What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#5254 Posted 16 December 2013 - 04:51 AM
#5255 Posted 16 December 2013 - 05:38 AM
#5256 Posted 16 December 2013 - 05:39 AM
I have made it multilayered now, which gives a much needed deepness and realism.
This post has been edited by Fox: 16 December 2013 - 05:40 AM
#5257 Posted 16 December 2013 - 05:54 AM
#5258 Posted 16 December 2013 - 06:45 AM
So it must being soo long to make it work.
#5259 Posted 16 December 2013 - 07:12 AM
#5261 Posted 16 December 2013 - 10:14 PM
#5262 Posted 16 December 2013 - 11:35 PM
So I take it those sprites are drawn on the HUD?
#5263 Posted 16 December 2013 - 11:58 PM
Edit: Now I got it right, or at least for 8-bit mode. I don't know why it would be different for Polymer and Polymost while not looking up and down.
This post has been edited by Fox: 17 December 2013 - 02:44 AM
#5264 Posted 17 December 2013 - 03:19 AM
The enemy is locked by pointing straight at it, with an hitscan, and becomes un-locked if its pointer goes out of a rectangular region in the center (same shapes of that green reticule).
It has been hard to get, due to the tangent-working horiz. Moreover, the spherical FOV make this feature work so bad near screen corners.
#5265 Posted 17 December 2013 - 03:22 AM
Note: it is pointing at the enemy feet since I am only interested in the coordinates.
This post has been edited by Fox: 17 December 2013 - 03:24 AM
#5266 Posted 17 December 2013 - 04:18 AM
I hope it's not too different in openGL but it probably is
This post has been edited by Plain Simple Garek: 17 December 2013 - 04:19 AM
#5267 Posted 17 December 2013 - 04:44 AM
I guess we used the same method, and I'm sure it works perfectly in 8-bit due to cylinder-like FOV with no z perspective, but it will mess up near screen
This post has been edited by RichardStorm: 17 December 2013 - 04:50 AM
#5268 Posted 17 December 2013 - 04:52 AM
Plain Simple Garek, on 17 December 2013 - 04:18 AM, said:
I hope it's not too different in openGL but it probably is
8-bit vs OpenGL
This post has been edited by Fox: 17 December 2013 - 04:54 AM
#5269 Posted 17 December 2013 - 05:14 AM
What happens if u try to look up or down?
This post has been edited by RichardStorm: 17 December 2013 - 05:24 AM
#5270 Posted 17 December 2013 - 05:51 AM
Edit:
This post has been edited by Fox: 17 December 2013 - 05:55 AM
#5273 Posted 20 December 2013 - 10:07 AM
Fox, on 20 December 2013 - 05:35 AM, said:
How does that look on the 2D map?
#5275 Posted 20 December 2013 - 10:37 AM
#5276 Posted 20 December 2013 - 04:17 PM
Fox, on 20 December 2013 - 05:35 AM, said:
I take it you're in a real water sector and you have a skybox projecting further water, and if so what does the connection between the real water and skybox water look close up?
#5277 Posted 20 December 2013 - 05:49 PM
#5278 Posted 20 December 2013 - 07:23 PM
#5280 Posted 24 December 2013 - 06:33 PM
This post has been edited by Mark.: 24 December 2013 - 06:36 PM