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

User is offline   Mark 

#3001

I guess I'll go out on the sidewalk and take a look. :D
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#3002

I'm about to be done with my tower of babel remake from doom. It's only 5 room but i was out of walls faster than i thought. The fight with the cyperdemon is also too short. This version is much darker than the original tower of babel map from doom. I also put in a different music track ( go 2 it ) It took me about 3 maps to do the things i have done for the map now. But i need a break with mapping so it's going slow.

This post has been edited by rasmus thorup: 24 November 2011 - 07:23 AM

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User is offline   pmw 

#3003

I'm still making my Finland Tampere -episode, since 2007. Almost every map has 16834 walls.

I tried one map today with HRP. It didn't run well!


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User is offline   Danukem 

  • Duke Plus Developer

#3004

Those shots actually look pretty good, aside from the absurd number of monsters.

What are your sprite counts on those maps?
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User is offline   Mark 

#3005

I still have an older version you posted quite a while ago before Polymer was around. I remember it looking pretty good.
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User is offline   pmw 

#3006

Yes map structures are 100% ready. I need to make monsters and fix some little things, like shadows etc.

Map 6: 2243/4096 sect. 16235/16384 walls 4928/16384 s


But there's still much doing with sprites. Detailing etc.

I wonder why my taxis are blue (take a look of latest shot). I've changed tile palette to yellow. Doesn't that work on HRP?
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User is offline   Danukem 

  • Duke Plus Developer

#3007

View Postpmw, on 27 November 2011 - 12:15 PM, said:

I wonder why my taxis are blue (take a look of latest shot). I've changed tile palette to yellow. Doesn't that work on HRP?


Yes, that should work in the HRP, assuming you are using a recent version of the HRP and EDuke32, and Polymer. It's been a while since I have used the highpal feature or the HRP, so I have no idea what is going wrong there.
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User is offline   Inspector Lagomorf 

  • Glory To Motherland!

#3008

View Postpmw, on 27 November 2011 - 11:05 AM, said:

I'm still making my Finland Tampere -episode, since 2007. Almost every map has 16834 walls.

I tried one map today with HRP. It didn't run well!


No joke? Having too many monsters on screen will bog down FPS BIGtime, because of all the scripts that need to be run and all the movement/animation that's going on. This is actually why open city levels are very rare in the original levels. I recommend having monsters teleport in as you progress through the level. Laying down a few touchplate switches (DEFS #3) linked to respawn sprites (DEF #9) will accomplish that nicely.

This post has been edited by The Mighty Bison: 27 November 2011 - 12:38 PM

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User is offline   pmw 

#3009

 The Mighty Bison, on 27 November 2011 - 12:36 PM, said:

No joke? Having too many monsters on screen will bog down FPS BIGtime, because of all the scripts that need to be run and all the movement/animation that's going on. This is actually why open city levels are very rare in the original levels. I recommend having monsters teleport in as you progress through the level. Laying down a few touchplate switches (DEFS #3) linked to respawn sprites (DEF #9) will accomplish that nicely.


In fact, with normal gameplay, you won't see that much monsters. There's a secret room in that level, where you can push button and release all those monsters. There are teleport monsters also.
But please, this is not a normal episode. Example, every map has millions of pointless places. And with normal duke (no HRP), that works pretty fine even there are lot of monsters on the screen.

This episode is made for Eduke and 8-bit -mode.
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User is offline   Jimmy 

  • Let's go Brandon!

#3010

Also, when you have a ton of monsters in Duke, it really doesn't work that well. In Doom they work together, or infight if someone screws up, but in Duke they just all shoot in the same direction, so the guys in the back just kill everyone in front of them for you. (Especially if there are Commanders or something out there.)
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User is offline   pmw 

#3011

 Captain Awesome, on 27 November 2011 - 01:59 PM, said:

Also, when you have a ton of monsters in Duke, it really doesn't work that well. In Doom they work together, or infight if someone screws up, but in Duke they just all shoot in the same direction, so the guys in the back just kill everyone in front of them for you. (Especially if there are Commanders or something out there.)


I know. It's just for fun. This is not super official mod. Pure fun.
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User is offline   Stabs 

#3012

Another shot from the new project i am working on, windows image viewer makes it heaps dark but seems fine in firefox

Attached Image: eduke32 2011-11-28 22-01-12-99.png

Ahh TROR, you have given me another 10 years use out of this engine AT least...
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User is offline   Tea Monster 

  • Polymancer

#3013

Ooooh, nice!
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User is offline   Helixhorned 

  • EDuke32 Developer

#3014

 DanM, on 28 November 2011 - 03:10 AM, said:

Another shot from the new project i am working on, windows image viewer makes it heaps dark but seems fine in firefox

Pure mastery, brings back the Unreal days!

@pmw: can you post the log please? Your HRP install should contain a 'highpal' directory and the palettes should be properly referenced from duke3d_hrp.def.
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User is offline   Stabs 

#3015

 Helixhorned, on 28 November 2011 - 06:29 AM, said:

Pure mastery, brings back the Unreal days!


i have been using this engine since i was 12 dude, and I'am 27 now :D

tried brushes in quake/source but they where so finicky, and hated how unreal constricted your carving to a pre-made shape
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User is offline   Tea Monster 

  • Polymancer

#3016

I hated the leaks in Quake engine games. I never got into Unreal editing. I was making what I thought 'The Big Gun' should have been like (something more than a hole in the floor!) but I couldn't get it watertight for anything.
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User is offline   Micky C 

  • Honored Donor

#3017

 DanM, on 28 November 2011 - 03:10 AM, said:

Ahh TROR, you have given me another 10 years use out of this engine AT least...


I'll hold you to that, or I'll bus over and bludgen you while you're in a drunken stupor Posted Image
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User is offline   Inspector Lagomorf 

  • Glory To Motherland!

#3018

 Tea Monster, on 28 November 2011 - 02:08 PM, said:

I hated the leaks in Quake engine games. I never got into Unreal editing. I was making what I thought 'The Big Gun' should have been like (something more than a hole in the floor!) but I couldn't get it watertight for anything.


Big Gun actually looks something like this:

Posted Image

Edit: Okay, who negrepped my comment about the monsters? Come on.

This post has been edited by The Mighty Bison: 28 November 2011 - 04:12 PM

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User is offline   Stabs 

#3019

 Micky C, on 28 November 2011 - 02:27 PM, said:

I'll hold you to that, or I'll bus over and bludgen you while you're in a drunken stupor Posted Image


dont worry that staircase out the front willl get me before you can

damn they put a ton of work into the big guns texture :D
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#3020

Playing a little with ROR

Posted Image Posted Image
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User is offline   Hendricks266 

  • Weaponized Autism

  #3021

Very nice.

I'd like to see ROR in Tier Drops. /trollface
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User is offline   blizzart 

#3022

 DanM, on 28 November 2011 - 03:10 AM, said:

Another shot from the new project i am working on, windows image viewer makes it heaps dark but seems fine in firefox

eduke32 2011-11-28 22-01-12-99.png

Ahh TROR, you have given me another 10 years use out of this engine AT least...


This shot looks so amazing just like a completely different game. I canĀ“t wait to play this. Awesome work, DanM!!!
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User is offline   zykov eddy 

#3023

 Fox, on 28 November 2011 - 10:33 PM, said:

Playing a little with ROR

Posted Image Posted Image


Looks awesome!
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User is offline   The Commander 

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

#3024

Some shots from the same project DanM posted above about, not as great as his architecture but it will be playable for ATI at least. :D

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This post has been edited by The Commander: 29 November 2011 - 04:32 AM

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User is offline   pmw 

#3025

I just took screenshot of every map in my episode.

http://petteri.muumi...mw-screenshots/

Take a look! imageorder:

Map 1: Old gas station
Map 2: Congress hall "Tampere-Talo" (real pic)
Map 3: Näsinneula, tallest freestanding building in nordic countries (real pic)
Map 4: Nääshalli, sports and hobby center. This map has 100% real structure, based on building's floor plan.
Map 5: Tampere central (real pic)
Map 6: Hotelli Ilves (real pic)
Map 7: Exhibition and Sports centre

This post has been edited by pmw: 29 November 2011 - 10:00 AM

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User is offline   Helixhorned 

  • EDuke32 Developer

#3026

I recall that exhibition map. Looking forward to play the others!
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User is offline   Mikko 

  • Honored Donor

#3027

Cool, looking forward to it. Tampere has always been one of my favorite cities.
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User is offline   Jblade 

#3028

It definitly looks cool, good to see another classic style map pack coming out :D
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User is offline   WedgeBob 

#3029

 DeeperThought, on 27 November 2011 - 11:19 AM, said:

Those shots actually look pretty good, aside from the absurd number of monsters.

What are your sprite counts on those maps?


I was almost ready to say the exact same thing...the number of monsters would completely overwhelm all but the most hardcore players, and even they would be somewhat challenged.
Balance, balance, balance...as the Levelord once said in some certain Level Design Handbook about 15 years ago.
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#3030

Here are some pictures of my tower of babel map. The big shiny thing in the first picture is a teleporter. This is with HRP but without polymer. Won't be using TROR.
Here is a video of the original map.


And here are some pics of my map.
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