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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   LeoD 

  • Duke4.net topic/3513

#3721

Greyduke HRP ... Duke Noir ... feels interesting.

Attached thumbnail(s)

  • Attached Image: greyduke1.jpg
  • Attached Image: greyduke2.jpg
  • Attached Image: greyduke3.jpg
  • Attached Image: greyduke4.jpg
  • Attached Image: greyduke5.jpg
  • Attached Image: greyduke6.jpg
  • Attached Image: greyduke7.jpg

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User is offline   Plagman 

  • Former VP of Media Operations

#3722

Did you just grayscale the highpals or did you go through all the assets? I hope the former!
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User is offline   LeoD 

  • Duke4.net topic/3513

#3723

View PostPlagman, on 12 July 2012 - 03:14 PM, said:

Did you just grayscale the highpals or did you go through all the assets? I hope the former!
Everything...well, a few PNGs did not convert automatically it seems. Keeping the highpals had some interesting effect, too.
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User is offline   OpenMaw 

  • Judge Mental

#3724

http://img39.imageshack.us/img39/9563/bmr.jpg


This is what i'm working on. This is what the "quick throw" grenade is for. :( Not gonna say anything else at this time.
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User is online   Hendricks266 

  • Weaponized Autism

  #3725

Nice, Snake Logan always needed a comeback.
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User is offline   zykov eddy 

#3726

http://cs323916.userapi.com/v323916872/19e9/KDSrcZ8jHBI.jpg
http://cs323916.userapi.com/v323916872/19f2/9vPPvJ_-wCY.jpg
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User is offline   m210® 

#3727

Eddy, where is the description? :(
It looks like on Duke Nukem Advance
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User is offline   Player Lin 

#3728

Wow, nice job. This DNA port with eduke32 looks like kick ass! :(
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User is offline   zykov eddy 

#3729

I'm planning to make an episode in DNA style. The original version inspired me a lot. It has a unique style of mapping, which is great for a handheld game.
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User is online   Micky C 

  • Honored Donor

#3730

I've started making a level using Eddy's Quake TC, using two of my favourite things: polymer lighting and TROR. I might aim for good layout, and good polymer lighting over high detail, So architecture will be simple but hopefully solid. This isn't a real project though, I plan to release something eventually, but I'm not taking this seriously and I have other projects which also require my attention. However by comparison I find this project relaxing as I much prefer dealing with walls and sectors than messing about with sprites and complicated effects.

This is a shade over one hours' work (It's not everything, I'm not that big a spoiler).
http://i734.photobucket.com/albums/ww345/crimic01/eduke322012-07-1613-03-20-26.jpg
http://i734.photobucket.com/albums/ww345/crimic01/eduke322012-07-1613-05-33-39.jpg

This post has been edited by Micky C: 15 July 2012 - 07:48 PM

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User is offline   Gambini 

#3731

You mean it took 16 years to Duke to look like Quake?

Now try to make a Duke map in Quake, with viewscreens, hookers and huge streets. It will take them 16 years more :(
2

User is offline   zykov eddy 

#3732

View PostMicky C, on 15 July 2012 - 07:47 PM, said:

I've started making a level using Eddy's Quake TC, using two of my favourite things: polymer lighting and TROR. I might aim for good layout, and good polymer lighting over high detail, So architecture will be simple but hopefully solid. This isn't a real project though, I plan to release something eventually, but I'm not taking this seriously and I have other projects which also require my attention. However by comparison I find this project relaxing as I much prefer dealing with walls and sectors than messing about with sprites and complicated effects.

This is a shade over one hours' work (It's not everything, I'm not that big a spoiler).


Glad you liked my mod and started the level. Looks like the original Quake, very easy to confuse. Great work!

View PostGambini, on 15 July 2012 - 08:05 PM, said:

You mean it took 16 years to Duke to look like Quake?

Now try to make a Duke map in Quake, with viewscreens, hookers and huge streets. It will take them 16 years more :(



:(
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User is offline   Lunick 

  • Snazzy Ex Tazzy

#3733

Oh hey, people actually watch my video :(
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User is offline   Gerolf 

  • Honored Donor

#3734

Working on making full Duke rotations.
Attached Image: 06.png
Attached Image: 08.png
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User is offline   Mark 

#3735

I'm going crazy with TROR levels, 3 levels in the pictured area, lots of models and Polymer lights. With my middle of the road computer system I'm still getting a minimum of 35 FPS. More in most areas with lesser details. Hopefully in another week or so I will put out the call for a couple of other people to try this map and get their FPS results so I know how heavy I can expect to go with these and other Dukeplus effects I plan to add in.

Attached thumbnail(s)

  • Attached Image: duke0001.jpg
  • Attached Image: duke0008.jpg

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User is online   Micky C 

  • Honored Donor

#3736

I think it looks fantastic! Is that the doom remake level that you sometimes talk about?
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User is offline   Mark 

#3737

yes it is
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User is offline   TerminX 

  • el fundador

  #3738

View Postgerolf, on 16 July 2012 - 05:52 AM, said:

Working on making full Duke rotations.
Attachment 06.png
Attachment 08.png

I think that last one looks kinda silly, like Duke is leaning backwards for some reason. Nice idea otherwise.
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User is offline   Diaz 

#3739

View PostMarked, on 16 July 2012 - 05:43 PM, said:

I'm going crazy with TROR levels, 3 levels in the pictured area, lots of models and Polymer lights. With my middle of the road computer system I'm still getting a minimum of 35 FPS. More in most areas with lesser details. Hopefully in another week or so I will put out the call for a couple of other people to try this map and get their FPS results so I know how heavy I can expect to go with these and other Dukeplus effects I plan to add in.


I think 35fps minimum on a mid tier computer is pretty good. ATI or NVidia?
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User is offline   Mark 

#3740

Nvidia 9800+ at 1680 x 1050, trilinear filtering, anisotropic filtering 16X, Vsync on.

This post has been edited by Marked: 17 July 2012 - 03:10 AM

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User is offline   Diaz 

#3741

I asked because 35 fps on an ATI card would be even more awesomeness :(

I just switched back to my ATI 5850 to play some newer games and man, does EDuke run sooooooooo awful...
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User is offline   Gerolf 

  • Honored Donor

#3742

View PostTerminX, on 16 July 2012 - 07:15 PM, said:

I think that last one looks kinda silly, like Duke is leaning backwards for some reason. Nice idea otherwise.


Yeah, I'm working on the angle of that one. Somebody at ZDoom forums pointed that out also.

Thanks.
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User is online   Reaper_Man 

  • Once and Future King

#3743

Working on a new A* pathfinder. The new system automatically builds a node graph directly from the map and saves it to the disk. Node graphs are only built if there isn't one already on the disk, which significantly reduces load time. This is all the easy part. Now to do the actual pathfinding.
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User is offline   CruX 

#3744



/shrugs
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#3745

Seems fun
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User is online   Reaper_Man 

  • Once and Future King

#3746

Here it is, node based A*. It's not refined yet, it's only looking at X/Y locations at the moment so it ignores height. That's the next step. It's a little slow, I want to see if I can speed up the searching so there isn't a noticeable pause as it builds the path.


It's not much to look at, but not bad for 6 days work. Red health is nodes it considered (the "closed list"), they start at where the AI was when it was going to build it's path. Blue is the nodes it determined to be the best path (the "open list"), they end where I was standing when I took the screenshot. I'll see if I can come up with some more impressive screens once I get it refined.

This post has been edited by Reaper_Man: 21 July 2012 - 05:09 PM

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User is offline   Jblade 

#3747

Very cool! already it's looking better than my attempt...interesting to see where you take it in the next couple of weeks.
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User is online   Reaper_Man 

  • Once and Future King

#3748

Gonna take a break, either cansee is way more expensive than I realized or I made it unhappy somewhere else.

Is there an easy way to get the center X/Y of sectors and walls? I had an idea for a different type of node graph using walls and sectors to make a navigation mesh instead of a square grid. In theory it would be a lot faster and produce nicer looking paths.

EDIT
Turns out it was my fault, I was applying a really high heuristic. Good news is that it's taking 3D space into account now so it knows to avoid tall red sector walls. Going to see about refining the paths now.



This post has been edited by Reaper_Man: 21 July 2012 - 05:15 PM

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User is offline   Gambini 

#3749

View PostEmericaSkater, on 18 July 2012 - 09:18 AM, said:



roger that

This post has been edited by Gambini: 21 July 2012 - 05:57 PM

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User is online   Reaper_Man 

  • Once and Future King

#3750

Node building, saving, and loading is done. A* is done, at least until I put it to use and need to refine it. I went ahead and knocked out a really simple path smoothing loop. Basically, if node n can see node n+2, it drops node n+1 from the path. Then recurses that over and over until no node can see more than 1 node ahead of itself.

Or in visual terms, it turns my last set of screenshots into this (red health can be ignored, I should have turned it off but I forgot). You can follow straight lines from one blue health to the next:


I'm not sure I really like this in practice though, since in theory it could path itself into a corner or get caught on geometry. What I will probably end up doing is smoothing the path as it traverses it and only look a few steps ahead. Unfortunately there aren't per-actor arrays, so I'm not totally sure how I'm going to save individual actors' paths just yet.

One problem I've already noticed is that the pathfinding can't look beyond doors, elevators, or really any change in height that's a game mechanic and not just a normal wall or cliff. I may consider letting it look through walls when A* hits a dead end. Going to just have to trial and error that. The first problem I can think of is really thin walls will get seen through and give very incorrect paths. I wish there was a way to ignore sectors with SE or something. I'm sure I could come up with a really ugly fix, like making doors try to match their surrounding sectors' floor and ceiling heights during the 1 frame where it checks paths. I don't wanna think about that right now though.

All I need to do now is actual path traversal, that should be pretty easy. Probably gonna attempt that next week.
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