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

#3691

I decided to do some experimenting with waypoint AI, basically, should the AI fail to locate the player, it will fall back to doing this, though with some more intelligence once it is properly implemented, for the time being, I just wanted to get the basics to operate - I still feel like a noob at CON code but every time I play with it I have more success than last time at making it do what I want, this is the first time I've written anything and had it work first time around... By all means make this achievement irrelevant by pointing out how useless the idea is and how simple the code probably is.


Everything is still rather ugly here.
3

User is offline   Mblackwell 

  • Evil Overlord

#3692

Not to give away a terrible amount of secrets (not really that secret), but my most complicated system of waypoints involves setting a pal (for which waypoint path), and a lotag (for which waypoint number it is). I set an upper limit of about 26 waypoints per path (arbitrary as long as there's a limit) and then offset in an array ((hitag*(maxwaypoints+1))+pal = THISACTOR... also I maintain a list of how many waypoints are in each path so I can make a loop) . Waypoints can be tagged with a lotag that gives the waypoint different properties (such as "actors should wait here for 5 seconds, perform some specific animation, etc"). Actors traverse along the paths by simple "face another actor" code and checking distance to the waypoint. Counting up or down is randomized. When an actor sees the player they will give chase. When the player is out of view they will continue for a short period and they will find the closest waypoint (and go to it), then find the closest waypoint to the last known player location and move towards that.

It sounds like the system you've set up is similar (based on your posts in the other thread).
0

User is offline   Mark 

#3693

A while back I posted an unfinished map in the Abandoned Projects thread which was a Polymer re-make of the first level of Doom2. I just couldn't leave it alone after all. I have been expanding it quite a bit and I am trying something new and different ( for me that is ). Its going to be a dark, Polymer lit moon base map using the HRP, Dukeplus, and no custom textures or models. A big departure from my usual maps. These pics are from the extension and not the actual Doom2 area of the map. There will be lots of TROR too.

Attached thumbnail(s)

  • Attached Image: capt0000.jpg
  • Attached Image: capt0004.jpg
  • Attached Image: capt0006.jpg


This post has been edited by Marked: 30 June 2012 - 05:17 PM

4

User is offline   zykov eddy 

#3694

Third pic looks awesome
0

User is offline   LeoD 

  • Duke4.net topic/3513

#3695

View PostMarked, on 30 June 2012 - 03:28 PM, said:

Polymer lit [] map using the HRP, Dukeplus, and no custom textures or models.
Exactly the type of stuff I'm longing for. Though I still haven't upgraded my graphics card.
0

User is offline   Zaxtor 

#3696

Made new enemy, generator-like enemies that block the way. Played around with ifstrength and addstrength in con.
They regenerate their hp slowly depending on its color and power output.
50 hp regen per several seconds, diff color they are, faster they regen their hits.
You must shoot them fast to kill them. For the toughest ones If you shoot them slowly they will have like infinite HP because they regen faster than you damage it, weak weaps are almost useless toward the strong ones. If you shoot it fast with strong weap they die in under 1 min for the strongest ones.

I use ifstrength before addstrength so it doesn't heal it infinitely and surpass its HP cap "2000", It regen if it has below 1950 HP.
They all have same HP but feels like they have more when they regen fast for the hardest ones (orange).

Idea was from the old NES game Air Fortress that the generator regenerate its HP.

Here is the pic. Note I haven't built the reactors holding the orb. Just the orb alone.
http://zaxtor.net/Pow_orby.jpg

Its code if you're curious.



Quote


CODE Revealer
Spoiler


1

User is offline   Player Lin 

#3697

Sounds not bad,
But for view of a player...I would like see a damned "Lifebar" for those enemies can regen its HP for some reasons... :(
0

User is offline   Zaxtor 

#3698

Dunno how to make a lifebar code.
-2

#3699

http://muse.thegovernment.net/city1.jpg
http://muse.thegovernment.net/city2.jpg
12

User is offline   Zaxtor 

#3700

Nice city.
0

User is offline   MetHy 

#3701

Reminds me of Warzone
http://dukerepository.com/maps/Warzone
0

User is offline   TerminX 

  • el fundador

  #3702

View PostMetHy, on 05 July 2012 - 09:11 AM, said:


I've always loved that map. :(
0

User is offline   Hendricks266 

  • Weaponized Autism

  #3703

I wasn't going to reveal anything from this until it gets finished, but this turned out so well I just had to share.

Enlarged Slowed down 3x to show detail.

http://hendricks266.duke4.net/stuff/chaingun_h266.gif

Art by Captain Awesome, coding by me.
5

User is offline   OpenMaw 

  • Judge Mental

#3704

Took me a second to realize what I was seeing! Nicely done. :(
0

User is offline   Diaz 

#3705

I've been staring at the picture for a couple minutes and still haven't realized... :(
0

User is offline   Jblade 

#3706

The Ripper's barrels light up individually instead of all at the same time, in sync with the muzzleflash :(
0

#3707

Very fine improvement ...
I also recoded chaingun fire animation in my project :(
0

User is offline   Daedolon 

  • Ancient Blood God

#3708

Do the hitscan spawn positions move horizontally too?
0

User is offline   Hendricks266 

  • Weaponized Autism

  #3709

View PostJames, on 06 July 2012 - 12:30 AM, said:

The Ripper's barrels light up individually instead of all at the same time, in sync with the muzzleflash :(

Not just that, but the muzzleflash has been recoded too. Before it would start with the middle one, then display the outer two at around the same time, all while applying this nonsense shaking from displayrand.

View PostDaedolon, on 06 July 2012 - 01:52 AM, said:

Do the hitscan spawn positions move horizontally too?

No, this is just HUD drawing code. The effect would be hidden by the gun's own random firing variation.
0

User is offline   Hendricks266 

  • Weaponized Autism

  #3710

My design document for E32 Profiles has been made available for public comment as I begin to implement it. Please look it over and detail any questions and suggestions you have.

When the feature sees the light I will be providing profiles for all essential Duke packs (HRP, music packs, Duke Plus, Voxel Pack, etc.). Mod makers should not have a hard time adding support (which will benefit them) but they should wait until the format is finalized.
1

User is offline   Mark 

#3711

I sure hope this is the answer I've been waiting for. I've had a hard time figuring out how to bundle all the resources for a project. The wiki page is too technical for me. I'll just wait and see how to use it after it's release.
0

User is offline   pmw 

#3712

I'm back, and trying to make some details in my maps.

http://kk4.fi/u/1341857108_duke0034.tga.jpg

I think I'm pretty done with this episode.... 8 maps and almost 6 years of "developement". So, I'm gonna publish this as soon as possible. I don't even know why did I started this project.
4

User is offline   LeoD 

  • Duke4.net topic/3513

#3713

View Postpmw, on 09 July 2012 - 10:11 AM, said:

I'm back, and trying to make some details in my maps.
I think I'm pretty done with this episode.... 8 maps and almost 6 years of "developement". So, I'm gonna publish this as soon as possible. I don't even know why did I started this project.
Looking forward to it...but would anyone put a tower case on top of his desk? :(
0

User is offline   OpenMaw 

  • Judge Mental

#3714

View PostLeoD, on 09 July 2012 - 10:18 AM, said:

Looking forward to it...but would anyone put a tower case on top of his desk? :(


Yep. Used to do it all the time. http://forums.duke4.net/public/style_emoticons/default/wink.gif
0

User is offline   Helixhorned 

  • EDuke32 Senior Developer

#3715

View PostHendricks266, on 05 July 2012 - 10:13 AM, said:

I wasn't going to reveal anything from this until it gets finished, but this turned out so well I just had to share.

Enlarged Slowed down 3x to show detail.

(pic...)

Art by Captain Awesome, coding by me.

Truly, once one has compared them, one wouldn't even like to go back! I'm wondering how well that code factors into a module...
0

User is offline   Mark 

#3716

No screen shots this time even though I've got some more I really would like to show off. I'm still working on the moon-base map I mentioned in an earlier post in this thread. I just wanted to say that I am now realising how truly far the HRP and Polymer have come. Its a thrill using just original textures and models. And coupled with the many features available in DukePlus I hope this turns out to be as fun to play as it is to map for.
0

User is offline   pmw 

#3717

View PostLeoD, on 09 July 2012 - 10:18 AM, said:

Looking forward to it...but would anyone put a tower case on top of his desk? :(


In fact I have tower case on top of desk! Doesn't collect so much dust.
0

User is offline   Hendricks266 

  • Weaponized Autism

  #3718

View PostHelixhorned, on 09 July 2012 - 11:21 AM, said:

Truly, once one has compared them, one wouldn't even like to go back! I'm wondering how well that code factors into a module...

It factors perfectly (given there are nine new art tiles) but I have no intention of releasing an individual module, only a complete package of awesomeness.
0

User is offline   Jimmy 

  • Let's go Brandon!

#3719

What an understatement! :(
0

User is offline   Mark 

#3720

Trying out some of the NPC's of Dukeplus. Even though they don't interact they are still way better than having an empty chair.

Attached thumbnail(s)

  • Attached Image: capt0000.jpg

2

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