What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#4141 Posted 20 December 2012 - 11:35 AM
I've started adding audio to the maps and replacing sounds, liking humming electrics, door wooshes and such. Weapon sounds for the first two weapons are done as well.
#4142 Posted 20 December 2012 - 03:25 PM
You might want to fix those corruptions btw, level 3 is something you should be worried about.
@Forge, well if multiplayer ever gets finished I might actually modify my thing and release it as a little DM map
#4143 Posted 21 December 2012 - 07:29 AM
#4144 Posted 21 December 2012 - 08:50 AM
Forge, on 20 December 2012 - 08:12 AM, said:
I'm not making a map that anyone will ever see, I'm posting screenshots for free rep points on how nice of picture I can take
Forge why wouldn't you release something like that. It looks amazing!
This post has been edited by Paul B: 21 December 2012 - 08:52 AM
#4145 Posted 21 December 2012 - 09:52 AM
Paul B, on 21 December 2012 - 08:50 AM, said:
because I was being a smart ass. it's a jab at all the screen shots that get posted here, but those projects never see the light of day
the truth is:
it's broke. almost all that horizontal structuring is sprite work - there are way too many sprites viewable from several angles in that room, so whole sections of it start disappearing while walking around
#4146 Posted 21 December 2012 - 10:03 AM
#4147 Posted 21 December 2012 - 10:36 AM
i deleted one set of sprite stairs and viola, problem fixed. I suppose if I wanted to get it working I could replace a couple of the sprite based staircases with sector based stairs, but I was trying to keep the wall count down since I'm already over 3,600 for basically that one room, a couple halls, and a couple underwater sections.
#4148 Posted 21 December 2012 - 10:39 AM
#4149 Posted 21 December 2012 - 11:18 AM
pmw, on 21 December 2012 - 07:29 AM, said:
Browse the media section here for plenty of shots and videos that feature the location among others
link
@forge - Thats pretty impressive, does it run better in polymer/polymost though? I know the classic rendering engine has issues with the flat sprites. Otherwise if you're gonna use polymer why not just create a flat model sprite?
#4150 Posted 21 December 2012 - 12:57 PM
I think Forge may just prefer doing sprite work over modelling.
#4151 Posted 21 December 2012 - 03:20 PM
i've never modeled and I don't know the first thing about making them or putting them in a map.
i'm sure if i managed to get myself motivated, i could probably clean that area up quite a bit and drop the sprite count
This post has been edited by Forge: 21 December 2012 - 03:21 PM
#4152 Posted 21 December 2012 - 04:17 PM
Forge, on 21 December 2012 - 03:20 PM, said:
i've never modeled and I don't know the first thing about making them or putting them in a map.
i'm sure if i managed to get myself motivated, i could probably clean that area up quite a bit and drop the sprite count
If it works fine in the 32bit modes then there shouldn't be a problem.
It may be converting them in polymost, it converts voxels into 3d models, so it may be converting the flat sprites into polygons anyhow. But it would be easier if you had premade model chunks, would reduce the sprite count.
#4153 Posted 21 December 2012 - 04:22 PM
Lunick, on 20 December 2012 - 02:19 AM, said:
Was there a problem with my post Arwu?
#4154 Posted 21 December 2012 - 04:40 PM
#4156 Posted 25 December 2012 - 12:42 PM
#4158 Posted 26 December 2012 - 08:04 AM
so do you want real constructive criticism or just nameless or bland praises? My ass-kissing lips are broke so you're only going to get one from me.
just noticing all the positive votes, but no actual useful or relevant feedback.
This post has been edited by Forge: 26 December 2012 - 08:14 AM
#4159 Posted 26 December 2012 - 08:45 AM
This post has been edited by Loke: 26 December 2012 - 08:46 AM
#4160 Posted 26 December 2012 - 09:26 AM
#4161 Posted 26 December 2012 - 10:55 AM
the 2nd shot looks alright. still would use E on the floor and maybe re-think the ceiling texture
3rd shot also looks nice, but again E on the wood floor and some stronger wall shading for depth
4th shot: E on the ceilings, i'd re-consider the choice for floor texture, and some wall shading for depth (it's a pretty bright hallway with no obvious/visible source for the light)
overall as a group it looks promising, but needs some tuning. just my opinion
#4162 Posted 28 December 2012 - 04:42 PM
This post has been edited by Micky C: 28 December 2012 - 04:43 PM
#4163 Posted 28 December 2012 - 04:47 PM
#4164 Posted 28 December 2012 - 04:51 PM
Thanks for the comment, don't worry about the sprites though; it's already an episode so all I'd have to do is split up the maps a bit more if that happens.
#4166 Posted 28 December 2012 - 11:20 PM
Mostly lab chemicals that does different reactions / behavior when we destroy them.
liquid nitrogen container example makes a spectacular thing when we destroy them. It violently evaporates and fills the room with a cloud of gas from evaporating liquid nitrogen for a few seconds.
#4167 Posted 29 December 2012 - 03:47 AM
Micky C, on 28 December 2012 - 04:42 PM, said:
<video with Serious Sam style carnage in WGR2>
This would be so big pain in ass for Jedrik. So many enemies coming from almost every direction.
Did I spot a new enemy - it looked like some kind of black panther?
#4168 Posted 29 December 2012 - 04:37 AM
Mblackwell, on 28 December 2012 - 07:17 PM, said:
My dear, dear Mblackwell, that is just the start of the first level
Still, I guess it could be nice if one of the harder difficulties automatically doubled all the monsters. We'll see, it's up the coders.
t800, on 29 December 2012 - 03:47 AM, said:
Did I spot a new enemy - it looked like some kind of black panther?
Yeah I wasn't planning to support Jedrick at all. The kamikazies are the problem. Once it's near completion I might see how hard Jedrick is (obviously I'd put more emphasis on the bow), and who knows, it might just need minor tweaking to be playable.
That black dog thing has been in the TC for a while, but I don't think anyone used it in the released levels. Oh well, it's hardly a spoiler, it's a black dog that runs at you
#4169 Posted 29 December 2012 - 10:38 AM
Mblackwell, on 28 December 2012 - 07:17 PM, said:
Yeah, or make the hole a bit bigger and prevent the player from running out of it.