What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#3871 Posted 08 October 2012 - 05:56 PM
Something I've learned over the last year or so is never use TROR for something you can do exactly the same with sprites. This mostly applies to small constructions; if you're working in large yet contained areas TROR has a strong case. For example it could help you make caves under those raised paths. But for a lone single story small building no way I'd recommend it.
Edit: although at the time I guess I recommended against it because learning TROR halfway through a map with the purpose of using it in the map is a bad idea. Contrary to what most people think its not too hard retrofitting TROR, but you need to have experience with the feature and I'd suggest building a TROR map from scratch before you start randomly trying to wedge it in with a hammer.
This post has been edited by Micky C: 08 October 2012 - 05:59 PM
#3872 Posted 08 October 2012 - 06:20 PM
ck3D, on 08 October 2012 - 05:17 PM, said:
and when this one is done and released i can finally try and see if i can find the time to finish the first map i was talking about... that one is going to be weird too.
That´s great news. I´m so glad you´re not completely retired!
#3873 Posted 10 October 2012 - 05:18 AM
Gambini, on 08 October 2012 - 06:20 PM, said:
thank you, glad you are looking forward to this stuff. the entire design of that practice map i was talking about is now 100% done. it really looks and plays like a lameduke / episode 1 map hybrid so i am not sure what its reception is going to be like at all, and it is very very simplistic ; but i am sure it will always be welcome as a release, seeing as not so many maps have been released over the past few weeks. it does introduce one never before seen effect though, which i will reuse to a better extent in my next map (provided that i ever finish it), i have so many ideas. i just need to throw in the monsters and weapons in this one now, but i am running out of time. i should be able to wrap things up by the end of the week.
also this has nothing to do with my map, but it is worth mentioning that while betatesting it i stumbled upon something potentially interesting that i did not know of already - sectors can be rotated at a 90-degree angle (like a swinging door) without having any lotag of 23 (which consequently might leave room for an extra lotag in said sector, provided that adding one doesn't break the effect, i haven't tried it). you just need a SE11 as a pivot point, and to couple the hitag channel of said SE11 with the one of something that can be activated (in my instance, another swinging door with the same SE11 channel). as long as the twin door is not triggered it is impossible to rotate the one without a lotag, it acts like a solid wall, on the other hand when you trigger the other sector, it rotates even when it doesn't have the classic of 23. it might sound like a technical detail everyone was already more or less aware of but it actually opens up new possibilities, ie. rotating underwater sectors, rooms and the like, if someone manages to work with it and push it to a bigger extent.
also i am in a hurry, there is only one design bug left in my map and it is that i have an elevator with a really low ceiling (it is a secret location in a ventilation shaft) and the player keeps trigging it when they enter or leave the sector even when they don't mean to (think start of e1l2), eventually the elevator ends up looping and sometimes it gets stuck, i could probably take some time to find a workaround but right now it is annoying, so if anyone knows of a quick solution to this i would appreciate it. i was thinking of turning it into just an elevator platform (which i would only do if i had to, because it would break an effect of mine and i will had to add an extra door to my map which would be ugly) but i am not even sure that would solve the problem. i am really asking just in case someone knows why this is happening, otherwise it is a really easy problem to find a workaround to.
This post has been edited by ck3D: 10 October 2012 - 05:21 AM
#3874 Posted 10 October 2012 - 10:47 PM
#3875 Posted 10 October 2012 - 11:08 PM
#3876 Posted 11 October 2012 - 06:07 AM
#3877 Posted 11 October 2012 - 06:10 AM
ck3D, on 10 October 2012 - 05:18 AM, said:
Elevators always automatically trigger when a) the startpoint is over them or when duke enters while crouching
So yo can make the ceiling of the previous room and the elevator's ceiling higher, or instead using elevators use Floor and ceiling rise/fall SEs ( 31 & 32)
Just put the SE31 and SE32 at the heights you want to when the elevator is up, then rise/down the ceiling and floor to the position they gonna take when the they come down, I think Gambini could explain this better. Anyway you can check my map nightshade army on mapster to have a better picture of the situation:
There's a fake elevator with SE31 and 32 right there.
#3878 Posted 11 October 2012 - 04:36 PM
Norvak, on 11 October 2012 - 06:10 AM, said:
So yo can make the ceiling of the previous room and the elevator's ceiling higher, or instead using elevators use Floor and ceiling rise/fall SEs ( 31 & 32)
Just put the SE31 and SE32 at the heights you want to when the elevator is up, then rise/down the ceiling and floor to the position they gonna take when the they come down, I think Gambini could explain this better. Anyway you can check my map nightshade army on mapster to have a better picture of the situation:
nbnb.jpg
There's a fake elevator with SE31 and 32 right there.
yeah, i guessed it had something to do with the sector height but did not realize it was related to the crouching... odd bug that has been around forever. the SE31 / 32 thing is a great idea for a workaround, thank you !
#3879 Posted 11 October 2012 - 04:50 PM
This is how the conversation was. Back in 1995, of course, when they were developing the game:
A.B. - Hey Todd. I want this elevator to go down when the level starts. But I´m too lazy to put a touchplate and tag it.
T.R.- If I code it like that. Future mappers, say in 2012, will still have to workaroud this every time they do an elevator!
A.B:- 2012? hahahaha.
#3880 Posted 11 October 2012 - 07:08 PM
#3881 Posted 15 October 2012 - 01:46 AM
I'll most likely make several different sections, each based on/inspired by memorable gameplay segments from Serious Sam TFE and TSE, with maybe a bit of Serious Sam 3 thrown in. I've already created the architecture for the Great Pyramid Pyramid. It's fully 3D and yes, the top opens up in a ridiculously cool way that is probably the Pinacle of dynamic TROR Edit: Might as well throw in the 3D flying, rotating spaceship above the pyramid while I'm at it..
Yes it uses TROR, so it will require polymer. Before anyone complains, I checked and the framerate is actually better in the area shown above in polymer than in polymost. Large outdoor areas won't use polymer lights, however the more confined, closed indoor locations probably will.
This post has been edited by Micky C: 15 October 2012 - 01:48 AM
#3882 Posted 15 October 2012 - 06:54 AM
#3883 Posted 16 October 2012 - 12:23 AM
#3884 Posted 16 October 2012 - 12:26 AM
I don't think anyone is going to rip you a new one, I think they are going to more thrilled to see another mod.
#3885 Posted 16 October 2012 - 12:29 AM
#3886 Posted 18 October 2012 - 01:37 PM
#3887 Posted 18 October 2012 - 01:53 PM
This post has been edited by zykov eddy: 18 October 2012 - 01:54 PM
#3888 Posted 18 October 2012 - 02:44 PM
This post has been edited by Marked: 18 October 2012 - 02:46 PM
#3889 Posted 18 October 2012 - 02:56 PM
New episode for Fusion. Also working on Polymer lighting for the old episodes.
#3890 Posted 18 October 2012 - 03:08 PM
#3891 Posted 19 October 2012 - 01:24 AM
"Finally, someone who doesn't use pure white lights all the time!"
Great job, especially on the lighting, can't wait to see this in motion!
#3893 Posted 19 October 2012 - 03:16 PM
Diaz, on 18 October 2012 - 01:37 PM, said:
anyone knows what or if something is wrong with image shack? I get re-routed to sign up/in and can't see the images in full.
#3894 Posted 19 October 2012 - 04:49 PM
Hank, on 19 October 2012 - 03:16 PM, said:
Do direct links work?
http://img607.images...0/duke0000p.jpg
http://img849.images...08/duke0001.jpg
http://img716.images...73/duke0002.jpg
Btw, good work as usual Diaz. Great atmosphere and texture work.
#3895 Posted 19 October 2012 - 05:58 PM
Mblackwell, on 19 October 2012 - 04:49 PM, said:
http://img607.images...0/duke0000p.jpg
http://img849.images...08/duke0001.jpg
http://img716.images...73/duke0002.jpg
Btw, good work as usual Diaz. Great atmosphere and texture work.
... works for me. Cheers
and yes, Diaz - wow looking my heart out !
#3896 Posted 19 October 2012 - 06:10 PM
Diaz, on 18 October 2012 - 01:37 PM, said:
Great stuff. That green light gives a fantastic atmosphere.
#3897 Posted 20 October 2012 - 01:26 PM
I'll try to put imageshack aside next time, or post direct links!
#3898 Posted 20 October 2012 - 01:42 PM
Diaz, on 20 October 2012 - 01:26 PM, said:
I'll try to put imageshack aside next time, or post direct links!
You can directly attach the pics into your post here.
Anyways, great looking shots, Diaz. I hope this will be released soon. I can´t wait to play this.
One question.
The Crysis shotgun in your screens: is it a ripped model or did you use sprites for this. I´m wondering how many polygons it has if you use the model.
#3899 Posted 20 October 2012 - 03:09 PM
#3900 Posted 20 October 2012 - 03:38 PM
Diaz, on 20 October 2012 - 03:09 PM, said:
Btw, I was looking at your screenshots again and noticed something...
http://wiki.eduke32....iki/Orientation
You should apply bits 256 and 512 to the different parts of your HUD so they aren't constrained to the center area of the screen.