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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   Forge 

  • Speaker of the Outhouse

#4831

View PostRichardStorm, on 27 May 2013 - 01:51 AM, said:

Some old mods just run the classic duke3d.exe through the .bat file... so i copied eduke32.exe and renamed as duke3d.exe in my folder to run both modern and old mods

wouldn't it be easier to edit the bat file and replace instances of duke3d with eduke32? that's a one time deal instead of renaming every updated snapshot over and over

This post has been edited by Forge: 27 May 2013 - 05:32 AM

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User is online   ck3D 

#4832

1400 sectors and 11000 walls, even though the vehicles eat up a lot of them, i am starting to feel more and more claustrophobic about the limits. i think i might build the last few locations and call it a map. hopefully i can find the time to do that in the next couple of days before i have to leave again (provided that i don't hit a mapper's block). otherwise this is going to be delayed for a little while i am afraid. the map is turning out to be less aesthetically ambitious than i originally intended it to be, probably due to its large size and snow theme which makes it more bland and spread apart. i still think it looks pretty unique, though. 2d screenshot of what has been made so far. i know it definitely needs more sector shading. this is only the playable area by the way, no unreachable areas have been implemented yet.

Attached thumbnail(s)

  • Attached Image: SNOW2D.png

2

User is offline   DavoX 

  • Honored Donor

#4833

Very good man, can't wait to try it out!
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User is offline   TerminX 

  • el fundador

  #4834

View PostGreenTea, on 26 May 2013 - 11:33 AM, said:

There are some mods that use modified eduke32 exe's, is it really possible to add compatibility for those mods in later releases of eduke32?

I've never seen one that modified eduke32.exe in any meaningful way that would cause the mod not to run with the standard version.
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User is offline   Jblade 

#4835

View PostTerminX, on 27 May 2013 - 12:53 PM, said:

I've never seen one that modified eduke32.exe in any meaningful way that would cause the mod not to run with the standard version.

From what I've seen all of the mods that have modified exes pretty much just change the Eduke32 picture on the side to something else.
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User is offline   TerminX 

  • el fundador

  #4836

That's my experience as well. The one that came with the DNF mod also removed a couple of things from the startup window, but it was just hacks done in a resource editor and not actual source changes or anything.
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User is offline   Diaz 

#4837

Not much can be seen here, but anyways.
http://www.dailymoti...sion_videogames

I plan to upload some more short gameplay videos later. This thing is taking longer than I expected to be finished ;)

This post has been edited by Diaz: 29 May 2013 - 08:12 AM

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User is offline   Diaz 

#4838


12

User is offline   GreenTea 

#4839

Mod compilation

Posted Image

Download (1.7 gb): https://docs.google....dit?usp=sharing



This post has been edited by GreenTea: 29 May 2013 - 12:37 PM

1

User is offline   Tea Monster 

  • Polymancer

#4840

Diaz, that looks freaking awesome.
0

User is offline   XThX2 

#4841

How on Earth is that based on Eduke! I'm amazed, Diaz! It almost looks like... the whole map is a model o.o
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User is offline   Gambini 

#4842

The only thing giving it away is the rocket. If it weren´t by that I wouldn´t be able to tell it´s Duke. Great work.
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User is offline   DavoX 

  • Honored Donor

#4843

Unreal assets really do wonders ;)
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User is offline   LkMax 

#4844

View PostDiaz, on 29 May 2013 - 12:03 PM, said:

-snip-

Posted Image

If you told me it was unreal engine I would believe.

View PostDavoX, on 29 May 2013 - 04:05 PM, said:

Unreal assets really do wonders ;)

The question is: does it also runs well on eduke? Polymer is known to be resource intensive (is that the right expression?).
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#4845

View PostDiaz, on 29 May 2013 - 12:03 PM, said:




Is the blue flickering going to be fixed? I sincerely hope so. Also what is the performance for that mod? As it looks entirely done in polymer so I'm guessing it's a bit slow on the FPS sometimes?
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#4846

Wow wow wowie. Can't wait to play.
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User is offline   Mblackwell 

  • Evil Overlord

#4847

View PostxPreatorianx, on 29 May 2013 - 05:40 PM, said:

Is the blue flickering going to be fixed? I sincerely hope so.


That's a capture issue, not a game issue.
1

User is offline   Hendricks266 

  • Weaponized Autism

  #4848

I've been working all week on this bad boy.

screentext is an extremely powerful CON text drawing function.
qstrdim returns the dimensions in BUILD coordinates of what would be drawn by an equivalent screentext command. (This command is used internally to calculate things necessary for the right and center alignment and justification.)

Spoiler

Posted Image
EDIT: Now with more color to hopefully separate the demonstrations:
Posted Image

This post has been edited by Hendricks266: 30 May 2013 - 12:13 AM

8

User is offline   DavoX 

  • Honored Donor

#4849

I'll never use that but Awesome man ;)
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User is offline   Diaz 

#4850

Thanks guys ;)

Gambini, the rocket is from Quake 2, and it desperately needs replacing (I was using the Quake 2 rocket launcher at first). So do the gibs, which are sprites. I also went back to sprites for the cultists, as the model I made sucked badly; might think about remaking it, though my first priority now is finishing the damn maps :P

View PostxPreatorianx, on 29 May 2013 - 05:40 PM, said:

Is the blue flickering going to be fixed? I sincerely hope so. Also what is the performance for that mod? As it looks entirely done in polymer so I'm guessing it's a bit slow on the FPS sometimes?


As Mblackwell said, the flickering is a capture issue, so don't worry. Performance is not great, but it's rather decent for Polymer. I'd say if you can run the Polymer HRP well, you can run this well. There are some sluggish areas but I tend to avoid combat in those; also, some non essential lights can be turned off with cvars to improve performance.
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User is offline   Jimmy 

  • Let's go Brandon!

#4851

Hendricks:

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User is offline   Micky C 

  • Honored Donor

#4852

View PostDiaz, on 29 May 2013 - 10:15 PM, said:

As Mblackwell said, the flickering is a capture issue, so don't worry. Performance is not great, but it's rather decent for Polymer. I'd say if you can run the Polymer HRP well, you can run this well. There are some sluggish areas but I tend to avoid combat in those; also, some non essential lights can be turned off with cvars to improve performance.


Yeah, IIRC you put a lot of effort into optimisation for your maps, looking at it in wireframe mode and splitting up sectors for maximum performance.
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User is offline   Marcos 

#4853


0

User is offline   Hendricks266 

  • Weaponized Autism

  #4854

Interesting recreation. Please always label it as a recreation.

1. v0.99 did not have the skycar implemented yet. Instead, it is a series of C9 explosions. Use the actual beta maps.

2. Instead of using the Blood diving suit glare, use this. Fox made it.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4855

Lighting attempt

Posted Image

This post has been edited by Fox: 30 May 2013 - 05:16 PM

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User is offline   Bloodshot 

#4856

Wow, can't believe that's Eduke Diaz.

I've always found it strange how 90% of older games with animated water textures, the water doesn't really look like water at all, but the textures they made for Unreal still look excellent for just being a texture.
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User is offline   Diaz 

#4857

Yep, Unreal water is great. ;)

This is the other thing I'm working on (which will be finished before Fusion, as it's just a single map)



This post has been edited by Diaz: 31 May 2013 - 01:26 AM

4

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4858

View PostDiaz, on 29 May 2013 - 12:03 PM, said:



That's an interesting look with Quakeish gameplay. But I think it's hard to make a complete mod with that quality.

This post has been edited by Fox: 30 May 2013 - 11:14 PM

0

User is offline   Diaz 

#4859

it's a single map I'm making. But I don't think it would be hard to make a mod like that, it would just take too long for a single man...
0

User is offline   Diaz 

#4860

ouch. didn't see you were actually refering to the fusion video. that's a mod indeed.
0

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