What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#2881 Posted 23 September 2011 - 01:01 PM
#2882 Posted 23 September 2011 - 03:14 PM
rasmus thorup, on 23 September 2011 - 01:01 PM, said:
So if a mod says for polymer only you only use polymer, right?
#2883 Posted 23 September 2011 - 04:08 PM
#2884 Posted 23 September 2011 - 06:24 PM
Drek, on 23 September 2011 - 03:14 PM, said:
Coding a TC from scratch is a difficult way to be introduced to CON script. On top of that, I would add that making a TC by yourself is like a "final exam" for modders, and I would only recommend it to people who have already had a lot of experience with the various components of a TC (mainly art, code, and maps). Having said that, there are some very talented and dedicated people who could handle it as a first major project (I'm certainly not one of them).
That sounds discouraging, but I think you might succeed if you scaled down the project enough. For example, you might try starting from the Duke 3D GAME.CON code, and make a mini mod with only a couple of small maps and a few crude enemies and weapons.
#2885 Posted 24 September 2011 - 01:51 AM
Six new weapons, and three new enemies.
Semi-interactive NPC's.
...Mostly competent level design that uses small amounts of TROR.
TBH I'm not sure I want any more than maybe one or two beta testers from this forum, since I already plan on personally sending it off to two other people, but I figure it's worth a post since I (deliberately) haven't announced anything about this project.
#2887 Posted 24 September 2011 - 05:10 AM
DeeperThought, on 23 September 2011 - 06:24 PM, said:
That's pretty much my plan, just sub in one thing at a time. Slow and steady. I have used editart to swap some textures and have started a test map. Those screenshots I posted earlier were just the complete art tiles from WH replacing Dukes, then forcing Eduke to run some wh2 maps using bat files.
#2888 Posted 24 September 2011 - 08:35 AM
If you want to learn some coding, it's a good idea to do what deeperthought told you. I didn't do that, i just started from scratch with my mod and then kept learning as i wanted to include more stuff. You can always change your old and "bad-coded" stuff later. I think DT's way makes you learn faster. But my way is more fun. That's what i think.
And emericaskator. That gun at the second picture looks awesome. Hud looks great, building/indoor mapping looks very promising too. What does the display on the lowest to the left stand for?
Edit: I reached the wall limit >.> I need less than 1000 walls But i'm probably gonna figure it out.
This post has been edited by rasmus thorup: 24 September 2011 - 11:25 AM
#2889 Posted 24 September 2011 - 03:52 PM
EmericaSkater, on 24 September 2011 - 01:51 AM, said:
Quickly looking at the weapons I almost thought you where doing a Terminator Future Shock TC.
#2890 Posted 24 September 2011 - 06:29 PM
#2891 Posted 25 September 2011 - 02:57 AM
#2892 Posted 25 September 2011 - 06:59 AM
rasmus thorup, on 24 September 2011 - 08:35 AM, said:
Health/Armor/FirstAid. They were originally bars, but the length I had them set to made the HUD a bit too intrusive, and since that's the only HUD the mod has, I decided it'd be best to just keep the numbers. Also the gun in the second shot uses some of TX's example code he had on the wiki for the Shoview command. Just thought I should mention that. It's one of 3(ish) blocks of the extra code that I didn't write myself.
Tetsuo, on 24 September 2011 - 03:52 PM, said:
Yup, all the weapons are from FutureShock/Skynet. I screen-shot ripped most of them, cleaned them up, and posted it as a resource over on the Zdoom forums, then used the best 6 for the mod. They didn't animate very well in the original game, but it looks like all they needed was a little bit of TLC in a different engine.
James, on 25 September 2011 - 02:57 AM, said:
We sure do, don't we? Once this has got a stable release, I'll probably announce it over there. I've found so much crap in that forum (nay, that entire scene) that it wouldn't be right if I didn't make some mention of it.
#2893 Posted 26 September 2011 - 12:16 PM
DeeperThought, on 16 September 2011 - 02:19 PM, said:
What a queer fellow, I really love the second one myself.
#2894 Posted 26 September 2011 - 01:27 PM
#2895 Posted 26 September 2011 - 04:37 PM
rasmus thorup, on 26 September 2011 - 01:27 PM, said:
Like this?
I think I have some of the old code laying around for such an effect. It's not the most efficient way of doing it though so it's not of the best use to you I imagine. It's probably enough to know that it's perfectly possible though.
#2896 Posted 27 September 2011 - 05:04 AM
This post has been edited by rasmus thorup: 27 September 2011 - 05:05 AM
#2897 Posted 27 September 2011 - 05:21 AM
#2898 Posted 27 September 2011 - 05:29 AM
#2899 Posted 27 September 2011 - 06:29 PM
rasmus thorup, on 27 September 2011 - 05:29 AM, said:
Thats the spirit!
#2900 Posted 27 September 2011 - 07:03 PM
rasmus thorup, on 27 September 2011 - 05:29 AM, said:
Well, I already said you should do it yourself since the code I wrote at the time sucks and could be done better now. Just thought you should know your ideas floated around in someone else's head too so you knew it was a goal worth achieving.
#2901 Posted 28 September 2011 - 07:35 AM
#2902 Posted 28 September 2011 - 07:48 AM
#2903 Posted 28 September 2011 - 01:19 PM
DavoX, on 28 September 2011 - 07:35 AM, said:
Try asking that on facepunch and see what kind of response you would get there.
#2904 Posted 04 October 2011 - 05:13 AM
http://www.moddb.com...t-danmed-church
#2906 Posted 04 October 2011 - 07:01 AM
EDIT btw we are #82 now, keep kickin those modern engines in the balls guys
This post has been edited by DanM: 04 October 2011 - 07:04 AM
#2907 Posted 04 October 2011 - 07:10 AM
DanM, on 04 October 2011 - 07:01 AM, said:
Your not #1 yet???
#2909 Posted 04 October 2011 - 10:06 AM
DanM, on 04 October 2011 - 05:13 AM, said:
http://www.moddb.com...t-danmed-church
Is that shot from ingame or mapster, just wondering why the SE are visible.
Although, I will add this screen shot to the EDuke32 engine page as well.
This post has been edited by The Commander: 04 October 2011 - 10:06 AM
#2910 Posted 04 October 2011 - 03:46 PM
DanM, on 04 October 2011 - 07:01 AM, said:
EDIT btw we are #82 now, keep kickin those modern engines in the balls guys
Episode? Are you working on more than one level?