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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   Darkus 

#3961

After hours of research, I finally managed to create my own flashlight effect.
It can be activated or desactivated using the "Turn Around" key.
Notice also that I made the flashlight 'right-handed' instead of being centered on the player:
Posted Image

Problem: I can only use the flashlight on maps that been designed for (a map containing a SE with lotag of 50).I tried to program it to make it compatible with other maps, but there are a weird bug that project the APLAYER sprite on wall instead of normal light...
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#3962

View PostDarkus, on 30 October 2012 - 03:11 PM, said:

Problem: I can only use the flashlight on maps that been designed for (a map containing a SE with lotag of 50).I tried to program it to make it compatible with other maps, but there are a weird bug that project the APLAYER sprite on wall instead of normal light...

That is the problem my old flash light mod had, the normal pointlight worked fine but the spotlight would cast the APLAYER on the walls.
Of course most people didn't bother reading that when I was stating it was a bug, I think the same thing may also happen in the Fusion Redux mod as well.

It happened after something was changed on the source code of the Polymer lights.
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User is offline   Hendricks266 

  • Weaponized Autism

  #3963

View PostCage, on 30 October 2012 - 05:08 AM, said:

Fog in software mode opens some cool possibilities!
Posted Image

That is beautiful.
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User is offline   Daedolon 

  • Ancient Blood God

#3964

Cage's screenshot reminds me of a combination of Redneck Rampage and WW2GI. I like it.
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User is offline   thatguy 

#3965

I thought it looked more like silent hill. The foreboding atmosphere, with harmonic colors. Not to mention the urban setting.
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User is offline   Diaz 

#3966

View PostCody, on 30 October 2012 - 05:08 PM, said:

That is the problem my old flash light mod had, the normal pointlight worked fine but the spotlight would cast the APLAYER on the walls.
Of course most people didn't bother reading that when I was stating it was a bug, I think the same thing may also happen in the Fusion Redux mod as well.

It happened after something was changed on the source code of the Polymer lights.


That's because the light is being spawned by the player. That means the 'owner' of the sectoreffector is thus an APLAYER sprite, and it projects that texture. I haven't found a way to overcome it other than replacing the APLAYER with a transparent tile. That's how I fixed it in the Fusion revamp that is in the works.

I'm guessing you could make the player spawn a dummy actor with a transparent tile, then have that dummy actor spawn the actual sectoreffector instead of the player.

This post has been edited by Diaz: 31 October 2012 - 01:09 PM

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User is offline   Plagman 

  • Former VP of Media Operations

#3967

Can't you just set owner manually after it's spawned?
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User is offline   Diaz 

#3968

I've tried to, in the actor code, in the event_game code... but doesn't seem to work. Looks like it's setting itself to the APLAYER value before anything can be done. Then again, I'm not that good at coding, so maybe someone can find a workaround...
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User is offline   Diaz 

#3969

Anyways, back on topic, I've finally replaced the ugly MP5 from Fusion :D

I had already ripped it from Bulletstorm to HL2 so bringing it into Duke was a matter of minutes! A very nicely designed gun. Bulletstorm rocked...

Attached thumbnail(s)

  • Attached Image: duke0000.jpg

2

User is offline   Mblackwell 

  • Evil Overlord

#3970

Why not spawn an actor which then spawns the light and feeds the actor id back to the player, who can then control it. Obviously a weird work-around but still. Also the light itself should be outside of the range of the player model unless you absolutely want part of it projected (and then you'd have to line it up nicely).
0

User is offline   Micky C 

  • Honored Donor

#3971

This is just a test that I quickly built by making a quarter of on a small scale then copy/pasting then enlarging by a large amount. I think it looks pretty good for the time I put into it. But you can imagine I'm going to start from scratch and do a very good job with it... I have some VERY epic ideas for this map Posted Image

Edit: I just opened it up and ran around a bit... and it was glorious Posted Image
Posted Image

Posted Image

This post has been edited by Micky C: 31 October 2012 - 11:18 PM

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User is offline   Lunick 

#3972

Micky, that picture looks really sexy.
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User is offline   Diaz 

#3973

Yet another screenie... taking sooo long to finish this stuff :D

Now imagine how this would look with higher resolution textures!

Attached thumbnail(s)

  • Attached Image: duke0000a.jpg


This post has been edited by Diaz: 03 November 2012 - 09:53 AM

5

User is offline   Hank 

#3974

View PostDiaz, on 03 November 2012 - 09:51 AM, said:

Yet another screenie... taking sooo long to finish this stuff :D

Now imagine how this would look with higher resolution textures!

... but would this not take even more time? - Man, your stuff stands out! Posted Image I am quite impressed the way it looks right now. Posted Image
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User is offline   LAW 

#3975

So is it possbile to make a fog in Eduke32's software mode?
0

User is offline   Micky C 

  • Honored Donor

#3976

Yes, the same default fogs that work in openGL work in software, they just work differently and are less smooth (as expected). You could probably define new fog pals the same way as well.
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User is offline   LAW 

#3977

^ Well. I defined a fogpal for Redneck Rampage in OGL mode and it was something like this 16 16 16. And the same values under the software mode gave a really bad effects. How to define fog for 32bit and 8bit modes separately in the DEF file?
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User is online   DNSkill 

  • Honored Donor

#3978

In Shadow Warrior, the enemy with a fully automatic gun would sometimes kill himself, so I thought why not make the Enforcer do the same?
Posted Image
UPDATE to frame 2: Posted Image
The 2nd frame is of course a WIP, and the death sequence is from DNTM (I give thanks to Darkus for ripping them). I plan to edit the 2nd frame more to make it look like he actually shot himself, and the chaingun needs to be edited some.. I will add more blood to it though, was also thinking it'd be good to have some blood on the barrels when he falls. If anyone else wants to take a shot at this, by all means go ahead :P

TO DO:
- Make the death sequence color match the PC Enforcer.
- Make the 2nd frame more convincing.
- Add more gore.

This post has been edited by gerolf: 07 November 2012 - 04:38 PM

8

#3979

View Postgerolf, on 07 November 2012 - 04:18 PM, said:

In Shadow Warrior, the enemy with a fully automatic gun would sometimes kill himself, so I thought why not make the Enforcer do the same?


yea, why?
-4

User is online   DNSkill 

  • Honored Donor

#3980

Maybe because he couldn't stand that post you just made, so he intends on ending his life.

This post has been edited by gerolf: 07 November 2012 - 04:37 PM

8

User is offline   OpenMaw 

  • Judge Mental

#3981

View Postgerolf, on 07 November 2012 - 04:18 PM, said:

In Shadow Warrior, the enemy with a fully automatic gun would sometimes kill himself, so I thought why not make the Enforcer do the same?
Posted Image

The 2nd frame is of course a WIP, and the death sequence is from DNTM (I give thanks to Darkus for ripping them). I plan to edit the 2nd frame more to make it look like he actually shot himself, and the chaingun needs to be edited some.. I will add more blood to it though, was also thinking it'd be good to have some blood on the barrels when he falls. If anyone else wants to take a shot at this, by all means go ahead :P

TO DO:
- Make the death sequence color match the PC Enforcer.
- Make the 2nd frame more convincing.
- Add more gore.


In case anyone needs a refresher:


3

User is offline   Inspector Lagomorf 

  • Glory To Motherland!

#3982

View Postgerolf, on 07 November 2012 - 04:36 PM, said:

Maybe because he couldn't stand that post you just made, so he intends on ending his life.


You earn rep points for all eternity.
3

User is offline   Loke 

#3983

View Postgerolf, on 07 November 2012 - 04:18 PM, said:

Posted Image


I love how violent and gory the death animations are in TM. I kinda miss the old sprite animations from those days especially the detailed ludicrously bloody deaths (evisceration, exploding heads, entrails/eyeballs/limbs flying about etc.).
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User is offline   Player Lin 

#3984

View PostCommando Nukem, on 07 November 2012 - 04:39 PM, said:

Media about Ninja enemy committing suicide


I never actually saw that before, I guess I always killing them as soon as I encountering them......

But sometimes I wonder why my kills counter +1 or more and only see the corpses when I leave them alone for some reasons... :P
1

User is offline   Diaz 

#3985

If I recall correctly, the manual says they commit suicide when they fail at their objective, which is to kill you. So if enough time passes and you're still alive, their honour is damaged and they will kill themselves. Weird stuff.

This post has been edited by Diaz: 08 November 2012 - 05:53 AM

4

#3986

haha, i guess i made a bad joke again xD It looks great gerolf :P
3

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#3987

I have been working in a cleaner USER.CON, because the default one is a big mess, despite being meant to be used by users.

I am still working in the sounds, because there is a lot to do. Other than that I removed most of the values that are not used in the original game.

Spoiler

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User is online   Mark 

#3988

I got a little sidetracked again last night and spent a few hours "Decay-ifying" part of E1L1 just for fun.

Attached thumbnail(s)

  • Attached Image: capt0010.jpg

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User is offline   Cage 

#3989

Hey, that's pretty cool! :P No idea about this from the technical side, but is it feasible to use more spotlights? And maybe some point lights for faking the ambient/sky lighting? Despite the night sky, it shouldn't be pitch black :P

One idea I had for Decay, that I never got to implement, was to make some sprites for lit-up windows, which would be fullbright on the map - so the darker areas were more interesting (Polymer didn't exist at the time :P
0

User is online   Mark 

#3990

In a simple map section like in my pic using lights for ambience would work. I tried it in a different map a while back to light just the upper half of some buildings. In more complicated maps that large scale lighting might be a big framerate hit. And your idea of "pre-lit" windows is good. I think some of those are being used in some upcoming maps for WGR2.
0

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