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What are you working on for Duke right now?  "Post about whatever Duke related stuff you're doing"

#2881

If you include polymer, you have to make an option for players who can't play with polymer.
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User is offline   Kyanos 

#2882

I am slowly starting this as a side project to help me learn con coding, it's going to be a Witchaven Mod. I have no intention on directly copying the game, but instead plan on trying to remake it using the original sounds and 8-bit art. I will write con files, make a GRP, and make a map or two. I may convert some maps from the original game as I will have to change some tile#s around to fit into Duke3D. Don't expect anything anytime soon from me on this, I am focusing on making models for WGR.

View Postrasmus thorup, on 23 September 2011 - 01:01 PM, said:

If you include polymer, you have to make an option for players who can't play with polymer.

So if a mod says for polymer only you only use polymer, right?
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#2883

If you choose to make the mod with polymer, it will be playable without actually using polymer. But If you make a map with polymer, then the shading and the atmosphere will be very different. So you maybe have to release 2 versions of the same map. But it will be 100% playable.
0

User is offline   Danukem 

  • Duke Plus Developer

#2884

View PostDrek, on 23 September 2011 - 03:14 PM, said:

I am slowly starting this as a side project to help me learn con coding,


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.
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User is offline   CruX 

#2885

I've been spending the past few months (since February at least) building a single-level mini-TC, and now it's finally nearing completion. Over the next day or two, I'm going to need somebody to do a bit of extra beta-testing with me to make sure there's no crippling bugs, that it isn't too difficult, etc. Here's a few screens to give ya'll an idea of what it's all about...

Six new weapons, and three new enemies.
Posted Image
Posted Image


Semi-interactive NPC's.

Posted Image
Posted Image

...Mostly competent level design that uses small amounts of TROR.

Posted Image

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.
2

User is offline   zykov eddy 

#2886

Looks sweet, can't wait to play this!
1

User is offline   Kyanos 

#2887

View PostDeeperThought, on 23 September 2011 - 06:24 PM, said:

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.

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.
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#2888

That's a good idea. I plan on releasing my mod with one folder. You just extract the folder to your main duke directory. Then when you start eduke, you choose my mod folder in the "custom game content directory" section.
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

1

User is offline   Tetsuo 

#2889

 EmericaSkater, on 24 September 2011 - 01:51 AM, said:

I've been spending the past few months (since February at least) building a single-level mini-TC, and now it's finally nearing completion. Over the next day or two, I'm going to need somebody to do a bit of extra beta-testing with me to make sure there's no crippling bugs, that it isn't too difficult, etc. Here's a few screens to give ya'll an idea of what it's all about...


Quickly looking at the weapons I almost thought you where doing a Terminator Future Shock TC.
1

User is offline   Jimmy 

  • Let's go Brandon!

#2890

EmericaSkater, that looks really friggin' cool. Can't wait to check it out.
1

User is offline   Jblade 

#2891

My reaction when I saw those shots was 'woah!' It looks amazing :( (And we also get our resources from the same place as well, I've got those STALKER soldiers in AMC TC as well :( )
1

User is offline   CruX 

#2892

Thanks, guys. Here's two more screens, then I won't say anything else about it till it's released (which, by the absolute latest, should be next Wenesday).

Posted Image
Posted Image

 rasmus thorup, on 24 September 2011 - 08:35 AM, said:

What does the display on the lowest to the left stand for?

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:

Quickly looking at the weapons I almost thought you where doing a Terminator Future Shock TC.


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:

My reaction when I saw those shots was 'woah!' It looks amazing :( (And we also get our resources from the same place as well, I've got those STALKER soldiers in AMC TC as well :( )

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.
0

User is offline   Daedolon 

  • Ancient Blood God

#2893

 DeeperThought, on 16 September 2011 - 02:19 PM, said:

From what I've heard, they aren't very good.


What a queer fellow, I really love the second one myself.
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#2894

I am trying to make an actor that works like shadows for the objects of my choice. This won't be as precise as polymer, but it will sure look great if i can get it working. It also won't make shadows for walls, only actors, and not all actors. And it also cost sprites.
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User is offline   Mblackwell 

  • Evil Overlord

#2895

 rasmus thorup, on 26 September 2011 - 01:27 PM, said:

I am trying to make an actor that works like shadows for the objects of my choice. This won't be as precise as polymer, but it will sure look great if i can get it working. It also won't make shadows for walls, only actors, and not all actors. And it also cost sprites.


Like this?

Posted Image Posted Image Posted Image Posted Image Posted Image Posted Image Posted Image Posted Image Posted Image

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.
1

#2896

Thank you for trying to help Mblackwell! But that's not the thing i am trying to create. My shadows are just taking the picnum of the actor and lays it on the ground, flat, dark, and transparent. Much like the spriteshadow already in the game, but actually flat. I'm still experimenting xD But your's is amazing o.O

This post has been edited by rasmus thorup: 27 September 2011 - 05:05 AM

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User is offline   Mblackwell 

  • Evil Overlord

#2897

Mine is like that but it rotates around the object to create a stencil shadow effect.
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#2898

Okay, but i would rather do everything myself. I am basicly just modding because i want to learn stuff. And i feel that i have to create things myself. so :( But thanks anyway!
2

User is offline   ReaperMan 

#2899

 rasmus thorup, on 27 September 2011 - 05:29 AM, said:

Okay, but i would rather do everything myself. I am basicly just modding because i want to learn stuff. And i feel that i have to create things myself. so :( But thanks anyway!


Thats the spirit!
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User is offline   Mblackwell 

  • Evil Overlord

#2900

 rasmus thorup, on 27 September 2011 - 05:29 AM, said:

Okay, but i would rather do everything myself. I am basicly just modding because i want to learn stuff. And i feel that i have to create things myself. so :( But thanks anyway!


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.
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User is offline   DavoX 

  • Honored Donor

#2901

Why is it wrong to see other people's code? I mean there's a lot to learn from other places, you shouldn't always be stuck on your own you know?
1

#2902

I never said it is wrong to see other people's codes. I just said that i would rather try it myself. Sometimes it just feels better to do things on your own. But i agree with you.
1

User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#2903

 DavoX, on 28 September 2011 - 07:35 AM, said:

Why is it wrong to see other people's code?

Try asking that on facepunch and see what kind of response you would get there. :(
1

User is offline   Stabs 

#2904

just a shot of somthin iam workin on for WGR2, click on it and smash a 16 year old engine up and this EPIC mod upto #1 :(

http://www.moddb.com...t-danmed-church
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User is offline   ReaperMan 

#2905

Wow DanM, that looks great!
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User is offline   Stabs 

#2906

TROR has just killed my reservations and restraints, sorry if u cant run it but iam goin all out with this WGR2 episode, iam trying to keep a 8000 / 10,000 wall limit given how heavy hese levels are in geo and lighing, hopin to make up for a lack of action with some really cool hexenesque puzzkes, well thats the plan :(

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

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User is offline   ReaperMan 

#2907

 DanM, on 04 October 2011 - 07:01 AM, said:

EDIT btw we are #82 now, keep kickin those modern engines in the balls guys :(


Your not #1 yet??? :(
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User is offline   Stabs 

#2908

Posted Image :( :( :(
0

User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#2909

 DanM, on 04 October 2011 - 05:13 AM, said:

just a shot of somthin iam workin on for WGR2, click on it and smash a 16 year old engine up and this EPIC mod upto #1 :(

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

0

User is offline   Micky C 

  • Honored Donor

#2910

 DanM, on 04 October 2011 - 07:01 AM, said:

TROR has just killed my reservations and restraints, sorry if u cant run it but iam goin all out with this WGR2 episode, iam trying to keep a 8000 / 10,000 wall limit given how heavy hese levels are in geo and lighing, hopin to make up for a lack of action with some really cool hexenesque puzzkes, well thats the plan :(

EDIT btw we are #82 now, keep kickin those modern engines in the balls guys :(


Episode? Are you working on more than one level?
0

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