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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   brullov 

  • Senior Artist at TGK

#4741

thank you!
0

User is offline   Forge 

  • Speaker of the Outhouse

#4742

 CK games, on 27 April 2013 - 08:33 AM, said:

I've got some new screenshots for you :)

1st shot - nice texture combos
2nd shot - seems underdone - especially around the doorway to the right
3rd shot - looks pretty good except what appears to be a hanging lantern you'd find in a coal mine sitting on the desk

overall - gloomy. rather simple construction. texturing needs to be cleanup a bit (some stretching/aligning with architecture). Still looks good and like it's going to be a nice immersive environment
0

User is offline   Hendricks266 

  • Weaponized Autism

  #4743

 CK games, on 27 April 2013 - 08:33 AM, said:

I've got some new screenshots for you :)

Press F12 instead of PrintScreen.
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User is offline   Lunick 

#4744

That second image, is that Serious Sam?
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4745

Good catch, it's quite obvious looking at it now.

===//===//===

Huh, it was actually easy to animate this son of a bitch one-eyed freak:

Spoiler

It seems Duke 64 mod is now complete. Though it still requires Eduke32 to add support to it. =/

This post has been edited by Fox: 27 April 2013 - 06:17 PM

5

User is offline   Lunick 

#4746

 Fox, on 27 April 2013 - 06:16 PM, said:


It seems Duke 64 mod is now complete. Though it still requires Eduke32 to add support to it. =/


Hook me up :)
Posted Image
2

User is offline   LkMax 

#4747

 Fox, on 27 April 2013 - 06:16 PM, said:

It seems Duke 64 mod is now complete (...)

:)
...

 Fox, on 27 April 2013 - 06:16 PM, said:

(...) Though it still requires Eduke32 to add support to it. =/

:)
0

User is offline   thatguy 

#4748

So whens the 64 release?
0

User is offline   Hendricks266 

  • Weaponized Autism

  #4749

 Fox, on 27 April 2013 - 06:16 PM, said:

It seems Duke 64 mod is now complete. Though it still requires Eduke32 to add support to it. =/

So basically all the work is done but you just need more stuff added? I know about the level stats height thing; I have a solution planned. Anything else specifically for Duke 64? In three weeks I'll be able to spend some time on Duke again, just in time for the mod to be released as a birthday present to me.
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4750

The levels stats is a minor thing, it's not something that is really needed. Basically what I need is the dynamicremap for sounds and alpha for texts.
0

User is offline   Hendricks266 

  • Weaponized Autism

  #4751

Level stats and text alpha I have covered. Dynamicsoundremap would probably be better handled by someone more familiar with the dynamicremap system, though I don't think there is too much complexity involved.
0

User is offline   Hendricks266 

  • Weaponized Autism

  #4752

I set up a rudimentary "Australian mode" by adding this to dorotatesprite():

    sx = (320<<16) - sx;
    sy = (200<<16) - sy;
    a += 1024;


flipping the actual viewport would require more work.

Posted Image
5

User is offline   brullov 

  • Senior Artist at TGK

#4753

 Hendricks266, on 28 April 2013 - 09:03 AM, said:

I set up a rudimentary "Australian mode" by adding this to dorotatesprite():

    sx = (320<<16) - sx;
    sy = (200<<16) - sy;
    a += 1024;


flipping the actual viewport would require more work.

Posted Image


awesome Posted Image
0

User is offline   Jimmy 

  • Let's go Brandon!

#4754

Bwahahahah.
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4755

Wasn't there an option for left-handed weapon? What happened with that? Is it because it messed with HRP models?
0

User is offline   Hendricks266 

  • Weaponized Autism

  #4756

I never recall such an option with Duke.
0

User is offline   Mark 

#4757

A pic from something I'm working on. What looks even better is TeaMonster's new Duke model swimming underwater in the dark with the Polymer flashlight shining on the various HRP textures with normal and spec maps. I captured a still pic but it doesn't look anywhere near as cool as it does in the game.

Attached thumbnail(s)

  • Attached Image: duke0020.jpg

1

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4758

 Hendricks266, on 28 April 2013 - 04:38 PM, said:

I never recall such an option with Duke.

Is it just my imagination? Weird.

This post has been edited by Fox: 28 April 2013 - 05:03 PM

0

User is offline   Mblackwell 

  • Evil Overlord

#4759

 Fox, on 28 April 2013 - 05:03 PM, said:

Is it just my imagination? Weird.


There was never a lefty mode in D3D, at least since 1.3d.
0

User is offline   Lunick 

#4760

 Hendricks266, on 28 April 2013 - 09:03 AM, said:

I set up a rudimentary "Australian mode" by adding this to dorotatesprite():

    sx = (320<<16) - sx;
    sy = (200<<16) - sy;
    a += 1024;


flipping the actual viewport would require more work.

>image<


Finally! I can play the game fine now since this will invert my inverted look... right?
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4761

 Hendricks266, on 28 April 2013 - 09:03 AM, said:

flipping the actual viewport would require more work.

Map mirror mod!
1

User is offline   Hank 

#4762

 Fox, on 28 April 2013 - 07:29 PM, said:

Map mirror mod!

seconded
Since Hendricks266 can accommodate people from Down Under, he should be able to look after the Left One's as well.

This post has been edited by Hank: 28 April 2013 - 07:41 PM

0

User is offline   Diaz 

#4763

Sometimes, when I'm not inspired to make Fusion stuff, I start doing silly stuff like this... :)

Attached thumbnail(s)

  • Attached Image: duke0000.jpg

6

User is offline   Bloodshot 

#4764

 Mark., on 28 April 2013 - 04:48 PM, said:

A pic from something I'm working on. What looks even better is TeaMonster's new Duke model swimming underwater in the dark with the Polymer flashlight shining on the various HRP textures with normal and spec maps. I captured a still pic but it doesn't look anywhere near as cool as it does in the game.


Cool. Hexen 2 golems?
0

User is offline   Micky C 

  • Honored Donor

#4765

 Diaz, on 02 May 2013 - 10:11 AM, said:

Sometimes, when I'm not inspired to make Fusion stuff, I start doing silly stuff like this... :)


I'm sure that comparing that side by side to the 2003 trailer, there'd be obvious differences, but in the absence of that, it looks very similar, good job!
0

User is offline   Lunick 

#4766

Hmm Micky, you been working on anything lately?
0

User is offline   Micky C 

  • Honored Donor

#4767

Well I've still been working on my AMC TC and WGRealms 2 maps, but at this rate it'll take them forever to come out.
0

User is offline   Diaz 

#4768

 Micky C, on 04 May 2013 - 02:20 AM, said:

I'm sure that comparing that side by side to the 2003 trailer, there'd be obvious differences, but in the absence of that, it looks very similar, good job!


Thanks, though that is a very early shot, I'm working on it. Added plants, cactuses, rocks, etc. all over, and I'm reimagining the surroundings (the trailer doesn't show much of an area). It will be set in the middle of the desert, not in a city. I'm hoping the map will even be released some day! :)
0

User is offline   Mark 

#4769

Its almost embarrasing where my mind wanders to when I take a short break from mapping or modding. :)

Attached thumbnail(s)

  • Attached Image: duketime.jpg


This post has been edited by Mark.: 05 May 2013 - 12:23 PM

0

User is offline   Jimmy 

  • Let's go Brandon!

#4770

That's almost as sad as Sonic porn.
2

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