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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   MetHy 

#3241

View PostLoke, on 06 March 2012 - 06:24 PM, said:

Yeah, I wouldn't mind that. People can do whatever they want with it once I've released it. :lol:


Well if anybody can do whatever he wants with it, I'll put Duke3D monsters and items in it if you don't do it :P

Also why the bridge? Are you basing this on the recently released prequel as well?
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#3242

Nice screenshots Loke!
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User is offline   Loke 

#3243

Appreciate all the feedback.

View PostGambini, on 06 March 2012 - 08:48 PM, said:

BTW I hardly think our discussion will have any impact on Loke´s desicion.


Unless someone would add new monsters into the game I'm sticking with my original plan as for now. Sorry to disappoint! Adding the classic monsters would kinda ruin the atmosphere of the map though -- of course the newbeasts are good for maps with a horror setting but I just find them incredibly overused nowadays and I doubt the map would be any more scary with their presence. :/

MetHy said:

Also why the bridge? Are you basing this on the recently released prequel as well?


No, that's just some of my own construction. The map will only be set around Outpost 31 so no Thule Station or the alien spacecraft. Even though I'm trying to stay as close as possible to the '82 movie I'm putting some of my own imagination into it as well (you don't get to see the whole base so certain rooms are completely new).
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User is offline   darkcaleb 

#3244

You know if you want i have to models from Dead space 2 they do look simulair to The Thing monsters that i could convert if you want but someone needs to code the monsters. Just an idea!
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User is offline   Danukem 

  • Duke Plus Developer

#3245

View Postdarkcaleb, on 07 March 2012 - 11:42 AM, said:

You know if you want i have to models from Dead space 2 they do look simulair to The Thing monsters that i could convert if you want but someone needs to code the monsters. Just an idea!


I doubt that Loke would be interested in having models in his 8-bit map (if he wanted models we would see them in his screenshots), but if you are able to convert enemy models to md3 with animations that would be very useful for some other projects.
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User is offline   Diaz 

#3246

I missed the old days...

I've recently re-played my old TC, Fusion. Damn it was fun. JBlade did some great work on it with Fusion Redux, and I've decided to revamp it even further. A new episode which takes advantage of Polymer lighting is being created, many bugs have been fixed, some enemies have been improved and the gameplay is being balanced.

When this is finished I might even go ahead and make something completely new, but I'm out of ideas right now :lol:

I don't want to resume work on Suburbs TC, that's not the kind of gameplay I'm after right now. With Fusion I've just rediscovered how fun can simple run-and-gun turn out to be!

This post has been edited by Diaz: 08 March 2012 - 06:22 AM

3

User is offline   Jblade 

#3247

View PostDiaz, on 08 March 2012 - 06:19 AM, said:

I missed the old days...

I've recently re-played my old TC, Fusion. Damn it was fun. JBlade did some great work on it with Fusion Redux, and I've decided to revamp it even further. A new episode which takes advantage of Polymer lighting is being created, many bugs have been fixed, some enemies have been improved and the gameplay is being balanced.

When this is finished I might even go ahead and make something completely new, but I'm out of ideas right now :lol:

I don't want to resume work on Suburbs TC, that's not the kind of gameplay I'm after right now. With Fusion I've just rediscovered how fun can simple run-and-gun turn out to be!

Wow, I'm honoured that you enjoyed it :P Fusion was one of my favorite mods and I felt it'd be perfect for a polymer redux, glad that the author himself is happy with it too!
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User is offline   zykov eddy 

#3248

View PostDiaz, on 08 March 2012 - 06:19 AM, said:

I missed the old days...

I've recently re-played my old TC, Fusion. Damn it was fun. JBlade did some great work on it with Fusion Redux, and I've decided to revamp it even further. A new episode which takes advantage of Polymer lighting is being created, many bugs have been fixed, some enemies have been improved and the gameplay is being balanced.

When this is finished I might even go ahead and make something completely new, but I'm out of ideas right now :lol:

I don't want to resume work on Suburbs TC, that's not the kind of gameplay I'm after right now. With Fusion I've just rediscovered how fun can simple run-and-gun turn out to be!


Oh my God, the creator of Fusion and Suburbs TC is here! :P

I love your TCs. I'm wondering, how far the development of Suburbs progressed after the demo was released?

This post has been edited by zykov eddy: 08 March 2012 - 07:50 AM

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User is offline   Diaz 

#3249

View PostJames, on 08 March 2012 - 06:38 AM, said:

Wow, I'm honoured that you enjoyed it :lol: Fusion was one of my favorite mods and I felt it'd be perfect for a polymer redux, glad that the author himself is happy with it too!


It's me who is honored that you took the time to make the TC better than it was! :P

As for progress on Suburbs TC, it didn't go much further. A new map was completed and some new features were added, but I don't even have it on my hard drive anymore. Perhaps if I tried to recover data from my old busted hard drives I'd find something, but I don't know if it's worth the hassle...

This post has been edited by Diaz: 08 March 2012 - 08:47 AM

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User is offline   sedition 

#3250

View PostDiaz, on 08 March 2012 - 06:19 AM, said:

I missed the old days...

I've recently re-played my old TC, Fusion. Damn it was fun. JBlade did some great work on it with Fusion Redux, and I've decided to revamp it even further. A new episode which takes advantage of Polymer lighting is being created, many bugs have been fixed, some enemies have been improved and the gameplay is being balanced.

When this is finished I might even go ahead and make something completely new, but I'm out of ideas right now :lol:

I don't want to resume work on Suburbs TC, that's not the kind of gameplay I'm after right now. With Fusion I've just rediscovered how fun can simple run-and-gun turn out to be!


Awesome!!! Fusion was and is my favorite TC, especially the first episode was awesome! Great to hear, that you work on a new episode with polymer lighting. I hope my new nVidia card will come soon.
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User is offline   Mblackwell 

  • Evil Overlord

#3251

View PostDiaz, on 08 March 2012 - 08:47 AM, said:

It's me who is honored that you took the time to make the TC better than it was! :)

As for progress on Suburbs TC, it didn't go much further. A new map was completed and some new features were added, but I don't even have it on my hard drive anymore. Perhaps if I tried to recover data from my old busted hard drives I'd find something, but I don't know if it's worth the hassle...


I might still have the last dev version hanging around somewhere. I can't remember if you sent me all of your map updates though.
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User is offline   Diaz 

#3252

Just a couple screens from the first map of the new Fusion episode. This map has been finished today (in its basic form; now it's time to add detail)

Posted Image
Posted Image

This post has been edited by Diaz: 11 March 2012 - 02:38 PM

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User is offline   Jblade 

#3253

Those look amazing! Probably the best use of Polymer lights I've seen actually (alongside one of Rusty's projects) I've said this before but I never really felt that lighting a level using just polymer lights works. You've made a balance between that and it really does look like stuff from a newer game :)
1

User is offline   MetHy 

#3254

Can somebody upload Fusion TC somewhere? I think I've never played it and the download link on msdn is dead

Edit : that or Fusion Redux; whatever that is. Is it like an updated version James made? So it is still worth playing the first one first?

This post has been edited by MetHy: 11 March 2012 - 02:28 PM

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User is offline   Diaz 

#3255

The only bad thing about Polymer lights is that they don't cast static shadows in a "lightmap style" fashion, so lighting is sometimes a bit fake. Other than that, they work great. A level can be lit with Polymer lights only, then use classic shading for "ambient" lighting.

Fusion Redux is downloadable here. It's an updated version of the original so no need to play both. :)
1

User is offline   Sangman 

#3256

Holy shit DiaZ that looks amazing! Good to see you making Duke stuff again btw :)

This post has been edited by Sangman: 11 March 2012 - 02:37 PM

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User is offline   MetHy 

#3257

Ah yeah huh, I remember trying Fusion Redux a while back but never got far

i'll give it another go on my next days off just because
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User is offline   Diaz 

#3258

The difficulty is somewhat unbalanced, and sometimes frustrating. That was a big mistake. It's being balanced with the new revamp :)

Nice to see you around Sangman! :wub:

This post has been edited by Diaz: 11 March 2012 - 02:48 PM

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User is offline   Hank 

#3259

View PostDiaz, on 11 March 2012 - 02:34 PM, said:

Fusion Redux is downloadable here. It's an updated version of the original so no need to play both. :)

cheers Posted Image I'm glad you are back.
0

User is offline   Micky C 

  • Honored Donor

#3260

View PostJames, on 11 March 2012 - 02:26 PM, said:

I've said this before but I never really felt that lighting a level using just polymer lights works.


One of these days I'll prove you wrong, one of these days... Posted Image

And a lot of the polymer stuff DanM's released and is currently working on looks absolutely orgasmic.
-1

User is offline   Diaz 

#3261

Yes, I don't really know why a level wouldn't look good with Polymer lights only - in the end, they are almost the same thing as Unreal, Quake, etc. entity lights (except they don't cast static shadows, but that can be simulated with sector shading to some extent).

This post has been edited by Diaz: 12 March 2012 - 05:35 AM

0

#3262

Those screens are crazy, Diaz! Great work, and can't wait to play it ofcourse ;D
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User is offline   Inspector Lagomorf 

  • Glory To Motherland!

#3263

View PostDiaz, on 11 March 2012 - 02:02 PM, said:

Just a couple screens from the first map of the new Fusion episode. This map has been finished today (in its basic form; now it's time to add detail)

Posted Image
Posted Image


That does not look like Duke Nukem 3D at all. :)

I'm quite impressed.
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User is offline   Diaz 

#3264

It doesn't look like DN3D because of the great work people around here has done with Eduke32!

Polymer shouldn't be called Duke Nukem 3D anymore :)
3

User is offline   Mike Norvak 

  • Music Producer

#3265

View PostDiaz, on 11 March 2012 - 02:02 PM, said:

Just a couple screens from the first map of the new Fusion episode. This map has been finished today (in its basic form; now it's time to add detail)


Fuck yeah!!!
0

User is offline   Danukem 

  • Duke Plus Developer

#3266

The map looks great, but you can do better than that blurry gun ripped from Unreal.
0

User is offline   Diaz 

#3267

That's the point of Fusion... at least it looks much better than the one in the original TC :)

Anyways, after I'm done with this episode I want to do something with 100% original content. I just wanted to do something quick to get in touch with Build again, and experiment with the new features.

This post has been edited by Diaz: 13 March 2012 - 02:40 AM

1

User is offline   MusicallyInspired 

  • The Sarien Encounter

#3268

View PostAchenar, on 12 March 2012 - 06:47 AM, said:

That does not look like Duke Nukem 3D at all. :)

I'm quite impressed.



View PostTrooper Dan, on 12 March 2012 - 08:03 PM, said:

The map looks great, but you can do better than that blurry gun ripped from Unreal.


The whole thing looks like Unreal, actually. Right down to the texture and tinting of the rockface. And that is definitely Unreal water. The trees also closely resemble Unreal trees. Everything looks like it's made in Unreal, actually. If that's Build than bravo! I love the look of Unreal.

This post has been edited by MusicallyInspired: 13 March 2012 - 12:45 PM

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User is offline   Diaz 

#3269

Each Fusion episode is based on a different game. Several things from other games are then mixed into the "main theme". The fourth one is going to be very unreal-like... but there are cultists from Blood :)
At least they now have multiple angles (I still don't know what I was thinking when I made single-angled enemies in the original Fusion), and toss dynamite.

This post has been edited by Diaz: 13 March 2012 - 12:52 PM

1

User is offline   MusicallyInspired 

  • The Sarien Encounter

#3270

Really looking forward to this.
0

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