What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#331 Posted 09 August 2009 - 11:49 AM
#332 Posted 09 August 2009 - 12:05 PM
To the original implementation, based on old abandoned Duke3d code:
http://www.users.on....iforce/cduke3d/
#333 Posted 09 August 2009 - 12:23 PM
#334 Posted 09 August 2009 - 12:48 PM
For those of you who were frustrated by the slow loading of the slideshow last time I posted this link, beware. This is more of the same.
Edit: Outdated link removed
This post has been edited by Marked: 30 January 2010 - 10:13 AM
#335 Posted 09 August 2009 - 01:31 PM
This post has been edited by Sangman: 09 August 2009 - 01:33 PM
#336 Posted 09 August 2009 - 01:36 PM
the other day i was working on my remake of the first map in duke. where i could blow up all the walls like red fasion. and i walked into the mirror of the bathroon... when i looked. there was a reflection right below the mirror's window (an old glich when your in mirrors). now, thats a whole secter being showed below. so that got me thinking.
then as i was messing around trying to figger out how to make two floors. i place a mirror tile on a normal wall, kind of by mastake. then i played the game and the image across the screen was reflected into that wall... just like that old glich.
now im sure this will run in dos. it worked in another duke 3d starter that was software only. and it's not at all made the way you can in GL duke by placeing secters together.
ok im trying to upload these maps to you guys. but it this won't let me. so where do i go?? also, the map that is epic big, has costum artwork. is that going to be a problem?
#337 Posted 09 August 2009 - 01:38 PM
#338 Posted 09 August 2009 - 02:10 PM
I really want to download the latest duke plus and play through the new maps but I'm really busy atm. I'll Probably get it next week or so...
Oh and for the ones that still haven't touched a build with polymer in it, there's an older polymer Eduke32 build hidden in a tc demo released 2 months ago that has appeared on this site's very frontpage . I would like a newer polymer build though... time to try building my own methinks.
To all mappers and modders: Keep up the good work!
This post has been edited by SkullHacker: 09 August 2009 - 02:11 PM
#339 Posted 10 August 2009 - 03:53 AM
I still want to add more to this area, for some reason it doesn't look as good as I envisioned it to be
It uses Duke Plus and you get to fly throughout space shooting at enemies. As you can see custom art will be included, it still needs a bit of work, and the alien ship still needs some improvement.
On the surface of their planet.
I am about 35% done, I am currently at 620 sectors, 7672 walls and 1181 sprites. I got tired of seeing that same organic alien planet, so I decided to do something a bit different. This planet is silicone based and instead of the trees having branches they have giant crystals.
#340 Posted 10 August 2009 - 03:36 PM
This post has been edited by Marked: 10 August 2009 - 03:37 PM
#341 Posted 10 August 2009 - 09:13 PM
<<<--its a duke burger waiting to mapping.
and here's the map that is 9 times bigger then what mapster alows. (or so i thought)
<<<---please note this has it's own art file to work.
please note both these maps are in bata.
This post has been edited by NerdZilla: 10 August 2009 - 09:34 PM
#342 Posted 10 August 2009 - 09:19 PM
NerdZilla, on Aug 10 2009, 10:13 PM, said:
Lol, type "editorgridextent 524288" in the console.
#343 Posted 10 August 2009 - 09:33 PM
TX, on Aug 10 2009, 09:19 PM, said:
LOL why did'nt i know this erlayer?. thank you. i now have a new limit to brake. =D
#344 Posted 11 August 2009 - 08:21 AM
It now drops suddenly from 60 to 0 FPS for now apparent reason in-game.
#345 Posted 11 August 2009 - 08:41 AM
#346 Posted 11 August 2009 - 12:02 PM
Sangman, on Aug 11 2009, 08:41 AM, said:
oh crap your right. i guess i saved over it. thank you for telling me. ok i'll remake a new one. ASAP
--------------------------------------------------------
ok here it is. no secter tags or nothing. now remeber this is a basic desgn. but this is how you make roofs via mirrors.
This post has been edited by NerdZilla: 11 August 2009 - 03:45 PM
#347 Posted 12 August 2009 - 07:32 AM
#348 Posted 12 August 2009 - 08:41 AM
#350 Posted 12 August 2009 - 12:39 PM
[img width=180 height=149]http://i051.radikal.ru/0908/87/577951e6e35at.jpg[/img]
[img width=180 height=149]http://i077.radikal.ru/0908/54/8bb3cd263a4dt.jpg[/img]
[img width=180 height=149]http://s44.radikal.ru/i105/0908/ec/21591b679b8et.jpg[/img]
[img width=180 height=149]http://s52.radikal.ru/i138/0908/4f/dc02c650701ct.jpg[/img]
This post has been edited by zykov eddy: 12 August 2009 - 12:40 PM
#353 Posted 12 August 2009 - 03:37 PM
Sangman, on Aug 12 2009, 09:41 AM, said:
i know what you meen. it's in the design of the mirrors... its a bata test at is simplest form. and thats why i gave it the name basic roof.
#354 Posted 12 August 2009 - 03:45 PM
Captain Awesome, on Aug 12 2009, 11:19 AM, said:
well i made it in a impractical manner so that every mite understand the glich. there are meny ways i could hide the base mirror. after i test the limlit i should be aboul to produse some maps for you guys.
PS: can anyone tell me about this whole secter tag methed im hearing about for ROR? would this be an afective methed of roofs?
This post has been edited by NerdZilla: 12 August 2009 - 04:27 PM
#355 Posted 12 August 2009 - 03:58 PM
Usurper, on Aug 12 2009, 08:32 AM, said:
interesting so you say an error came up in the DOS format?. oh well i had my hopes up. and the reason it mite have faild polymer lighting is?: it mite be because the roof is really in the room next to you? i'll have to work with polymer to find out about this other methed.
This post has been edited by NerdZilla: 12 August 2009 - 04:33 PM
#356 Posted 13 August 2009 - 12:00 AM
like that "RoR" i found for polymer, its not solid and it disapeers at certain angles, are the only things wrong with it
its solid if you enter the RoR sector from where it was made but everything else disapeers, one day maybe tx & plagman will fix that, they are doing some already crazy shit with SoS alone, never ever thought id see build engine doing the stuff it is now
using your thoery of tiles duplicated & rotated i managed to throw a full polymer lit city for skycar flight, its actually really fun flying around smashing those recon cars, good challenge too
#357 Posted 13 August 2009 - 07:01 AM
NerdZilla, on Aug 13 2009, 01:58 AM, said:
Software rendering/classic mode in Eduke32 may look like, but is not the same as plain old DOS Duke.
#358 Posted 13 August 2009 - 08:15 AM
DanM, on Aug 13 2009, 01:00 AM, said:
like that "RoR" i found for polymer, its not solid and it disapeers at certain angles, are the only things wrong with it
its solid if you enter the RoR sector from where it was made but everything else disapeers, one day maybe tx & plagman will fix that, they are doing some already crazy shit with SoS alone, never ever thought id see build engine doing the stuff it is now
using your thoery of tiles duplicated & rotated i managed to throw a full polymer lit city for skycar flight, its actually really fun flying around smashing those recon cars, good challenge too
city.jpg
city2.jpg
That's nice. If you're interested, and when I have some time, I'd be willing to make enemies specifically for the Skycar. I was thinking about overhauling the big bombs as well, to make them more practical.
#359 Posted 13 August 2009 - 08:57 AM
DeeperThought, on Aug 13 2009, 05:15 PM, said:
That would be good. Personally, I'd prefer targeted missiles instead of bombs. But make it so that you can only shoot a limited number of them. (e.g. make them drain Pipebombs or RPG ammo). Because having an infinite amount may grossly overpower it!
This post has been edited by KillerBudgie: 13 August 2009 - 08:58 AM
#360 Posted 13 August 2009 - 09:32 AM
i could just make a another skin for the skycar and the aliens could have their own ship