What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#3601 Posted 02 June 2012 - 04:27 AM
#3603 Posted 02 June 2012 - 07:02 AM
Hud view
Misc screenshots
#3604 Posted 02 June 2012 - 07:03 AM
Partial invisibility, 8bit and 32bit modes
Invulnerability, 8bit and 32bit modes
Light amplification visor similar to pre-release Doom BETA, 8bit and 32bit modes
#3605 Posted 02 June 2012 - 07:10 AM
#3607 Posted 02 June 2012 - 11:31 PM
#3608 Posted 03 June 2012 - 12:07 AM
This post has been edited by zykov eddy: 03 June 2012 - 12:08 AM
#3609 Posted 03 June 2012 - 12:24 AM
zykov eddy, on 03 June 2012 - 12:07 AM, said:
I'm only a beginner but once I learn, I'm gonna make a complete overhaul with: new levels, weapons, monsters, sounds etc
EDIT: I also threw in this to see what it would look like lol I wont rush it next time cause it looks kinda cool IMO
This post has been edited by Wesker500: 03 June 2012 - 12:54 AM
#3610 Posted 03 June 2012 - 01:08 AM
Wesker500, on 03 June 2012 - 12:24 AM, said:
I know how to map and add sounds.
#3611 Posted 03 June 2012 - 06:26 AM
This post has been edited by Marked: 03 June 2012 - 06:29 AM
#3612 Posted 03 June 2012 - 06:41 AM
Hehehehe funny picture Marked, How's progress?
#3613 Posted 03 June 2012 - 05:03 PM
Most of the rain codes essentially spawn rain particles on an area above the player. Whenever the player is moving, there will be a noticeable different number of particles towards the position he is moving to.
In the case of the code I created, I made so that whenever the players moves, the particles out of range will spawn on the other side of the rain area, for both horizontal and vertical directions. It took a lot of work to make this work properly, and was quite a logic challange, but I am satisfied with the result.
Also, in order to make the rain more concentrated with the same amount of particles, all the sprites remain in the player field of view, so there won't be particles hidden behind the player.
As a result, as you walk you will have the illusion of particles popping out of nowhere in front of you. This effect is aggravate by the fact the number of particles is concentrated around the player (and smoothly fades away). But this effect is expected (not to say it was sort of intended).
This post has been edited by Fox: 03 June 2012 - 05:04 PM
#3614 Posted 03 June 2012 - 09:16 PM
#3616 Posted 04 June 2012 - 07:09 AM
#3617 Posted 04 June 2012 - 09:00 AM
Mblackwell, on 04 June 2012 - 07:09 AM, said:
It follows the player? But you can still see the rain outside when you're inside.
#3618 Posted 04 June 2012 - 10:27 AM
#3619 Posted 04 June 2012 - 10:56 AM
TerminX, on 04 June 2012 - 10:27 AM, said:
TerminX don't be so hard on yourself. Whenever something changes new challenges emerge. Obviously the net code was functional at some point and something changed to make it not work. Is there anything the community can do to contribute to the net code completion? You talk about the net code being a disaster but you never explain why it was a disaster or what the challenges you are facing? Perhaps, talking about it publically can lead to some good ideas from the community or at least assist in the process of bringing back the functionality.
This post has been edited by Paul B: 04 June 2012 - 10:56 AM
#3620 Posted 04 June 2012 - 11:06 AM
#3621 Posted 04 June 2012 - 11:38 AM
Mblackwell, on 04 June 2012 - 07:09 AM, said:
It doesn't exactly "follow" the player.
The visual effect is the very same as if there was thousands of particles everywhere in the map, but they are only visible when the player is closer to them. And in order to make the number of particles more concentrated around the player, and the range which it becames visible is randomized for each particle.
Of course on reality there is a limited amount of particles that are constantly jumping of location to give that illusion. In the video I used a limit of 2048 particles (while around 20% are always omitted due to a technicality).
#3623 Posted 04 June 2012 - 01:14 PM
Best weather/particles effect I've seen yet.
#3624 Posted 04 June 2012 - 05:44 PM
TerminX, on 04 June 2012 - 11:06 AM, said:
Somebody really needs to get on this. Honestly, the community would HUGELY benefit from having a functional multiplayer experience for Duke3D. Even the hack around that Vinny and I use isn't perfect. (Using YANG and an older version of the game).
Life has to take first position obviously...
#3625 Posted 05 June 2012 - 11:03 AM
Fox, on 03 June 2012 - 05:03 PM, said:
Most of the rain codes essentially spawn rain particles on an area above the player. Whenever the player is moving, there will be a noticeable different number of particles towards the position he is moving to.
In the case of the code I created, I made so that whenever the players moves, the particles out of range will spawn on the other side of the rain area, for both horizontal and vertical directions. It took a lot of work to make this work properly, and was quite a logic challange, but I am satisfied with the result.
That's a great idea! I only did it for a starfield in a sidescroller before, so I understand the concept. So out of curiosity, for the boundary around the player that instructs the particles to teleport, did you choose a square, or did you dare try it with a circle?
This post has been edited by wayskobfssae: 05 June 2012 - 11:03 AM
#3626 Posted 05 June 2012 - 11:07 AM
#3627 Posted 06 June 2012 - 03:07 AM
Trooper Dan, on 15 June 2009 - 01:41 AM, said:
ah, the wisdom of the ancients...
they should change the title of this thread to "best screen shot of stuff nobody will ever see"
#3629 Posted 06 June 2012 - 03:44 AM
This post has been edited by Marked: 06 June 2012 - 03:45 AM