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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   Micky C 

  • Honored Donor

#4081

View Postpmw, on 08 December 2012 - 05:39 PM, said:

Just wanted to show this: http://www.youtube.c...h?v=PL4ezzbcSMo
Video shows the main reason why my bugtesting takes so long time.. I'm testing every single chance to skip maps.


Is that level finished? The outside of the building could use a bit of trimming to make it not look like a giant box with a line of square holes. Bring down the ceiling a bit to make it look like it has a bit of overhanging roof, and maybe add some trim to the corners.
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User is offline   pmw 

#4082

View PostCage, on 09 December 2012 - 03:00 AM, said:

Couldn't you just make the walls one side blocking? :)


This area is based on true place/building, I don't want to do any fictional modifications to it... I need to figure out some clean way to fix this bug.


View PostMicky C, on 09 December 2012 - 04:18 AM, said:

Is that level finished? The outside of the building could use a bit of trimming to make it not look like a giant box with a line of square holes. Bring down the ceiling a bit to make it look like it has a bit of overhanging roof, and maybe add some trim to the corners.


No, not at all. Using only 5000/16384 walls now, aiming to limit.

And, my episode doesn't include jetpack, it ruins everything.
1

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4083

View Postpmw, on 09 December 2012 - 06:22 AM, said:

This area is based on true place/building, I don't want to do any fictional modifications to it... I need to figure out some clean way to fix this bug.

The fun thing in real life is that someone can enter an window from outside.

Why don't you get over it? Workarounds are fun in gaming. :)
1

User is offline   Kyanos 

#4084

Quote

This area is based on true place/building, I don't want to do any fictional modifications to it... I need to figure out some clean way to fix this bug.


Start doing some testing with scale stairs and you'll see Duke can jump up a ten set, at least, and that's without roids. Pretty big bug if you ask me.

I liked the music though :)

This post has been edited by Drek: 09 December 2012 - 07:32 AM

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User is offline   Mark 

#4085

When I first read "roids" I instantly thought of hemoroids. With those he would be taking those stairs one at a time. :)
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User is offline   pmw 

#4086

I know how Duke jumps and moves. That jump just skips like ~80% of map. I'll figure out something for that, I just want to make map as perfect I can. That's why this project is probably still under construction in 2099....................................
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#4087

I don't think it makes the map worse. If you really want to remove it, then you should make it one side blocking wall. Unless a shortcut like this kills you, or you manage to see a part of the map that wasn't meant to, i honestly don't think it's a flaw.

The "bug" in E1M1 in the original game didn't kill it, and that made it possible to beat the map in about 12 seconds.

This post has been edited by rasmus thorup: 09 December 2012 - 08:55 AM

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User is offline   Micky C 

  • Honored Donor

#4088

Shamelessly drawing attention to me and Drek's recently released "episode" for WGRealms 2: http://forums.duke4.net/topic/6109-release-knee-deep/

This post has been edited by Micky C: 10 December 2012 - 12:53 AM

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4089

I managed to make a working "sound repercussion" device like Doom. Basically it check an entire area with sectors that have "openings" to each other.

Here is an example of set of sectors it interpretates as belonging to the same area:

Posted Image

Furthermore it run the code constantly, meaning that the sound would echo if a door opens among other effects.
4

User is offline   XThX2 

#4090

View PostFox, on 10 December 2012 - 12:15 PM, said:

I managed to make a working "sound repercussion" device like Doom. Basically it check an entire area with sectors that have "openings" to each other.

Here is an example of set of sectors it interpretates as belonging to the same area:

Furthermore it run the code constantly, meaning that the sound would echo if a door opens among other effects.


That's one of the things I've tried to do and failed all that time I worked on my old TC. I'm really curious as to how you did it, personally.

This post has been edited by XThX2: 11 December 2012 - 11:54 AM

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4091

Well, it's all about figuring out the logic behind it. But I am still performing some tests, so I will leave the explanations for later.

Here is a zoo-style map which I overwritten sector tags with the value for the set of sectors which the sound would echo.

Posted Image Posted Image

As you can see I am really close to making it fully function. But if you look closely to the second shot, the tag is incorrectly assigned for the door right to the nukebutton area (which is closed), and I am trying to fix that random bug.

This post has been edited by Fox: 11 December 2012 - 01:26 PM

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User is offline   Scott_AW 

#4092

Well I ended up giving up working on Black Shadow, my total conversion project due to impending limitations as the game was progressing, and other stuff, but I've released all the resources here -> LINK

However I've started a new TC project with EDuke32 called 'Orbital Contract Defense', an adventure sci-fi with some RPG elements and using CON code from the previous project. It differs in that it'll be more 8-bitish and simple graphics, and NPCs will be 4 directional sprites in Console RPG flavor. Objects and vehicles will be voxelized however, levels interlinked as well as multiple versions of them as events progress.

Posted Image
Posted Image
Posted Image

Heres a VIDEO

And its WEBSITE
15

User is offline   zykov eddy 

#4093

I have to say, just like your pervious project, this looks pretty damn good. I like the style, it looks interesting and original. Please don't give up on this project.
Also, I think you can have a lot of success as an indie game developer. Games with old school graphics are very popular today, and I think this game/TC has a lot of potential.

(Btw, I'd recommend you to release the last version of Black Shadow on Indie DB site)
1

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4094

Hey, that's very cool. Not really a fan of these voxel weapons, but I really enjoy pixel art.
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User is offline   Jblade 

#4095

That looks brilliant, I love it!
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User is offline   ReaperMan 

#4096

Awesome! I love voxels. BTW how did you get the hud weapons to be voxels?
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User is offline   Scott_AW 

#4097

View PostReaperMan, on 12 December 2012 - 04:09 PM, said:

Awesome! I love voxels. BTW how did you get the hud weapons to be voxels?


I positioned them in Slab6 and took a screenshot.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4098

Feels like an ugly hack. I guess the only way around is to have a sprite in front of the player?

This post has been edited by Fox: 12 December 2012 - 04:50 PM

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User is offline   Gambini 

#4099

View Postzykov eddy, on 12 December 2012 - 10:18 AM, said:

I have to say, just like your pervious project, this looks pretty damn good. I like the style, it looks interesting and original. Please don't give up on this project.
Also, I think you can have a lot of success as an indie game developer. Games with old school graphics are very popular today, and I think this game/TC has a lot of potential.

(Btw, I'd recommend you to release the last version of Black Shadow on Indie DB site)


I also somewhat think that the future of games is going back to the basis. Imagine GTA-like sized maps in an old fashioned style.
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User is offline   Mike Norvak 

  • Music Producer

#4100

Sorry for asking this here, but I remember a key combo (or script) to export all the used tiles in a map to another map, any clue?
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User is offline   Micky C 

  • Honored Donor

#4101

From the wiki:

Quote

T select from pre-defined tile group which can be edited in tiles.cfg or added from within the tile selector. For this, press SPACE on the tiles to be grouped (CTRL-SPACE to select a range from starting from the last selection with SPACE). When you're ready, press Ctrl-G and you'll be queried for a group hotkey and name. The new tile group should now be saved persistently in tiles.cfg.

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User is offline   Daedolon 

  • Ancient Blood God

#4102

I was looking at the video earlier and I had been wondering why you hadn't posted it here yet.
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User is offline   Mike Norvak 

  • Music Producer

#4103

View PostMicky C, on 12 December 2012 - 07:20 PM, said:

From the wiki:


Thanks!!! Micky C: The Key Combo Troubleshooter :)
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4104

I have done a looo~t of Doom for now, all weapons and enemies coded, everything exact the same, frame per frame, tic per tic, except for some minor bugs fixed.

Here are the different HUDs and screens:

Posted Image
Posted Image
Posted Image
Posted Image
Posted Image

This post has been edited by Fox: 13 December 2012 - 06:36 PM

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User is offline   Scott_AW 

#4105

Wow, looks just like it
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User is offline   drrobot 

#4106

Working on a couple of Duke Nukem baddies. Heres the assault trooper so far:
Posted Image

It differs alot from the original but Im gonna twist it up a bit for the fun of it. Its just a screencap from zbrush so some parts look a little funky
7

User is offline   t800 

#4107

View PostReaperMan, on 12 December 2012 - 04:09 PM, said:

Awesome! I love voxels. BTW how did you get the hud weapons to be voxels?

And I love your. What is up with them anyway? :)
0

User is offline   thatguy 

#4108

Scott, your project reminds me of the game Normality. Colorful, lively, and retro! :)
0

User is offline   Tea Monster 

  • Polymancer

#4109

Nice to see some new stuff coming along! Nice work with the cloth folds as well.
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User is offline   Player Lin 

#4110

View PostFox, on 13 December 2012 - 06:36 PM, said:

I have done a looo~t of Doom for now, all weapons and enemies coded, everything exact the same, frame per frame, tic per tic, except for some minor bugs fixed.


...it looks like...you just port DooM to Build engine with eduke32...what a GREAT work! :)
0

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