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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   Kyanos 

#5311

I started work on a tc this week. Thinking mad scientist / robots theme, one level, maybe two with a boss fight. This time I've decided to go 8-bit all the way, trying to keep it smaller/simpler than past projects. Voxels for enemies and pickups, I've already rendered hud sprites from my voxelized guns. Here are a few quick sneak peaks for the general direction I'm heading in.
lasergun:
Attached Image: lg_hud1h.png
sonic resonator:
Attached Image: sr_hud1h.png
robo fox:
Attached Image: Capture.PNG
PS. While I'm here. Nice work Scott_AW! Inspiring.
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User is offline   Scott_AW 

#5312

View PostMark., on 08 January 2014 - 12:15 PM, said:

I can't figure out how to record a game with Open Broadcaster. All I capture is audio. I have to try again some day.


Funny, I can't quite get camstudio to capture audio, maybe I should use them in tandem :D


That's some nice voxel work, is that out of Slab I'm guessing? I found converting models the best way to go when I was working on Black Shadow, since you can pose the models and export them out to create your frames, saving tons of work on doing with just voxels.

Only a handful of voxels objects of my own were created in Slab, everything else used my Strip2vox image to voxel program, and a combo of Sculptris/Anim8tor/Poly2vox. Anim8tor is still alive apparently, although I'm not sure if sculptris is still for free.

This post has been edited by Scott_AW: 08 January 2014 - 04:09 PM

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User is offline   neoacix 

#5313

View PostMark., on 08 January 2014 - 12:15 PM, said:

I can't figure out how to record a game with Open Broadcaster. All I capture is audio. I have to try again some day.


I'ts a bit tricky.
You have to right click in the field of sources and then add window / monitor capture.
Also make sure that they are activated.
You can record multiple windows or monitors with that at once.

This post has been edited by dpax: 08 January 2014 - 04:25 PM

1

User is offline   Kyanos 

#5314

View PostScott_AW, on 08 January 2014 - 04:03 PM, said:

That's some nice voxel work, is that out of Slab I'm guessing? I found converting models the best way to go when I was working on Black Shadow, since you can pose the models and export them out to create your frames, saving tons of work on doing with just voxels.

Only a handful of voxels objects of my own were created in Slab, everything else used my Strip2vox image to voxel program, and a combo of Sculptris/Anim8tor/Poly2vox. Anim8tor is still alive apparently, although I'm not sure if sculptris is still for free.


Thanks. All this stuff is modeled in blender then I export to md3 and run poly2vox, I get in slab6 for final details. Most of the work is done texturing beforehand in photoshop, so the coloring works out right with the duke palette. I've used your Strip2vox program before to make a lot of smaller voxels for my link3d project. I can't really handle strips much more than 32 by 32 by a few layers without it getting too complex for me. I'll look into Sculptris and Anim8tor, I've never heard of either of them.

One last screenshot, I got the first enemy def'd in.
Attached Image: capt0000.png
1

User is offline   Micky C 

  • Honored Donor

#5315

The first pic and last pic in your top post look really good, however the sonic resonator just seems off somehow.
0

User is offline   Kyanos 

#5316

View PostPlain Simple Garek, on 08 January 2014 - 06:43 PM, said:

The first pic and last pic in your top post look really good, however the sonic resonator just seems off somehow.

Yeah, it's in over the freezer, kinda awkward going over hardcoded weapons. One last pic since you ask. Here it is in classic in game.
Attached Image: duke0003.png
0

User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#5317

View PostScott_AW, on 08 January 2014 - 11:15 AM, said:

I'll check that out, but currently been recording on a netbook with just a 1.5ghz and 1gb ram, so that could account for some of the choppiness, and I keep forgetting to turn off the mouse show option. Oh, and camstudio is free, so there's that.

And there's a watermark on Bandicam? I just finished reading the feature differences. Think I'll stick to what I'm using.

Its not really that hard to find/get *cough cough* crack.
If you can't afford the full version.

I have tried almost all recording programs for all the games I have played and I have found Bandicam to work the best.
0

User is offline   MetHy 

#5318

Fuck. Enemy AI in Duke is so fucking stupid. I'm trying to make a window that opens with a touchplate, with enemies behind the window that start shooting as soon as the player activates that touchplate.

It just doesn't fuck work.

Either they don't even detect the player, or they try to wander off like they're going shopping or whatever else, or they only shoot once in a while or even NOT AT ALL. I've tried with enforcer, liztroop, commander.

Making them stay put doesn't change stuff, they try to wander off, realize they can't and repeat. The best I could do was with stayput liztroops because they're the only ones who shoot once in a while in this situation, so my best shot is to put like at least 5 or 6 liztroops so that the gunfight matters a little. Sucks.

I see this kind of stuff in Doom all the time but in Duke it just doesn't work.

Edit :
my guess is that the window is too far from the player. It works well enough with 5-6 Liztroops but I would rather have had 2 Enforcer which are hitscan. Oh well I'll do with what I can.

This post has been edited by MetHy: 09 January 2014 - 08:53 AM

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#5319

Trigonometric love.

Posted Image

Took 2 hours to find math and CON function... kinda ipnotic :D
18

User is offline   MetHy 

#5320

Been working on stuff a bit almost every day since the 1st of this month. Good years resolution to be more creative this year... It's hard to find time every day but around 1h of mapping a day and progress goes slowly but steadily.

From 2 different maps, the space map being the newest one (started 1st of january)

Posted Image

Posted Image

This post has been edited by MetHy: 09 January 2014 - 10:36 AM

4

User is offline   OpenMaw 

  • Judge Mental

#5321

 RichardStorm, on 09 January 2014 - 09:25 AM, said:

Trigonometric love.

Posted Image

Took 2 hours to find math and CON function... kinda ipnotic :D



That... Is beautiful. Well done!
0

User is offline   Jblade 

#5322

 MetHy, on 09 January 2014 - 08:38 AM, said:

Fuck. Enemy AI in Duke is so fucking stupid. I'm trying to make a window that opens with a touchplate, with enemies behind the window that start shooting as soon as the player activates that touchplate.

Yeah I've been playing a shitload of Doom recently and I've realised that it's AI is actually really good. Even without the inter-fighting, they can actually FIND the player if they go running away. Duke's enemies will just try to fuck the nearest wall to them.
1

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#5323

 MetHy, on 09 January 2014 - 08:38 AM, said:

Fuck. Enemy AI in Duke is so fucking stupid. I'm trying to make a window that opens with a touchplate, with enemies behind the window that start shooting as soon as the player activates that touchplate.

It just doesn't fuck work.

Either they don't even detect the player, or they try to wander off like they're going shopping or whatever else, or they only shoot once in a while or even NOT AT ALL. I've tried with enforcer, liztroop, commander.

Making them stay put doesn't change stuff, they try to wander off, realize they can't and repeat. The best I could do was with stayput liztroops because they're the only ones who shoot once in a while in this situation, so my best shot is to put like at least 5 or 6 liztroops so that the gunfight matters a little. Sucks.

I see this kind of stuff in Doom all the time but in Duke it just doesn't work.

Edit :
my guess is that the window is too far from the player. It works well enough with 5-6 Liztroops but I would rather have had 2 Enforcer which are hitscan. Oh well I'll do with what I can.

Remember there must be a line of sight beetween the monster feet and the player, otherwise it will only attack in retaliation.

This post has been edited by Fox: 09 January 2014 - 02:21 PM

0

User is offline   Helixhorned 

  • EDuke32 Developer

#5324

 RichardStorm, on 09 January 2014 - 09:25 AM, said:

Trigonometric love.

Whoa, these are some huge electrons. Surely give Duke a great ego boost. Oh wait, wrong game...

 MetHy, on 09 January 2014 - 08:38 AM, said:

Fuck. Enemy AI in Duke is so fucking stupid.

A CON project that should be mentioned in this regard is the the A* Pathfinding system by Reaper_Man. From a first look, it seemed to me that in its current form, its purpose is the demonstation of the algorithm rather than its application though. Nevertheless, besides being algorithmically more sophisticated than the usual ad-hoc'ish Duke3D AI, it looks like an interesting case study from the viewpoint of how to create reusable scripting modules.
0

User is offline   MetHy 

#5325

 Fox, on 09 January 2014 - 02:19 PM, said:

Remember there must be a line of sight beetween the monster feet and the player, otherwise it will only attack in retaliation.


Ah, the feet? Thanks for the tip I'll check it out. For my window stuff i'll stick to my liztroops though as I really want it to be a window.

Any other protip regarding enemy AI? Can we still somehow surprise the players with the original enemy AI in the game these days?

This post has been edited by MetHy: 10 January 2014 - 08:39 AM

0

User is offline   DavoX 

  • Honored Donor

#5326

 MetHy, on 10 January 2014 - 08:38 AM, said:

Ah, the feet? Thanks for the tip I'll check it out. For my window stuff i'll stick to my liztroops though as I really want it to be a window.

Any other protip regarding enemy AI? Can we still somehow surprise the players with the original enemy AI in the game these days?


Have you tried giving the enemies a tile that is already shooting?
0

User is offline   Gambini 

#5327

The best thing IMO is to use respawns that are triggered at the same moment the window opens. Now, considering Fox´s tip, i´d make the bottom of the window based on sprites so the line of sight exists.
1

User is offline   Scott_AW 

#5328

 Drek, on 08 January 2014 - 08:11 PM, said:

Yeah, it's in over the freezer, kinda awkward going over hardcoded weapons. One last pic since you ask. Here it is in classic in game.
duke0003.png



You should use a simpler texture with less noise and then use Slab's ability to burn a shade into the model when lights are on. You angle the light based on your view.
1

User is offline   Kyanos 

#5329

Thanks for the tip, I plan on redoing it so I will definitely try it your way.
I wanted to show off my latest enemy concept.
Liberty Prime got turned, now whats left of him is a glorified gaurd dog on the enemy base.
Attached Image: Capture.PNG
7

User is offline   MetHy 

#5330

So I've got and setup my new computer, works like a charm. Anybody got a list of maps or mods made with polymer and/or the hrp in mind?
0

User is offline   Gambini 

#5331

You shouldnt miss any Danm´s work (it´s not a typo, it´s Dan Manson, who did Tribute to action maps). You need to connect five top notch computers togheter and plug them to a nuclear powerplant to get two digits in the framerate but the design is awesome. His mod Eternity would be a good start.

 Drek, on 11 January 2014 - 10:15 AM, said:

Thanks for the tip, I plan on redoing it so I will definitely try it your way.
I wanted to show off my latest enemy concept.
Liberty Prime got turned, now whats left of him is a glorified gaurd dog on the enemy base.
Capture.PNG


Sadly can upvote that only once.

This post has been edited by Gambini: 12 January 2014 - 06:57 AM

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User is offline   MetHy 

#5332

 Gambini, on 12 January 2014 - 06:56 AM, said:

You shouldnt miss any Danm´s work (it´s not a typo, it´s Dan Manson, who did Tribute to action maps). You need to connect five top notch computers togheter and plug them to a nuclear powerplant to get two digits in the framerate but the design is awesome. His mod Eternity would be a good start.



Okay, I put graphics at "4" in the bat file first and it lagged like shit and was glitchy (everything appeared blue-ish), then put graphics to 2 and playing in 1680*1050 it's really smooth and only slightly lags in very few occasions.

I think I played a 8 bit version of Eternity though but I hardly remember...

Anyway in the first map I got the yellow key but after turning in round twice through the entire map, I still haven't found anything. Any idea?

I find the mod really fun and design is really good but somehow the game feels harder when playing with the hrp. However it's a little dark at times (even though i'm playing in the dark) it's sometimes hard to make out what we're looking at exactly, it feels confusing like some newer games do too.
0

User is offline   brullov 

  • Senior Artist at TGK

#5333

Posted Image
2

User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#5334

 Gambini, on 12 January 2014 - 06:56 AM, said:

(it´s not a typo, it´s Danny Mason, who did Tribute to action maps)

Fixed that typo for you. :D

This post has been edited by The Commander: 13 January 2014 - 10:10 AM

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User is offline   darkcaleb 

#5335

 Artem Nevinchany, on 13 January 2014 - 09:24 AM, said:

Posted Image


Hmmm, looks a little bit like something that comes from silent hill? I'm a right? :D
1

User is offline   DavoX 

  • Honored Donor

#5336

I'm gonna have to be honest and say that I can't see shit :D
0

User is offline   Loke 

#5337

 Artem Nevinchany, on 13 January 2014 - 09:24 AM, said:

Posted Image


It Lives 2.
1

User is offline   brullov 

  • Senior Artist at TGK

#5338

It is my indie horror game :-)

Posted Image
3

User is offline   DavoX 

  • Honored Donor

#5339

Now I can finally see :D
1

User is offline   Daedolon 

  • Ancient Blood God

#5340

Posted Image

I wonder what this is :D
6

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