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What are you working on for Duke right now?  "Post about whatever Duke related stuff you're doing"

#481

$5.99 USD works out as a little under £4 where I live. For a 13 year old game; that is dead cheap. Considering the fact that Duke Nukem 3D is still as strong today as it was back in 1996.

This post has been edited by KillerBudgie: 09 October 2009 - 04:37 PM

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User is offline   Gambini 

#482

Would you pay those £4 for a duke nukem copy unable to run with Eduke32, unable to run user maps nor mods and unable to run with the HRP?

What i mean is that it´s a steal considering they´re just selling you the Duke3d.grp file because everything else has been GNU for a long time.

This post has been edited by Gambini: 09 October 2009 - 04:40 PM

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User is offline   Danukem 

  • Duke Plus Developer

#483

I think what Gambini is trying to say is, they are essentially making money off of the people who supply free content (the HRP, new maps and mods), because without that free content not many players would consider buying a copy of Duke 3D nowadays. I wouldn't call that stealing, though.
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User is offline   Gambini 

#484

Exactly!

However, i didnt say they´re stealing. I said the price is a steal because it´s expensive, unless... unless a courier brings a Duke Nukem Box to your door, but i doubt it.
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User is offline   Stabs 

#485

The strip club... it kinda looks familiar :o

Attached Image: dne013.jpg

This post has been edited by DanM: 11 October 2009 - 02:49 AM

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User is offline   zchri9 

  • Honored Donor

#486

Looks alot like this.
Posted Image

This post has been edited by zchri9: 11 October 2009 - 03:10 AM

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#487

Bloody hell! Where did you get that from? It looks fantastic! :o
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User is offline   Gambini 

#488

Damn, looks great Danm!
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User is offline   Stabs 

#489

cheers guys :o

almost done detailing that map.
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User is offline   Geoffrey 

#490

I only now notice the carpet in that DNF shot having little women on it. Great shot DanM!
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User is offline   zykov eddy 

#491

Stil working on Sonic 3D

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#492

Just more screens of me map (Crystal Planet)

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#493

Testing out Bump mapping in my mod. made them in paint - but I might do proper ones if this works, haven't finished the one for the texture at the bottom and top yet, so it's a wee bit ugly.

Somebody Blacklisted my card in the new eDuke releases, so this is an earlier Polymer build :-(

Attached thumbnail(s)

  • Attached Image: D2DNORM.PNG


This post has been edited by High Treason: 13 October 2009 - 09:17 AM

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User is offline   NerdZilla 

#494

Ok, if you remeber me talking about the ground slope-ing FX erlayer? Well, I've fineshed figgering a good methed to do it. Here, some pictures of something I put together within 20 minutes from my first atemp at this. =)



When I get back from my little trip across canada. I'm going to start some new maps with this design in it.
See you in a week everyone.

This post has been edited by NerdZilla: 14 October 2009 - 10:03 PM

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User is offline   Daedolon 

  • Ancient Blood God

#495

View PostHigh Treason, on Oct 13 2009, 06:25 PM, said:

Testing out Bump mapping in my mod. made them in paint - but I might do proper ones if this works, haven't finished the one for the texture at the bottom and top yet, so it's a wee bit ugly.


Ooh, that's something I always wanted to see done. Hook us up with a playable demo when you finish some parts of the first level?
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User is offline   Sobek 

  • There's coffee in that nebula!

#496

View Postzykov eddy, on Oct 12 2009, 06:09 AM, said:

Stil working on Sonic 3D

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I really like that one - I can see the nice improvements over your original version of that area, and I like how it's turned out. Looking forward to the final thing! :o
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User is offline   Dayuppy 

#497

View PostSobek, on Oct 15 2009, 02:23 AM, said:

I really like that one - I can see the nice improvements over your original version of that area, and I like how it's turned out. Looking forward to the final thing! ;)


I also think it looks good although I'm not a huge Sonic fan. It amazes me when it comes to the build engine, people have said things are impossible to do in build so many times and then someone does something even better with it. Great job :o

By far this medieval ass kickin' mod is nearly the best I've ever seen in total conversion except maybe for "Jurassic Park TC". Keep up the awesome work!

This post has been edited by Dayuppy: 14 October 2009 - 11:08 PM

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User is offline   VinsaneOne 

#498

View PostDanM, on Oct 11 2009, 06:46 AM, said:

The strip club... it kinda looks familiar ;)



View Postzchri9, on Oct 11 2009, 07:07 AM, said:

Looks alot like this.
Posted Image


Yea, very familiar....think I saw that in one of the DNF trailers if im not mistaken :o

By now you should all know what i've been working on. Sure is good to see so many of you busy doing something or other, giving further immortality to Duke Nukem. Rock on, people!
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#499

View PostVinsaneOne, on Oct 15 2009, 04:33 AM, said:

By now you should all know what i've been working on. Sure is good to see so many of you busy doing something or other, giving further immortality to Duke Nukem. Rock on, people!


Yeah. I caught your E0L1 demo video on youtube. I wish you were on YIM more often though. I haven't spoke with you about stuff in about a month's time or so. :\
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User is offline   NerdZilla 

#500

dose anyone know the commend to go into 3d mode from 2d mode in build. i know this seem like a weard thing to ask. but ive been working on my labtop in coffee shops. and of course my labtop only has a left-enter key where build uses the right-enter key by the number pad.

ssoooo.... umm... it there a way to go into 3d mode by spelling a commend?? or is there another key i can hit??
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User is offline   Mark 

#501

Edit and scroll to the bottom of the mapster32.cfg file and you can figure out how to re-map a different key for the one you are missing.
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#502

View PostNerdZilla, on Oct 23 2009, 03:58 PM, said:

dose anyone know the commend to go into 3d mode from 2d mode in build. i know this seem like a weard thing to ask. but ive been working on my labtop in coffee shops. and of course my labtop only has a left-enter key where build uses the right-enter key by the number pad.

ssoooo.... umm... it there a way to go into 3d mode by spelling a commend?? or is there another key i can hit??


Open your mapster32.cfg in notepad, go the the bottom and add this line
remap = 1c-9c

Once you have done that your left enter should work.
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User is offline   NerdZilla 

#503

thank you.
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User is offline   Sobek 

  • There's coffee in that nebula!

#504

Testing out some polymer lighting in old areas. The wall / floor textures aren't final, I just needed something with a strong enough 'pipey' or 'industrial' look (it is, after all, in the bowels of the ship), to see how the lighting would take. I'm quite happy with it, and should have the entire area fleshed out with all the nice trimmings by tomorrow. The sound effects will come last, and should make things nice and moody (lots of harsh corners with scary surprises about :o ).

Posted Image

It's amazing how something as 'simple' as a few basic polymer lights can drastically alter the entire feel of an area. I'm so glad this new renderer came about.

*edit* Updated picture - now with blue lighting and some roof objects.

This post has been edited by Sobek: 28 October 2009 - 12:36 AM

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User is offline   NerdZilla 

#505

Well here are some pictures of a new map im working on. When its done im going to need help with the lighting in ploymor. I'm really just good at making the map it self. I'm not even sure what the secter tag is for opening doors? But it'll still be a decent map for deathmatching... i think.



This post has been edited by NerdZilla: 30 October 2009 - 01:42 AM

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User is offline   Geoffrey 

#506

Cool shot Sobek :)

View PostNerdZilla, on Oct 29 2009, 02:29 AM, said:

But it'll still be a decent map for deathmatching... i think.


Its a large square, I don't think it'll be decent for dm at all. I do like the hills though!
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User is offline   NerdZilla 

#507

that because its not done yet. but the hills do offer cover fire and that would be interesting.

This post has been edited by NerdZilla: 30 October 2009 - 01:41 AM

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User is offline   NerdZilla 

#508



just a cool looking update and i wanted to share how i did it. as you can see i made the hill higher for better cover fire.

This post has been edited by NerdZilla: 30 October 2009 - 01:45 AM

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User is offline   Gambini 

#509

Today i´ve been working on this gun:

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Which is supposed to replace the reskinned pistol in Dukeplus for the laser pistol.

It is not outstanding i know but who cares, is better than the 9mm.

Now what left is somebody with the enough skills to add duke´s hand, animate and export it to md3. Quite a hard job but it´s something that doesn´t fit in my head for much i try. So if someone (cough couch Roma Loom) of good will wants to (cough cough Hellbound) help me out on (cough cough Tea Monster) this, and do that job (cough cough Sobek) instead of wasting their time trying to explain me how, i will be gratefull.

This post has been edited by Gambini: 31 October 2009 - 03:45 PM

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User is offline   Mark 

#510

I think it looks great so far. As soon as I saw it, your gun reminded me of my soldering gun I use for working on radios. :)

And I'm still in the process of adding lighting to my map. It started out as a bright outdoor map with lots of added in shadows. I changed it to a night time map since Polymer was released.

This post has been edited by Marked: 31 October 2009 - 05:11 PM

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