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

#3181

I was thinking about making a zombie/apocalypse kind of mod, but I'm not sure if anyone has done that before.



The sprite is from System Shock. The zombie is made from the Troop and primarily uses Quake 2 mutant sounds with the pitch increased; the dying sound is from the Quake 2 parasite.

This post has been edited by scandalousrucksack: 24 February 2012 - 11:42 PM

0

User is offline   Sangman 

#3182

It has been done before, the first thing that pops to mind is Zombie Crisis (though granted while that was a good mod, it was very very simple in gameplay)
0

User is offline   Daedolon 

  • Ancient Blood God

#3183

There's also Decay and this thing I've yet to finish.


I think the zombie genre/whatever hasn't been explored properly in Duke yet, so I'd say all attempts are welcome.
0

User is offline   zykov eddy 

#3184

The zombies look lame, hope you'll replace them. (I think they are from Undead Special edition, this TC had some potencial btw)

This post has been edited by zykov eddy: 25 February 2012 - 11:06 AM

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User is offline   Jimmy 

  • Let's go Brandon!

#3185

I think those sprites could work, ScandalousRuckSack, but you'd have to do an atypical type of zombie mod. Which is welcome as well. I love zombies as much as the next guy, but the typical zombie game is really overdone.
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#3186

View PostCaptain Awesome, on 25 February 2012 - 01:07 PM, said:

I think those sprites could work, ScandalousRuckSack, but you'd have to do an atypical type of zombie mod. Which is welcome as well. I love zombies as much as the next guy, but the typical zombie game is really overdone.


It was going to be more science fiction and bug-eyed monsters than a typical zombie kind of mod.
1

User is offline   Daedolon 

  • Ancient Blood God

#3187

View Postzykov eddy, on 25 February 2012 - 11:06 AM, said:

The zombies look lame, hope you'll replace them. (I think they are from Undead Special edition, this TC had some potencial btw)


I haven't worked on that since 2008 and everything was a placeholder until I'd find something to replace them with (I never did).
0

User is offline   chicken 

  • Fashionable Modeler

#3188

View PostDaedolon, on 25 February 2012 - 02:42 PM, said:

I haven't worked on that since 2008 and everything was a placeholder until I'd find something to replace them with (I never did).


Do you already have some maps finished?
0

User is offline   Daedolon 

  • Ancient Blood God

#3189

View Postchicken, on 25 February 2012 - 02:52 PM, said:

Do you already have some maps finished?


Just a small house which I used to test stuff. I basically stopped working on it since I couldn't get my 3d zombies to work.
0

User is offline   Mark 

#3190

I know how that goes. Zombies are lazy.
0

User is offline   Daedolon 

  • Ancient Blood God

#3191

After I get whatever I'm working on now finished, I'll probably go back to it.
0

User is offline   Wolf 

#3192

View PostDaedolon, on 25 February 2012 - 02:57 PM, said:

since I couldn't get my 3d zombies to work.

View PostMarked, on 25 February 2012 - 03:47 PM, said:

I know how that goes. Zombies are lazy.


Ha, I'd + that if I had any votes in my.. quota.

Anyway, I decided to show off something I've been working with for the past few days. They're really more concepts still but.. yeah. So, I noticed while making my maps and messin' with the good ol MUSICANDSFX sprite that it didn't suit the sound needs of my mod. Using stereo ambience with M&SFX sounded unrealistic, particularly when it wasn't directly in the center of your screen. I needed something specific, something that could envelop a specified area in stereo sound that didn't slide to one side of your speakers with which direction you were looking at. So here are my attempts.

Firstly, the musicandsfx actor gets erased (unless it's a multiplayer/co-op game) and a new 'soundscape' actor gets created. Then a soundscape helper spawns to do the rest of the dirty work.

Solution type 1 was to more or less 'guard' the perimeter of the SoundScape's origin until the player stepped inside. This worked great, but it still sounded kinda 'eh' when you're away from the perimeter with your left side facing it only (thus sending it through the left speaker only, too). Part of the original problem, but not really that bad considering the edge of the area could be somewhere creative, say, a doorway that would more or less be unaffected by the wind (the side you're standing in.)


Solution type 2 is more.. global. It creates a row of the emitters always in front of the player so that all stereo ambience will play with only volume being modified, not panning. The video shows different ambience' volumes being controlled by the distance from the player.


The soundscape actors will have much better sector control later on, as well as different types/behaviors. I'd really much like to replicate soundscapes from the Source engine. After I decide which type to use and refine it, the rest should be pretty easy, woo..
5

User is offline   Jblade 

#3193

That's a pretty cool solution to the problem :lol: there's still alot of things that could be done to improve Eduke32's sound systems but of course time is the main factor as to why there isn't.
0

User is offline   Danukem 

  • Duke Plus Developer

#3194

It's admirable that you went through the trouble to create a solution. On the other hand, I'm a bit annoyed that after all this time we still don't have any events for handling game sounds, so we have to resort to such hacks.
0

User is offline   Daedolon 

  • Ancient Blood God

#3195

That's really impressive, that's something a lot of us are struggling with in our mods.

I also like the style you're going for in the second video (where did you find that awesome skybox for example :lol:)
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#3196

More progress


1

#3197

Now that's a fucker i would love to fuck up. And polymer looks wrong without maphacks imo :S
0

#3198

Every now and then they still try to dive to the ground; I'm trying to find out what I missed in the pigcop code.
0

#3199

Could it be when the pigcops crouch?
0

#3200

I tried to replace all of the diving commands with seek enemy commands.
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User is offline   Wolf 

#3201

View PostDaedolon, on 26 February 2012 - 02:14 AM, said:

I also like the style you're going for in the second video (where did you find that awesome skybox for example :lol:)


Funnily enough that's not the skybox that belongs in that map. :P I had just rearranged the order of the skybox textures to make them more uniform and make more sense and I've yet to update the maps accordingly. But as for where I got it, well... resource gathering is a bit of a hobby of mine; ever since I'd started my modding of Duke I loved getting things that other people sometimes didn't know how to. I like it when things are rare (not used in many other mods), so people who would play my mod don't feel like every asset is a equivalent to.. a bunch of wilhelm screams over and over. Anyway, that skybox is from CoD: Black Ops. On that note, though, I was always trying to get the skybox textures from RAGE, but.. My attempts to have all given me just the reflection cubemap of it, so it's just one small blurry mess. :P
0

User is offline   Hendricks266 

  • Weaponized Autism

  #3202

View PostDeeperThought, on 26 February 2012 - 12:40 AM, said:

It's admirable that you went through the trouble to create a solution. On the other hand, I'm a bit annoyed that after all this time we still don't have any events for handling game sounds, so we have to resort to such hacks.

Creation of an EVENT_SOUND was delegated to me in discussions several months ago. You mention multiple events. What are you thinking of? EVENT_SOUND would run before a sound is played and would allow you to change its properties, including playing a different sound and canceling it completely.
0

User is offline   Wolf 

#3203

It makes me think EVENT_SOUND would be used almost like EVENT_EGS, and 'ifsound' would take on a different behavior when used in it.
And then maybe THISACTOR could refer to the actor who's calling the sound. I could imagine this being practical in that you could compare the distance between the actor calling it and the player, and if it's over a certain amount you could cancel the next weapon-firing sound and swap it out for a distant gunshot/reverberation effect.

But anyway, I'd assume it'd allow for control of everything used in definesound, pitch, priority, flags and "sndist". Just getting control of the sndist alone would let people recreate the behavior of MUSICANDSFX if they wanted to. After that, I imagine that it could solve the problem I had regarding stereo panning, and maybe a way to lock panning would be available, so that if the player is able to hear the sound, it'd always be through both channels.

This post has been edited by Wolf: 26 February 2012 - 11:12 AM

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#3204

I remember maaany topics about the famous EVENT_SOUND event. But nothing has happened :lol: TX!!!! Not trying to put pressure on your shoulders or anything :P
0

User is offline   Danukem 

  • Duke Plus Developer

#3205

View PostHendricks266, on 26 February 2012 - 10:53 AM, said:

Creation of an EVENT_SOUND was delegated to me in discussions several months ago. You mention multiple events. What are you thinking of? EVENT_SOUND would run before a sound is played and would allow you to change its properties, including playing a different sound and canceling it completely.


One event would do nicely. It should be possible to change the sound properties on the fly, including pitch, priority, and the volume (i.e. distance offset). The same stuff you can change in the sound definition.

It would be even more useful if there were a sound structure that worked kind of like the sprite structure. Then with the addition of a few more commands for manipulating that structure, we could do stuff like this:

esound SCREAM
setsound[RETURN].pitch -512
setsound[RETURN].flags 2
setsound[RETURN].volume -4096


There should also be an owner member so that the owner of the sound can be identified in EVENT_SOUND.
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#3206

I doubt a set of structure members would work well since sound playing run unsynchronized.

This post has been edited by Fox: 26 February 2012 - 12:16 PM

0

User is offline   Danukem 

  • Duke Plus Developer

#3207

View PostFox, on 26 February 2012 - 12:16 PM, said:

I doubt a set of structure members would work well since sound playing run unsynchronized.


I don't understand why that would be a big problem, especially when people play offline 99% of the time.
0

User is offline   Jimmy 

  • Let's go Brandon!

#3208

Wolf, that second video reminds me of Duke Nukem: Zero Hour, in the nuclear fallout levels in particular. Which is a very good thing.

In terms of revamping the sound system, CraigFatman seems to know a lot of the science behind that stuff and me thinks he should be consulted.
0

User is offline   Danukem 

  • Duke Plus Developer

#3209

View PostCaptain Awesome, on 26 February 2012 - 01:52 PM, said:

In terms of revamping the sound system, CraigFatman seems to know a lot of the science behind that stuff and me thinks he should be consulted.


All we've been talking about here with the sound event is providing more control over the existing sound system.
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#3210

I'm getting closer and closer to finish the first map in my mod, won't release anything, but i will post pictures when i'm done. The first room contains about 8000 walls now, and i haven't even started shading it yet, and i am not finished decorating it. I wanted my first room to be big a city map with a few things going on at once. So it will probably be the shortest map in the world containing maximum walls xD But right now i am seaching for some music for that level, but i can't think of any good city music that fits in :S
0

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