by the drone, and the organic turret.
#2771 Posted 18 August 2011 - 01:49 PM
Hey dude tell me can't you see the Freeze Thrower in these drawings?
![:)](https://forums.duke4.net/public/style_emoticons/default/wink.gif)
![Posted Image](http://i1110.photobucket.com/albums/h441/Fox_969/2548.png)
![Posted Image](http://i1110.photobucket.com/albums/h441/Fox_969/freezer.png)
![Posted Image](http://images3.wikia.nocookie.net/__cb20110601091725/dukenukem/images/thumb/d/d6/Laserchainsawart.png/830px-Laserchainsawart.png)
Besides, the Freeza Thrower sprite itself looks like a chainsaw
![Posted Image](http://i1110.photobucket.com/albums/h441/Fox_969/images.jpg)
And there is something written in the Freeza Thrower sprite that starts with "C", so take your conclusions
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![Posted Image](http://i1110.photobucket.com/albums/h441/Fox_969/0024.png)
This post has been edited by Fox: 18 August 2011 - 02:01 PM
#2772 Posted 18 August 2011 - 02:18 PM
Quote
I can agree that this evolved into the freezer. My mistake.
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However that doesn't make the laser chainsaw NOT a unique weapon.
#2773 Posted 18 August 2011 - 02:51 PM
I guess some interesting coding could come out of this anyway. Perhaps it was scrapped to not look to much like Doom?
This post has been edited by Fox: 18 August 2011 - 02:53 PM
#2776 Posted 19 August 2011 - 06:42 AM
Zaxtor, on 18 August 2011 - 10:32 PM, said:
.
Nice1
I think it looks awful.
But I know that's not the point. It's cool from a purely technical point of view.
#2777 Posted 19 August 2011 - 08:55 AM
#2779 Posted 19 August 2011 - 01:38 PM
Mikko_Sandt, on 19 August 2011 - 06:42 AM, said:
But I know that's not the point. It's cool from a purely technical point of view.
What do you mean? If you're referring to the texture choices, they're placeholders, and shading is basically non-existent.
@Zaxtor: That would be much harder because I saved a lot of time doing copy and paste, which I believe only works at right angles. Maybe it can be done in LEbuild.
Edit: that looks nice Muelsa, let's see if Mikko comes back and says that's awful too
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This post has been edited by Micky C: 19 August 2011 - 02:07 PM
#2780 Posted 19 August 2011 - 02:21 PM
#2781 Posted 19 August 2011 - 02:45 PM
Micky C, on 19 August 2011 - 01:38 PM, said:
Edit: that looks nice Muelsa, let's see if Mikko comes back and says that's awful too
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That's not fair, your shot actually looks awful for real. For the reasons you explained, and also the columns have no detail at all.
#2782 Posted 19 August 2011 - 03:11 PM
#2783 Posted 19 August 2011 - 04:39 PM
Muelsa, on 19 August 2011 - 01:36 PM, said:
That's so fucking awesome I had never imagined such a cool mod could be made out of Duke Nukem, can't wait for the full thing.
EDIT: So I think you are basing your work on the original books right? Can't wait to see the prehistoric birdcage!
This post has been edited by Norvak: 19 August 2011 - 04:42 PM
#2784 Posted 20 August 2011 - 07:51 AM
Norvak, on 19 August 2011 - 04:39 PM, said:
I read the book many year ago, maybe i should read it again to pickup some ideas. I have no script yet and I'm not very good for that. I only handled the technical aspect, it is possible to drive a jeep or helicopter or play as a dinosaur... its a sort of gta without missions. I need a storyboard
#2785 Posted 20 August 2011 - 08:15 AM
Muelsa, on 20 August 2011 - 07:51 AM, said:
Or watch the movies, I think JP1 and JP3 captures very well the grandness of book's escenary, anyway the book could bring you many scripting ideas that aren't present
in the movies.
#2786 Posted 20 August 2011 - 08:28 AM
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#2787 Posted 20 August 2011 - 09:06 AM
Tetsuo, on 20 August 2011 - 08:28 AM, said:
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Yeah, it could be too cool if Muelsa made a playable inflatable raft and a T-Rex that could walk semi submerged underwater going after the player!
#2788 Posted 20 August 2011 - 09:20 AM
One scene in the original that could be great for a map is the part where Ellie has to go into a big underground building to turn the power back on.. could be a great suspense/scary level with raptors chasing you through the hallways.
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#2789 Posted 20 August 2011 - 10:14 AM
IMO you should add that scene where T-Rex chomps the dude in the porta potty. Best part of all the movies. And don't forget about monstrous dino-prints.
#2790 Posted 20 August 2011 - 04:14 PM
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The point of this is to have a base to start tweaking the weapon positions versus using hardcoded displaying.
Dukewep.con from EDuke 2.1 is officially obsolete.
![;)](https://forums.duke4.net/public/style_emoticons/default/wink.gif)
My new conversion is very optimized, about as much as CON can be, utilizing some features only available in EDuke32 including shiftvarr/shiftvarl and TX's short structure access (when it works). It uses namespacing to remain mutator-compatible. It is much cleaner in formatting. It also supports a number of features added to EDuke32 since then such as weapon scaling and weapon icons, which need replication when EVENT_DISPLAYWEAPON is -1. The shade interpolation code has been ported as well with no difference in functionality.
This post has been edited by Hendricks266: 20 August 2011 - 04:17 PM