Duke4.net Forums: What are you working on for Duke right now? - Duke4.net Forums

Jump to content

  • 362 Pages +
  • « First
  • 98
  • 99
  • 100
  • 101
  • 102
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic

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

User is offline   VinsaneOne 

#2971

That's somewhere in NZ after the flood! :D


Just got word that series episode will not be released as previously mentioned. Sorry for the mix up folks.
Think of it as just another Duke delay curse
!

This post has been edited by VinsaneOne: 31 October 2011 - 12:57 AM

1

User is offline   Forge 

  • Speaker of the Outhouse

#2972

View PostDanM, on 30 October 2011 - 11:05 PM, said:


posted this awhile ago in the polymer thread but that's one of the more "hostile" environments planned



Nice architecture, layout, and texturing. Solid design all around.
0

User is offline   Stabs 

#2973

think hexen, think strife, think sotn, trying to do something beyond my usual super rambo doom guy gameplay
0

User is offline   kenia 

#2974

just wanted to pass by and say "HELLO". :D

i'm working currently with a gamestudio on some new shooter (natural selection 2), and scrapped all my plans for duke3d, duke4. i remembered recently how much i enjoyed to be part of the duke3d community, so here i post :)
0

User is offline   ReaperMan 

#2975

So what were you working on that involved Duke Nukem?
0

User is offline   Plagman 

  • Former VP of Media Operations

#2976

Cool, Unknown Worlds is pretty neat. I assume you're contracting for them?
0

User is offline   blizzart 

#2977

 ReaperMan, on 04 November 2011 - 01:21 PM, said:

So what were you working on that involved Duke Nukem?


Duke Army, IIRC.

So welcome back, kenia!
0

User is offline   Daedolon 

  • Ancient Blood God

#2978

I always find it sad that people stop working on their Duke projects if they find something else to work on, but I guess it's just a fact of life.
0

User is offline   Plagman 

  • Former VP of Media Operations

#2979

Pretty sure they would keep doing it if they could live off it.
0

#2980

I'm making my version of the doom level - tower of babel with the pc music. I already done most of the cyperdemon :D It will be more detailed than the original doom map ofcourse. already close to being done with the inner part of the map at the start, still need the texturing.
0

#2981

This has always been one of my favorite threads.

- We've got a TL;DR "Cool story bro" post below this line;

I've got nothing to show yet, but I'm in the process of trying to figure out how practical it would be to make a small (Single level) survival horror mod for EDuke32, there probably wouldn't be any new resources, just new (And probably dysfunctional and unbelievably bad) con code and a single new map, it would feel more like Japanese horror games. Reasons for this idea are that I feel like trying to make another map, but I can't make my mind up wether to go industrial, urban or alien. My idea being that survival horror allows for ambiguity (Silent Hill anyone?) and I could make one big map (Like in Clock Tower 3 / Haunting Ground) of say, a city, that incorporate several themes.

The basic idea would be - and I admit some inspiration comes from the A.Dream maps, let's face it, they are awesome - that Duke wakes up and discovers that he is not familiar with the surroundings, it's a typical dark, end of the world location (A town?) and he starts to explore, the player would be able to read things (Books, notes and the like) and would be given a weak weapon (Holy Water or maybe just kick) - then, just as he's getting used to this dreadful place, something evil starts to chase him (probably just the battlelord with his gun disabled, maybe a new skin and other tweaks, you probably wouldn't be able to see much more than his outline though.) and the game is on, Duke must hide from and evade the enemy, he would also have to solve puzzles and find items to progress. It wouldn't be particularly long, nor would the story be very well developed. At the moment I am toying with the idea of fixed camera (I prefer fixed cameras in Survival Horror) and inventory. Hopefully, I get around to making this thing.

Have to admit, I'm a little survival horror obsessed lately, after playing Haunting Ground, I was so impressed (Dare I admit to crying?) that I am determined to play every other survival horror game I can obtain, I'm broke right now from ordering several more games from eBay.

Yeah, sorry for a long post that's just ideas, I'm sure everyone here knows how bad I am at actually executing my ideas, as in, they don't happen :D

Edit: Oh, and I think I should stop kidding myself, I'm going to have to say that Duke Nukem 2D is officially dropped from now on.

This post has been edited by High Treason: 06 November 2011 - 05:36 PM

0

User is offline   Kyanos 

#2982

I made a MD3 exporter for the newest version of Blender.
Tuts & Resources Thread
0

#2983

I've started work on my Survival Horror mini-mod, this will only be single level with simplistic puzzles, if the project does well at it's time of release, I might make a larger and more complex mod. Anyway, here's some shots, keep in mind that the detail hasn't been added yet, but it should at least give you the idea of what I am trying to do and also keep in mind that it will require polymer - the framerates are low in some of those shots, but I am working on never dropping below 25 (my machine is dying though) and anyway, the screen will never be full of enemies.

Posted Image Posted Image Posted Image Posted Image

Images, left to right.
1. This is the small village of Loudmoor, I've only just started this area, you will encounter it about 1/3 of your way through.
2. This is an area in the village, obviously you will be able to go down here in the game, that is indeed an arched transparent glass roof.
3. Small wooded area, there will be a statue here.
4. I always have to include a bridge. Might remove this as it is causing a few problems.

Other notes; The camera system is proving a challenge, and enjoyable challenge, my original system used simple AI to face the player at all times, this won't work now that they are activated with tags instead of distance, I can't figure it out so I am trying to implement a second camera system that works on distance which would be restricted to certain sections, these would have selectable AI which could follow the player in a "camera track" sector, move away from the player or do something else.
1

User is offline   Micky C 

  • Honored Donor

#2984

Some of those shots look nice and moody. What problems are you having with your bridge?
0

User is offline   Mark 

#2985

I see your trademark bridge in that last shot. :D

Dark and creepy. Good job.
0

User is offline   Mike Norvak 

  • Music Producer

#2986

I know is still WIP but I don't really like the texture selection from most of the pics, anyway is just an opinion.

View PostHigh Treason, on 12 November 2011 - 03:30 PM, said:

4. I always have to include a bridge. Might remove this as it is causing a few problems.


Do you already know about TROR, right?
0

#2987

@Micky C; Thanks, the problems are that it either causes lights to stop working or Duke falls through it and walk on the top of the archway (would make sense, as the archway is actually the floor of that sector. Luckily, most of the map relies on a teleporter of sorts for Duke to get around (If you have played a few survival horrors, you will be familiar with doors either not opening or just leading to blackness that becomes another room when you walk in) so at the moment, it causes him to appear in the next location when he reaches halfway - the bridge only really acts as a transition from one area to the next and the player is never allowed back there.

@Marked; Thanks... (Questions the idea of stealing from your graveyard map... ) :D

@Norvak; Yeah, texture selection always takes me a while, some of it will likely change once I do my second sweep of those areas. I know about TROR, but I can not seem to make it do what I want it to do as it seems I can only use it within the entirety of the white walls, it does not allow me to make sloped sectors and I changing the height of a floor changes the ceiling height too - chances are I am doing something wrong, certainly wouldn't be the first time.
0

User is offline   zykov eddy 

#2988

View PostHigh Treason, on 12 November 2011 - 03:30 PM, said:

I've started work on my Survival Horror mini-mod, this will only be single level with simplistic puzzles, if the project does well at it's time of release, I might make a larger and more complex mod. Anyway, here's some shots, keep in mind that the detail hasn't been added yet, but it should at least give you the idea of what I am trying to do and also keep in mind that it will require polymer - the framerates are low in some of those shots, but I am working on never dropping below 25 (my machine is dying though) and anyway, the screen will never be full of enemies.



Looks great, I love creepy mods. Good luck!
0

User is offline   Micky C 

  • Honored Donor

#2989

@High Treason; I highly recommend that if you're going to do any kind of ROR tricks, that you instead make them with TROR. That bridge is a perfect example of something that can easily be made with it.
0

User is offline   Mark 

#2990

Just messing around again with something, like most of my stuff, that will probably never see completion. But it's still lots of fun to make.
1

User is offline   Micky C 

  • Honored Donor

#2991

I made a personal trailer showcasing my WGRealms 2 map, as a parody of the DNF reveal trailer.

Video description:

Quote

This is an 'off the books' 'fan made' trailer for my map, likely to be released in the next update, called 2.0 for lack of a better name at the moment. Don't let the name stick or Jedrick will get medieval on your asses!

This trailer also serves as a parody of the Duke Nukem Forever reveal trailer, from where the audio was ripped.




This post has been edited by Micky C: 13 November 2011 - 08:00 PM

0

User is offline   Mike Norvak 

  • Music Producer

#2992

I'm making a 3D Jet using the subway system and TROR :D now you really could make things to float in the air!
0

#2993

What things are going to float Norvak? You can make most things float with coding.
0

User is offline   Mike Norvak 

  • Music Producer

#2994

View Postrasmus thorup, on 14 November 2011 - 11:19 AM, said:

What things are going to float Norvak? You can make most things float with coding.


I mean sectors, you know....
0

#2995

I don't get it. I would like to see :D
0

#2996

I was going to post screenshots of progress, such as with my new TROR bridge (the original is gone), but here's something else;



Still got to finish the stalker code, item code and some puzzle code too.
1

User is offline   Kyanos 

#2997

Attached Image: capt0003.jpg
I made a waving flag md3 using wind and cloth physics in blender 2.6
1

#2998

This area is now finished;
Posted Image

And, although Duke might not have time to play with himself, he does have time to play with his new remote-control bulldozer;
Posted Image

Actually, that's quite important, you actually have to use it to finish the level. The map has turned out reasonably small, but even knowing where everything is, it still takes at least 3 min to beat. At the moment, my stalker AI is incomplete, a few sound effects need adding in and something (my crappy AI I believe) is causing a crash on occasion. I could theoretically be ready to release in 24 hours, but the map is underdetailed, I don't know what to add as further detail, so I'm going to sit around looking at other games and Google images for a week - possibly longer - and try to improve it, that should also give me time to figure out why some text doesn't display and fix the doors that occasionally malfunction - oh, and I keep forgetting about those damn jump-scare actors I haven't added yet.

I've decided not to include any medkits in the level, so if the stalker hurts you, you can't heal yourself, I may set it so that hurting the stalker lets you regain some health if the correct conditions are met.

Another thing I wish to point out, is that I have added a semi-interactive soundtrack, the music will change depending on what area you are in, I may also have it set to play faster music when you are chased and then go back to what was previously playing (or the music for the area you have moved to) when the stalker is no longer chasing you.
0

User is offline   Mike Norvak 

  • Music Producer

#2999

View PostHigh Treason, on 21 November 2011 - 07:38 PM, said:

Another thing I wish to point out, is that I have added a semi-interactive soundtrack, the music will change depending on what area you are in, I may also have it set to play faster music when you are chased and then go back to what was previously playing (or the music for the area you have moved to) when the stalker is no longer chasing you.


It would be cool make use of dynamic music in other mods and maps.
0

User is offline   Tea Monster 

  • Polymancer

#3000

Marked, you were talking about making modular game assets, there is guy on Polycount showing off how to do just this, I thought it might give you some ideas:

http://www.polycount...ead.php?t=89682

That's some good looking stuff High Treason.
0

Share this topic:


  • 362 Pages +
  • « First
  • 98
  • 99
  • 100
  • 101
  • 102
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks not owned by Voidpoint, LLC are the sole property of their respective owners. Play Ion Fury! ;) © Voidpoint, LLC

Enter your sign in name and password


Sign in options