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
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
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
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:
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?
Besides, the Freeza Thrower sprite itself looks like a chainsaw
And there is something written in the Freeza Thrower sprite that starts with "C", so take your conclusions
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. Sorry.
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
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
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
#2787 Posted 20 August 2011 - 09:06 AM
Tetsuo, on 20 August 2011 - 08:28 AM, said:
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.
#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
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.
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