What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#4742 Posted 27 April 2013 - 09:39 AM
CK games, on 27 April 2013 - 08:33 AM, said:
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
#4743 Posted 27 April 2013 - 09:44 AM
CK games, on 27 April 2013 - 08:33 AM, said:
Press F12 instead of PrintScreen.
#4745 Posted 27 April 2013 - 06:16 PM
===//===//===
Huh, it was actually easy to animate this
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
#4746 Posted 27 April 2013 - 06:29 PM
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
#4747 Posted 27 April 2013 - 07:19 PM
Fox, on 27 April 2013 - 06:16 PM, said:
...
Fox, on 27 April 2013 - 06:16 PM, said:
#4749 Posted 27 April 2013 - 08:19 PM
Fox, on 27 April 2013 - 06:16 PM, said:
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.
#4750 Posted 27 April 2013 - 08:59 PM
#4751 Posted 28 April 2013 - 06:25 AM
#4752 Posted 28 April 2013 - 09:03 AM
sx = (320<<16) - sx; sy = (200<<16) - sy; a += 1024;
flipping the actual viewport would require more work.
#4753 Posted 28 April 2013 - 09:29 AM
Hendricks266, on 28 April 2013 - 09:03 AM, said:
sx = (320<<16) - sx; sy = (200<<16) - sy; a += 1024;
flipping the actual viewport would require more work.
awesome
#4755 Posted 28 April 2013 - 02:39 PM
#4757 Posted 28 April 2013 - 04:48 PM
#4758 Posted 28 April 2013 - 05:03 PM
Hendricks266, on 28 April 2013 - 04:38 PM, said:
Is it just my imagination? Weird.
This post has been edited by Fox: 28 April 2013 - 05:03 PM
#4759 Posted 28 April 2013 - 07:09 PM
Fox, on 28 April 2013 - 05:03 PM, said:
There was never a lefty mode in D3D, at least since 1.3d.
#4760 Posted 28 April 2013 - 07:26 PM
Hendricks266, on 28 April 2013 - 09:03 AM, said:
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?
#4761 Posted 28 April 2013 - 07:29 PM
Hendricks266, on 28 April 2013 - 09:03 AM, said:
Map mirror mod!
#4762 Posted 28 April 2013 - 07:40 PM
Fox, on 28 April 2013 - 07:29 PM, said:
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
#4763 Posted 02 May 2013 - 10:11 AM
#4764 Posted 02 May 2013 - 10:13 AM
Mark., on 28 April 2013 - 04:48 PM, said:
Cool. Hexen 2 golems?
#4765 Posted 04 May 2013 - 02:20 AM
Diaz, on 02 May 2013 - 10:11 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!
#4767 Posted 04 May 2013 - 02:40 AM
#4768 Posted 04 May 2013 - 03:40 AM
Micky C, on 04 May 2013 - 02:20 AM, said:
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!
#4769 Posted 05 May 2013 - 12:23 PM
This post has been edited by Mark.: 05 May 2013 - 12:23 PM