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

#5641

I separated the tower and hull. how is it?
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User is offline   Micky C 

  • Honored Donor

#5642

The "texture" still seems pretty pastel-like. Have you tried experimenting around with slightly randomizing the paint colour to give it a more gritty look to fit in with the rest of the textures? Or perhaps Gambini's suggestion of baking on some light in slab6 to give it some more depth.

Does the tank appear flawless in classic? With the original sprite-based tank, you would see some minor glitches from some angles.
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#5643

 Micky C, on 13 April 2014 - 04:49 AM, said:

The "texture" still seems pretty pastel-like. Have you tried experimenting around with slightly randomizing the paint colour to give it a more gritty look to fit in with the rest of the textures? Or perhaps Gambini's suggestion of baking on some light in slab6 to give it some more depth.

Does the tank appear flawless in classic? With the original sprite-based tank, you would see some minor glitches from some angles.

well, yes there are some glitchs wich i have no idea how to fix. in 8-bit the parts are normal but in 32-bit they just hange in the sky.
what about the 'texture', i am trying to to fix it, but have not got to anything yet
0

User is offline   Daedolon 

  • Ancient Blood God

#5644

I think the problem is that the different coloured paint is shown as "blobs", no real camouflage appears as such.
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User is offline   Micky C 

  • Honored Donor

#5645

You probably have it the other way around. I'm guessing it's working fine in 32 bit, but it's got that hanging problem in 8 bit. Unfortunately the TC is designed for 8-bit (you're bound to get some visual bugs and/or loss of quality in anything else), and I'm not sure if there's a way around that particular problem in 8-bit.
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#5646

 Micky C, on 13 April 2014 - 08:11 AM, said:

You probably have it the other way around. I'm guessing it's working fine in 32 bit, but it's got that hanging problem in 8 bit. Unfortunately the TC is designed for 8-bit (you're bound to get some visual bugs and/or loss of quality in anything else), and I'm not sure if there's a way around that particular problem in 8-bit.

in 8-bit it is normal, the problem in in 32-bit
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#5647


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User is offline   Lunick 

#5648

I could go deaf from watching that.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#5649

The quality of the audio is awful, I know.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#5650

OH MY GOD I HAVE SO MUCH FUN PLAYING THIS WORDS CAN'T DESCRIBE IT


2

#5651

 Fox, on 19 April 2014 - 02:09 AM, said:

OH MY GOD I HAVE SO MUCH FUN PLAYING THIS WORDS CAN'T DESCRIBE IT




Hahaha is that map supposed to be based on a racing track? It looks like a mediocre map from 1997/1998 that has nothing to do with racing.
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#5652

It's based on Wipeout series

Posted Image
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User is offline   Lunick 

#5653

Those underwater drones should have been in the final game. They are hilarious :)
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#5654

 Fox, on 19 April 2014 - 02:22 AM, said:

It's based on Wipeout series

Posted Image


It seems to me most of the map is a series of bland corridors instead of the racetrack. The racetrack looks fine, but the rest of the map looks pretty boring.
0

User is offline   Lunick 

#5655

I think the map looks pretty fun actually.
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#5656

 MYHOUSE.MAP, on 19 April 2014 - 02:32 AM, said:

It seems to me most of the map is a series of bland corridors instead of the racetrack. The racetrack looks fine, but the rest of the map looks pretty boring.

No, most of the map is the race, but I died as soon as I got in it.
0

User is offline   MetHy 

#5657

I was just thinking this episode looked better than I thought.
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#5658

 Fox, on 19 April 2014 - 02:41 AM, said:

No, most of the map is the race, but I died as soon as I got in it.


Oooh ok. Now I'm a lot more interested.
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User is offline   MetHy 

#5659

You mean those underwater drones weren't in total metldown? (I've never played it) They look like they have too much hp to me, that fight dragged on forever compared to any duke3D enemy

This post has been edited by MetHy: 19 April 2014 - 02:48 AM

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User is offline   Lunick 

#5660

I meant that I wish they were in the Atomic Edition of the game :)
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#5661

And it should have at least one of the pigs with pistols.
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User is offline   Lunick 

#5662

Maybe you could let me look
Posted Image
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User is offline   Mav3r1ck 

#5663

Nice Fox, those are some awesome vids of the TM mod. I noticed something in Gates Motel about the REDRUM sprite. I don't know if it matters or not but it's too high, it was originally leveled with Duke's head to where you could walk up right against it. Just pointing it out in case you wanted to fix it or not.

Another thing, I noticed that the Zombie Pigs have a roar sound when they've spotted Duke. Does this mean that those sounds were in the original but weren't played by the Zombie Pigs?

This post has been edited by Mav3r1ck: 19 April 2014 - 06:21 AM

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#5664

Yes, like the Newbeast the new enemies have a "recog" sound that is not used.
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User is offline   Mav3r1ck 

#5665

 Fox, on 19 April 2014 - 01:47 PM, said:

Yes, like the Newbeast the new enemies have a "recog" sound that is not used.


I wonder what the Magnum Pig will sound like. Interesting.

Despite the fact that the people who made these maps did a good job, they sure made some errors.
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#5666

Speaking of errors, the Magnum P.I.G. has no sounds at all, even the shotgun is silent... for this mod I used the same sounds of the Pig Cop.
0

User is offline   Jimmy 

  • Let's go Brandon!

#5667

I've always suspected the issue with this episode's difficulty was just a combination of bad graphics (pixel doubling, I'm gonna vomit) and terrible controls.
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User is offline   Lunick 

#5668

The controls are (mostly) fine if you use the Doomed layout.
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User is offline   Jimmy 

  • Let's go Brandon!

#5669

I mean I guess, but everything is clunky. FPSes need keyboard and mouse, baby.
3

User is offline   Mav3r1ck 

#5670

The only thing that really bothered me about DNTM was the choppy graphics, but everything else was fine. I used the doomed style layout to play the game.
0

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