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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   Danukem 

  • Duke Plus Developer

#3301

View PostCaptain Awesome, on 18 March 2012 - 09:28 PM, said:

It's been in DukePlus for like ten years.



It's not in DukePlus. Maybe you are confusing reverse gravity with something else?
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User is offline   Micky C 

  • Honored Donor

#3302

View PostTrooper Dan, on 17 March 2012 - 07:11 AM, said:

Maybe you should make a science fiction themed episode. You are very good with technology and making clean symmetrical layouts, so it would play to your strengths. That shaft looks like it came from Bespin. I'll bet that a Dark Forces type of TC would turn out very well. Heck, my gravity gun/pickup/throw code would probably translate well into force powers. It would be a good context to use reverse gravity as well.


I don't think I have the capacity or time to make a full episode, but I've been itching to make a proper polymer level for a while.


View PostTrooper Dan, on 18 March 2012 - 10:34 PM, said:

It's not in DukePlus. Maybe you are confusing reverse gravity with something else?


I think he was referring to the gravity gun and being able to pick up and throw objects.
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User is offline   Hank 

#3303

View PostTrooper Dan, on 18 March 2012 - 10:34 PM, said:

It's not in DukePlus. Maybe you are confusing reverse gravity with something else?

I read though this all day, no gravity effects as you wrote but the actor AI work.

So what is the policy in this community to cut and paste codes segments from Duke Plus to other smaller projects?
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User is offline   Danukem 

  • Duke Plus Developer

#3304

View PostHank, on 19 March 2012 - 02:13 PM, said:

I read though this all day, no gravity effects as you wrote but the actor AI work.

So what is the policy in this community to cut and paste codes segments from Duke Plus to other smaller projects?


Go ahead and use my code, as long as you give me credit. It's going to be a hassle, though. Some of the code is in APLAYER, some of it in events, then there are a couple of states used by all the actors that work with the pickup/gravity gun feature. The code itself has various complications that are due to other DukePlus features and hardcoded Duke 3D things (e.g. CANWITHSOMETHING and friends not being statnum 1). If one were starting from scratch with a TC, it could be a lot more streamlined.
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User is offline   Hank 

#3305

View PostTrooper Dan, on 19 March 2012 - 02:36 PM, said:

Go ahead and use my code, as long as you give me credit. It's going to be a hassle, though. Some of the code is in APLAYER, some of it in events, then there are a couple of states used by all the actors that work with the pickup/gravity gun feature. The code itself has various complications that are due to other DukePlus features and hardcoded Duke 3D things (e.g. CANWITHSOMETHING and friends not being statnum 1). If one were starting from scratch with a TC, it could be a lot more streamlined.


Cheers, and obviously I will give you credit! Posted ImagePosted Image


b.t.w. The current project is simply to give my old maps a home. There is stuff now in it from other TC, and the end result is a soft modification for a half decent game play. After, I am going to finish the web site for Yatta, unless I'm fired and he found a real web master, and after that I will be back as a modeller and programmer. Then yes, lets' do a real TC, and utilize your code in full and expand as needed. Posted Image
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User is offline   Jimmy 

  • Let's go Brandon!

#3306

Yeah, Micky called it. I thought he was talking about the gravity gun.
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User is offline   Diaz 

#3307

Some new stuff from the new Fusion episode.

I'm starting to feel accustomed to Build again, so this new episode might turn out to be a short one, maybe 3-4 maps. Just so I can start working on something new, more original, and better looking! :)

Posted Image

Posted Image

Sorry if the images are too big - I believe this forum resizes them anyways?
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User is offline   Jinroh 

#3308

Whiskers, my head might explode if you start working on something better looking. :) Those look great that lava glow is so cool. x3
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#3309

Pictures size are just fine :), you are really good at the nature look, however, my computer would never be able to run it :)
You can do some more with the mountain rocks. Too much stretched textures looks a bit wrong, you did that in the first picture. It also looks a bit too simple, and if you don't have the opportunities to use more walls for the mountains, you have to add some more sprites which leads to lag if it is 3d models.
Edit: Woops, forgot to post what i like about it :wub: We haven't seen too many maps like this, so i hope that your map inspires more mappers to go for that look since i love it. I just wish you wouldn't focus as much at the 3d models.

This post has been edited by rasmus thorup: 20 March 2012 - 11:46 AM

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User is offline   Diaz 

#3310

I have a framerate budget for this, and if I make the rock walls more complicated I might go overboard... still, it's probably gonna be more detailed with decals and such.
What kind of computer do you have? The vegetation, for example, can be toggled on/off, which greatly improves framerates. And # of polymer light passes can be adjusted, it won't look as pretty, but I don't see how your computer would fail to run it? :)
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User is offline   Danukem 

  • Duke Plus Developer

#3311

Don't forget that when you add enemies, it adds another big load, especially if the enemies use projectiles that emit dynamic lights, if the enemies use high poly models, or if they spawn a lot of other actors (such as jibs that stay on the ground).
1

#3312

On a laptop with decent speed, i probably wouldn't be able to play your map without monsters if it has polymer and 3d. But extra walls and 2d doesn't make me lag.

This post has been edited by rasmus thorup: 20 March 2012 - 12:57 PM

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User is offline   MusicallyInspired 

  • The Sarien Encounter

#3313

WOW!
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User is offline   Mike Norvak 

  • Music Producer

#3314

Fuck yeah!!!!!! All the textures fit really good, are those Hi-res, or 8-bit? (NINJA EDIT - As Micky C would said - I mean, are all the textures hi-res?, or only part of them?)


BTW I think you could make a little sloped sector in the end of the lava fall, so it looks more natural, other than that it looks fantastic!

This post has been edited by Norvak: 20 March 2012 - 01:46 PM

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User is offline   Diaz 

#3315

Lol, I just thought the same thing about the sloped sector. I added some in the end of the lava falls and in the bottom of some rock walls, so it looks more natural now.

The textures are mostly from Unreal, so they are 8-bit and not very high res... detail texturing helps a bit. The grass texture and vegetation sprites are from Soldier of Fortune 2 though, and those are higher res.

Performance is quite good (for Polymer that is), as most enemies are either sprites or low poly models. Yeah I know sprites don't fit that well in such a map, but it's Fusion after all...

This post has been edited by Diaz: 20 March 2012 - 02:40 PM

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User is offline   Gambini 

#3316

Quote

Some new stuff from the new Fusion episode.



I wet my panties! :)
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User is offline   Mark 

#3317

That Fusion stuff looks kick-ass. Another pic from an urban map I'm working on. It looks widescreen format because I cut out the bottom portion of the pic so as not to reveal something else.

Attached thumbnail(s)

  • Attached Image: corner.jpg

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User is offline   Loke 

#3318

 Marked, on 20 March 2012 - 04:59 PM, said:

That Fusion stuff looks kick-ass. Another pic from an urban map I'm working on. It looks widescreen format because I cut out the bottom portion of the pic so as not to reveal something else.


Looks nice. Getting some good Half-Life vibes from it.
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User is offline   Diaz 

#3319

Yeah that looks good. You seem to be suffering the "polymer lights not working on sprites" effect too, hope that gets fixed soon!
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User is offline   Micky C 

  • Honored Donor

#3320

 Diaz, on 20 March 2012 - 10:56 AM, said:

Some new stuff from the new Fusion episode.

*Pics*




Posted Image

Holy shit!
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User is offline   chicken 

  • Fashionable Modeler

#3321

View PostDiaz, on 20 March 2012 - 10:56 AM, said:

Some new stuff from the new Fusion episode.


Rep nr. 10 for you... Posted Image

Those screens look really nice.

Where did you get that skybox? is it from Unreal as well?
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User is offline   Diaz 

#3322

The skybox was made by a guy on this Wolfenstein: Enemy Territory forum, and before this is released I'll have to ask for his permission. I hope he's fine with it as I don't want to look for replacements :)
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User is offline   Jinroh 

#3323

View PostMarked, on 20 March 2012 - 04:59 PM, said:

That Fusion stuff looks kick-ass. Another pic from an urban map I'm working on. It looks widescreen format because I cut out the bottom portion of the pic so as not to reveal something else.


That's really awesome. Very gritty I love it. ^^ The creepy unmarked van adds to the feeling of the atmosphere. Now I'm curious as to what you're hiding from us. ^_~
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User is offline   KareBear 

#3324

View PostMarked, on 20 March 2012 - 04:59 PM, said:

That Fusion stuff looks kick-ass. Another pic from an urban map I'm working on. It looks widescreen format because I cut out the bottom portion of the pic so as not to reveal something else.


Thats from Decay right?If so whats the present status of it?Is it ever going to come out?
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User is offline   Kyanos 

#3325

Diaz, I see those pics scored a whopping plus 12 rep. Amazing work and worth one more from me.

I know I am repeating someone, but that lava glow is fucking ridiculous, didn't anyone tell you this engine is from the 90's :)

This post has been edited by Drek: 21 March 2012 - 06:28 AM

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User is offline   Diaz 

#3326

Polymer is from the 2000's :) That glow is just some Polymer lights thrown around.

This engine now has the potential to look really good... if just the performance was a little better... :wub:
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User is offline   Kyanos 

#3327

Plagman knows what needs to be done. It sounds like a massive load of work though.
It's been summed up as:
Just needs to be "optimized" or "smashed to pieces and put together again, faster"**
It's safe to say it's just a matter of patience, and worth every second we need to wait.

** my own interpretation and in no way endorsed by Eduke32 or any of it's affiliates
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#3328

I've been wondering in regards to Fusion, why are the Half-Life/Unreal sprites not models? Do they just not convert well to MD3 from their original formats? I'd think at least the Half-Life models would be easiest since they're a derivative of Quake models anyway. Although, they do have the skeletal animation system implemented.

EDIT: Also, is it normal that the health, energy, and ammo information doesn't show up in the HUD except for that face?

This post has been edited by MusicallyInspired: 21 March 2012 - 10:07 AM

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User is offline   darkcaleb 

#3329

View PostMarked, on 20 March 2012 - 04:59 PM, said:

That Fusion stuff looks kick-ass. Another pic from an urban map I'm working on. It looks widescreen format because I cut out the bottom portion of the pic so as not to reveal something else.


Nice looking promising!
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User is offline   Jblade 

#3330

View PostMusicallyInspired, on 21 March 2012 - 09:32 AM, said:

I've been wondering in regards to Fusion, why are the Half-Life/Unreal sprites not models? Do they just not convert well to MD3 from their original formats? I'd think at least the Half-Life models would be easiest since they're a derivative of Quake models anyway. Although, they do have the skeletal animation system implemented.

EDIT: Also, is it normal that the health, energy, and ammo information doesn't show up in the HUD except for that face?

I didn't have the ability to convert Half-life models to MD3 at the time I made redux...and I haven't a clue how to export Unreal models from the base game. Diaz will probably be able to do that no problem, if he chooses to use the Unreal/Half-life monsters in this episode :)
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