Duke4.net Forums: What are you working on for Duke right now? - Duke4.net Forums

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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   Cage 

#4891

View PostHendricks266, on 06 June 2013 - 07:40 AM, said:

A full mouse-and-GUI driven editor would be interesting, considering Mapster32 shows signs of being a DOS app in modern packaging.


Doom Builder was a pleasure to work in (the only map editor I've used for Doom actually) - it feels like a proper, windows/modern gui version of build/mapster to me. Ever since, the keyboard/mouse approach from build/mapster feels awkward.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4892

View PostLunick Prime, on 06 June 2013 - 04:26 AM, said:

Especially when you can't just have random triangles at arbitrary slopes, but must instead slope perpendicular to a wall.

Not really, you can create any shape with a triangle-shaped sector. The limitations are the maximum value for slopers (angle of 82.8º) and that the ceiling must have the same shape of the floor (unless you use ROR).
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User is offline   Tea Monster 

  • Polymancer

#4893

View PostDavoX, on 06 June 2013 - 12:24 PM, said:

If you only want to build a few rooms I could do that with you if you want :lol: (not something fully playable as I'm busy with another map. But I could make a few rooms for you if you want to experiment)


Thanks for offering Davox, but I can do basic stuff in mapster. I've actually built a map a while ago. I've got to learn all the Polymer stuff off the wiki. If you don't mind, I might bug you with a PM or two about how best to do certain things. :lol:

Fox - I had an insane notion that you could take the basic structure of a map file (after all, its all just going to be coordinates and so forth) and read it into something that would treat it like Max or Blender. Hell, there is even an exporter for Blender that will kick out a BSP file, so I'm thinking it may just be possible. You could make your map in your favourite 3D app and the exporter would export your model in 'map format' that eDuke could read.

This post has been edited by Tea Monster: 06 June 2013 - 01:46 PM

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User is offline   Kyanos 

#4894

I seriously looked into this once. It has so many drawbacks it's not even funny. The sloping issues alone are a killer, and any "shelf" or ror like model will just never be exportable IMO. Look into models with a clipshape map and/or some DP style blocking sprites. BSP is more mesh then map, to get a modern modelling program to build maps you'd need to limit the program (or the modeler) to do only things you could properly export. It was more trouble than it was worth for me :lol:
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User is offline   Kyanos 

#4895

I didn't like the way this thread was left off with my negative attitude. So here be a quick shitty video I slapped together showing what I'm working on. Link 3D is still in some sort of Pre-Beta testing phase, I'm making art and coding enemies, and weapons and stuff. It looks like this right now.


Removed video, flagged for copyrighted music :lol:

This post has been edited by Drek: 15 June 2013 - 04:04 AM

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User is offline   TerminX 

  • el fundador

  #4896

How come Link moves so slowly? Looks pretty awesome otherwise.
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User is offline   Kyanos 

#4897

I should be able to adjust it, I remember when I started he moved way too fast for a while, skippy. Thanks for the kind words, I'm pretty sure I'll have some sort of a demo game out in a few months.
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User is offline   Marcos 

#4898

Beta pigcop and snakehead!!

http://imageshack.us.../duke0002p.png/
http://imageshack.us.../duke0000l.png/
5

#4899

View PostMarcos, on 11 June 2013 - 04:14 PM, said:

Beta pigcop and snakehead!!

http://imageshack.us.../duke0000l.png/


It's always rewarding see a practical use of a work.
however I have noticed that this is the old version (or the brown version depends on whether you've chosen for the color). under the Jimmy suggestion, i also made a green variant.

http://forums.duke4....&attach_id=6680

Quote



The only TRUE beta pigcop in my opinion that could be more awesome than the final version (and that someone should really recreate), is the one in the left picture.
http://forums.duke4....post__p__141023
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User is online   Mark 

#4900

Another pic from the graveyard mod. Up close to the demon, Duke is at ankle biting height.

Attached thumbnail(s)

  • Attached Image: duke0006.jpg

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User is offline   Micky C 

  • Honored Donor

#4901

Posted Image

Posted Image
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User is online   Mark 

#4902

Because of my inability to code up the enemies I keep expanding the maps instead. In a way this is good. I've had time to read tutorials and start using some of the many effects that I knew nothing about previously.
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#4903

Ok, this is just an idea stucked in my head for now, but i suggest a porting potentially even more awesome than Blood and Redneck rampage:
Attached Image: Outlaws 32.jpg

The main theme, just to give you the right charge:

As you well know excluding the Star Wars "Dark Forces" saga, this is the only FPS made by the gold times Lucasart (RIP).
The art sprites/textures/sounds resources should not be rappresent a problem itself, they are all around the web on different game dedicated sites. But AS USUAL, would the help of someone who knows how to map and coding. Especially because I'd plan to add new features to this porting to extend the gameplay value.
Someone wanna get this train? :lol:

[quote]WHERE ARE YOU MARSHALL!?[/quote]
1

#4904

View PostMark., on 16 June 2013 - 06:54 AM, said:

Because of my inability to code up the enemies I keep expanding the maps instead. In a way this is good. I've had time to read tutorials and start using some of the many effects that I knew nothing about previously.


What do you want coding? I'm not brilliant but I may be willing to help out if you let me know what you want enemies and objects to do.

This post has been edited by High Treason: 16 June 2013 - 03:11 PM

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User is offline   brullov 

  • Senior Artist at TGK

#4905

Gameplay of Duke Nukem 3D Begins. (We play by Duke's father)
Posted Image
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#4906

View PostCK games, on 19 June 2013 - 04:56 AM, said:

Gameplay of Duke Nukem 3D Begins. (We play by Duke's father)
Posted Image


Midget Porky Pig's gangsters?
1

User is offline   Lunick 

#4907

I smell Blood.
1

User is offline   brullov 

  • Senior Artist at TGK

#4908

I used some textures from Blood to show atmosphere of 1960s. Btw, we need some help. If somebody can help us just write me. I will be very pleased. :lol:
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User is offline   Jimmy 

  • Let's go Brandon!

#4909

That is fucking ridiculous. I love it.

What kind of help are you guys looking for?
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#4910

CK you got a pm ... anyway i write here too, what do you need ?
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4911


5

#4912

Looks mind-blowingly awesome, Fox! It's hard to believe I'm not simply looking at genuine N64 footage there. I remember when the prospect of a Duke 64 TC was nothing more than a ripped pistol sprite posted on the 3DR Forums, and then Joe shut that down. It's amazing to see how far it's come.

Just a curious question: Will widescreen resolutions work fine with the mod? There's obviously plenty of custom HUD stuff, so I'm wondering if it will all still display correctly outside of a 4:3 aspect ratio.
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User is offline   Darkus 

#4913

View PostFox, on 20 June 2013 - 12:57 PM, said:



I noticed a small bug: when you kill the liztroops with the pistol, sometimes blood spurt from their bodies. I know that you can shoot the corpses, but the bug occur when the dying animation end, without shooting them.

Otherwise, it's looks great, I am excited to see what the full new version will look like.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4914

View PostRinyRed, on 20 June 2013 - 01:58 PM, said:

Just a curious question: Will widescreen resolutions work fine with the mod? There's obviously plenty of custom HUD stuff, so I'm wondering if it will all still display correctly outside of a 4:3 aspect ratio.

The PC version "resolution" is different from the N64 port (320×200 vs 277×209) and I was forced to make some adjustments, so it wouldn't make sense to not support widescreen too.

Posted Image

View PostDarkus, on 20 June 2013 - 02:03 PM, said:

I noticed a small bug: when you kill the liztroops with the pistol, sometimes blood spurt from their bodies. I know that you can shoot the corpses, but the bug occur when the dying animation end, without shooting them.

Fixed. That had something to do with how weird the damage code is handled in Duke3D.

This post has been edited by Fox: 20 June 2013 - 03:21 PM

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User is offline   Jimmy 

  • Let's go Brandon!

#4915

Fox is my hero.
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#4916

So awesome.
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User is offline   Hendricks266 

  • Weaponized Autism

  #4917

I guess this means I need get back to work on the EDuke32 feature to-do list for the mod.
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User is offline   Mia Max 

#4918

The river of blood :lol:

Attached thumbnail(s)

  • Attached Image: duke0003.jpg

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User is online   Mark 

#4919

Is swimming and fishing allowed?
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User is offline   DavoX 

  • Honored Donor

#4920

Very good Mia Max, another talented mapper.
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