What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#5311 Posted 08 January 2014 - 01:15 PM
lasergun:
sonic resonator:
robo fox:
PS. While I'm here. Nice work Scott_AW! Inspiring.
#5312 Posted 08 January 2014 - 04:03 PM
Mark., on 08 January 2014 - 12:15 PM, said:
Funny, I can't quite get camstudio to capture audio, maybe I should use them in tandem
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
#5313 Posted 08 January 2014 - 04:25 PM
Mark., on 08 January 2014 - 12:15 PM, said:
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
#5314 Posted 08 January 2014 - 05:48 PM
Scott_AW, on 08 January 2014 - 04:03 PM, said:
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.
#5315 Posted 08 January 2014 - 06:43 PM
#5316 Posted 08 January 2014 - 08:11 PM
Plain Simple Garek, on 08 January 2014 - 06:43 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.
#5317 Posted 09 January 2014 - 02:48 AM
Scott_AW, on 08 January 2014 - 11:15 AM, said:
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.
#5318 Posted 09 January 2014 - 08:38 AM
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
#5319 Posted 09 January 2014 - 09:25 AM
Took 2 hours to find math and CON function... kinda ipnotic
#5320 Posted 09 January 2014 - 10:30 AM
From 2 different maps, the space map being the newest one (started 1st of january)
This post has been edited by MetHy: 09 January 2014 - 10:36 AM
#5321 Posted 09 January 2014 - 11:07 AM
RichardStorm, on 09 January 2014 - 09:25 AM, said:
Took 2 hours to find math and CON function... kinda ipnotic
That... Is beautiful. Well done!
#5322 Posted 09 January 2014 - 01:23 PM
MetHy, on 09 January 2014 - 08:38 AM, said:
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.
#5323 Posted 09 January 2014 - 02:19 PM
MetHy, on 09 January 2014 - 08:38 AM, said:
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
#5324 Posted 09 January 2014 - 02:45 PM
RichardStorm, on 09 January 2014 - 09:25 AM, said:
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:
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.
#5325 Posted 10 January 2014 - 08:38 AM
Fox, on 09 January 2014 - 02:19 PM, 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?
This post has been edited by MetHy: 10 January 2014 - 08:39 AM
#5326 Posted 10 January 2014 - 11:11 AM
MetHy, on 10 January 2014 - 08:38 AM, said:
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?
#5327 Posted 10 January 2014 - 02:02 PM
#5328 Posted 10 January 2014 - 04:52 PM
Drek, on 08 January 2014 - 08:11 PM, said:
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.
#5329 Posted 11 January 2014 - 10:15 AM
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.
#5330 Posted 12 January 2014 - 06:39 AM
#5331 Posted 12 January 2014 - 06:56 AM
Drek, on 11 January 2014 - 10:15 AM, said:
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
#5332 Posted 12 January 2014 - 09:30 AM
Gambini, on 12 January 2014 - 06:56 AM, said:
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.
#5334 Posted 13 January 2014 - 10:09 AM
Gambini, on 12 January 2014 - 06:56 AM, said:
Fixed that typo for you.
This post has been edited by The Commander: 13 January 2014 - 10:10 AM
#5335 Posted 13 January 2014 - 06:22 PM
Artem Nevinchany, on 13 January 2014 - 09:24 AM, said:
Hmmm, looks a little bit like something that comes from silent hill? I'm a right?