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

User is online   Lunick 

#5251

I love that too :wub:
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#5252

Nice!!
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#5253

Now that is awesome, Fox!!
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User is offline   zykov eddy 

#5254

That is the best skybox effect I've seen for Duke 3D. Great job!
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User is offline   Zaxtor 

#5255

View PostFox, on 16 December 2013 - 01:59 AM, said:




Nice.
How do you make the clouds move?
Con hax I bet
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#5256

A big con hack, actually.

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

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User is offline   Jblade 

#5257

That's cool! I had skybox code in AMC TC episode 1 but didn't use it since showview had a few glitches that hadn't been fixed yet (until now) It would be nice if we had native skybox support like in Zdoom though.
1

User is offline   Zaxtor 

#5258

Got several layers, moving at different speed like real life.
So it must being soo long to make it work.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#5259

Not really, I did the code for it today. It took longer to get the right idea.
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User is offline   Gambini 

#5260

Such sky!
1

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#5261

Trying to get the right coordinate for sprites on screen, in this case it is checking each Liztroop on the map...

Posted Image
2

User is offline   Micky C 

  • Honored Donor

#5262

Very cool, I've always wanted mods to have a feature like this. Could really change up gameplay strategy if used correctly; knowing which enemies are where and being able to plan ahead, as well as making game modes where you have to hunt down and kill all the enemies in the map more viable.

So I take it those sprites are drawn on the HUD?
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#5263

Yes, but I still need to further improve the perspective.

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

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#5264

I've already been into screen-coords know-how in my DNAgain, fo the new rpg with locking feature.

Posted Image

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.
7

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#5265

It is working perfectly for me, at least in 8-bit mode:

Posted Image

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

1

User is offline   Micky C 

  • Honored Donor

#5266

Finished already? That was quick. I'd love to see a video of this where the player and/or the liztroopers are in motion and some of them are behind walls.

I hope it's not too different in openGL but it probably is Posted Image

This post has been edited by Plain Simple Garek: 17 December 2013 - 04:19 AM

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#5267

I forgot to mention i coded my feature while using polymost, that's what my mod was planned for.

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 borders (edit:corners) in true 3d Opengl like Polymost and Polymer, with a sphere-like FOV, where differences between cylinder and sphere FOV increase.

This post has been edited by RichardStorm: 17 December 2013 - 04:50 AM

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#5268

View PostPlain Simple Garek, on 17 December 2013 - 04:18 AM, said:

Finished already? That was quick. I'd love to see a video of this where the player and/or the liztroopers are in motion and some of them are behind walls.

I hope it's not too different in openGL but it probably is Posted Image

8-bit vs OpenGL

Spoiler


This post has been edited by Fox: 17 December 2013 - 04:54 AM

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#5269

A difference on x can be spotted for the column near left border, and for far enemies on the other side. EDIT: in polymost. No problem on 8 bit.

What happens if u try to look up or down?

This post has been edited by RichardStorm: 17 December 2013 - 05:24 AM

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#5270

It's fine on 8-bit, but it doesn't look that good in Polymost. I adjusted the horiz to a real angular view, but it doesn't compensate for the rotation of the screen.

Edit:

Posted Image

This post has been edited by Fox: 17 December 2013 - 05:55 AM

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#5271

Using showview to make an ad-infinitum ocean of sort...

Posted Image
7

User is offline   OpenMaw 

  • Judge Mental

#5272

Some really awesome stuff you're pulling off lately, Fox. Posted Image
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User is offline   Inspector Lagomorf 

  • Glory To Motherland!

#5273

View PostFox, on 20 December 2013 - 05:35 AM, said:

Using showview to make an ad-infinitum ocean of sort...




How does that look on the 2D map?
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#5274

Posted Image
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User is offline   Sixty Four 

  • Turok Nukem

#5275

Cool things you all are doing. It's nice to see people doing Duke things XD. I am making a map, and hopping back and forth between Duke3d and Dnf . Also, wishing DNF had a map maker as i smoke this ...hehe
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User is offline   Micky C 

  • Honored Donor

#5276

View PostFox, on 20 December 2013 - 05:35 AM, said:

Using showview to make an ad-infinitum ocean of sort...


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?
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#5277

There is no real water sector visible. It is just a bunch of sectors that change shape depending on your position.
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User is offline   Micky C 

  • Honored Donor

#5278

Ah, I thought I saw a disconnect in the other pic but I must have been mistaken. Can't wait to see the effect in action in an island map or something.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#5279

It looks interesting, but it's very glitchy.

Posted Image
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User is offline   Mark 

#5280

I took a break this afternoon from my other "taking forever to finish" projects and decided to try making a Dukematch map. I'm using as a base my submission from the 1 hour map contest earlier this year. If I don't get distracted by other things I should have it ready for playing by the weekend. I'm using spritework instead of TROR so everyone can play it in 32 bit or software mode.

Attached thumbnail(s)

  • Attached Image: capt0000.jpg


This post has been edited by Mark.: 24 December 2013 - 06:36 PM

1

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