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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   Daedolon 

  • Ancient Blood God

#5671

For me the issue was the utterly shit framerate. Yet for some reason I still finished it few years back, go figure.
1

#5672

Posted Image

Working on what might be either my biggest achivement in mapping or the greatest failure. (most probably failure)
6

User is offline   ck3D 

#5673

looking good !
0

User is offline   Mblackwell 

  • Evil Overlord

#5674

You know that if you press F12 it takes a screen cap, right?
1

User is offline   Daedolon 

  • Ancient Blood God

#5675

Alt+PrtScn is also more viable than what you did there.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#5676



This post has been edited by Fox: 21 April 2014 - 10:09 PM

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User is online   Lunick 

#5677

I'd probably respect Cyberkeef more as a boss if he had his own sounds...
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User is offline   Darkus 

#5678

View PostLunick, on 21 April 2014 - 11:24 PM, said:

I'd probably respect Cyberkeef more as a boss if he had his own sounds...

I though to give him some new attacks, and replace his sounds by the final boss from Shadow Warrior, that could suit him very well...
0

User is offline   Nukeaholic 

#5679

Woah, a WIP Total Meltdown TC? Nice, about time someone started creating one. Though I always thought that extracting from the ROM was a very difficult task due to the encrypted files, (EDIT: either that or I have misunderstood something). Either way, this is going to bring back some really good memories with much better frame rate.

This post has been edited by Nukeaholic: 22 April 2014 - 01:20 PM

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User is offline   Mav3r1ck 

#5680

It's very strange seeing DNTM with improved frame rate and it not being choppy like it was on the console.

The Cyberkeef looks great!
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User is offline   Daedolon 

  • Ancient Blood God

#5681

Man, that level is one epilepsy eye-aids festival.
0

User is offline   Hendricks266 

  • Weaponized Autism

  #5682

View PostDaedolon, on 22 April 2014 - 02:11 PM, said:

Man, that level is one epilepsy eye-aids festival.

H-eye-V?
3

User is offline   Micky C 

  • Honored Donor

#5683

Fox has posted several of these playthrough videos for DNTM now, and while they're nice, they're each generating like a page+ discussion on either the video, the game, the mod, or a combination of those.

Am I the only one that thinks since we've got a thread specifically for the mod, and given the large amount of content for that posted here, that these shouldn't be posted in the thread made for it? The 'what are you working on' thread is more designed for random screenshots or small projects/maps.
0

User is offline   Danukem 

  • Duke Plus Developer

#5684

View PostMickey C, on 22 April 2014 - 08:11 PM, said:

Fox has posted several of these playthrough videos for DNTM now, and while they're nice, they're each generating like a page+ discussion on either the video, the game, the mod, or a combination of those.

Am I the only one that thinks since we've got a thread specifically for the mod, and given the large amount of content for that posted here, that these shouldn't be posted in the thread made for it? The 'what are you working on' thread is more designed for random screenshots or small projects/maps.


I see your point, but it's not hurting anyone to have those videos posted here. It sounds like you are trying to make a rule that if a project has its own thread, then it should stay in its own thread, but I don't agree with that because it would limit the ability of creators to promote their work. DNTM is generating way more interest than anything else being developed in the community right now so just deal with it B) EDIT: And yes I know that the maps for DNTM were actually created long ago by a different team.

This post has been edited by Trooper Dan: 22 April 2014 - 09:30 PM

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User is offline   Micky C 

  • Honored Donor

#5685

View PostTrooper Dan, on 22 April 2014 - 09:28 PM, said:

DNTM is generating way more interest than anything else being developed in the community right now so just deal with it B)


Overall I think the sorting through and pending release of the Duke beta assets (ultimately in playable form) is generating the most interest, and indeed there's a lot more people browsing the forums at any given time and actually signing up as a direct result of the beta assets excitement.

Although it's probably not to the extent of some other people on the forum, I am looking forward to the release of the DNTM mod as I never played the original and would like to try out the Plug and Prey episode for the first time.
0

User is offline   Danukem 

  • Duke Plus Developer

#5686

View PostMickey C, on 22 April 2014 - 09:41 PM, said:

Overall I think the sorting through and pending release of the Duke beta assets (ultimately in playable form) is generating the most interest, and indeed there's a lot more people browsing the forums at any given time and actually signing up as a direct result of the beta assets excitement.


Er yeah I wasn't thinking of that as a project being developed, but I guess it could be regarded that way, in which case it would win hands down in terms of excitement generated.
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User is online   Lunick 

#5687

Stop killing the fun Micky, post more videos Fox B)
0

User is offline   NNC 

#5688

Ian Boffin sure loved those funky out-of-place colors he used for textures. I'm not sure if I like them or not in this particular level, but they are very stylish indeed. I'm more looking for the first 3 levels of DNTM, those had the best quality.
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#5689

Awww fuck, to upload longer videos on Youtube I need to verify my account, but I don't have a cell phone. Anyone help?





This post has been edited by Fox: 23 April 2014 - 06:12 AM

2

User is online   Lunick 

#5690

Thankyou Fox, I am very grateful for your videos unlike other Australian users B)
0

User is offline   Mav3r1ck 

#5691

So is the DNTM TC more or less playable now? B)

Awesome vids btw! B)

The thing I liked about the Alien Rendezvous gameplay was that Fox fixed the battlelord to where, before it spots Duke it has the correct size, instead of having a small size and reverting instantly to the regular boss size after spotting Duke.

This post has been edited by Mav3r1ck: 23 April 2014 - 09:46 AM

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User is offline   Jimmy 

  • Let's go Brandon!

#5692

View PostLunick, on 23 April 2014 - 06:21 AM, said:

Thankyou Fox, I am very grateful for your videos unlike other Australian users B)

Posted Image

This post has been edited by Jimmy: 23 April 2014 - 07:23 PM

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User is offline   Daedolon 

  • Ancient Blood God

#5693

I just realized, although visually pretty simple, this effect I'm working on uses quite a few of effects:

  • SE0: Rotated Sector
  • SE1: Pivot Sprite
  • SE9: Down Open Door Lights
  • SE15: Slide Door
  • SE24: Conveyor Belt
  • SE30: 2 Way Train
  • SE31: Floor Rise/Fall


Plus there's a Doom Door in there as well. That's what there's so far anyway...

I'm not gonna tell you what the effect is, but I guess if anyone guesses what it is, I can throw a reference to them in the level.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#5694

A drilling machine?
1

User is offline   Daedolon 

  • Ancient Blood God

#5695

I actually wonder how viable that Shadow Warrior drill would be to make.
0

User is offline   Micky C 

  • Honored Donor

#5696

View PostDaedolon, on 24 April 2014 - 04:11 AM, said:

I actually wonder how viable that Shadow Warrior drill would be to make.


I've already made it.

Not sure if I should show it off or not because it's for the final mission of the AMC TC (but it only uses vanilla effects, plus TROR of course). It's not 100% identical, but it's probably as good as you're going to get in Duke using vanilla.

Daedolon isn't it a conveyor belt that starts off not moving? It's just that you've been talking about it so it's a good chance that this could be that, but then again that IS a lot of effects you're using (although you did say it was simple).

This post has been edited by Mickey C: 24 April 2014 - 04:26 AM

1

User is offline   Daedolon 

  • Ancient Blood God

#5697

I guess I'll wait and see your drill later, should be fun.

I've yet to achieve these two things without the player intervening:

1) Conveyor belt that is stopped when the level starts.
2) Forcefield that's disabled when the level starts.

Still looking for solutions.
0

User is offline   MetHy 

#5698

Touchplate at the start of level? should work at least for the conveyor belt I think? A message will show up though...

This post has been edited by MetHy: 24 April 2014 - 04:34 AM

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User is offline   Micky C 

  • Honored Donor

#5699

Infosuite:

Quote

If you want the conveyor belt to be toggled by a trigger, place a Switch tagged [ActivationSound,Channel]. This effect is not compatible with Touchplates.

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User is offline   MetHy 

#5700

oh yeah that's right, one of the many reasons why i gave up making that conveyor puzzle i wanted to make for the first floor map of duke hard....

Can some of the automatic projectiles (like you know; the rocket coming out of the spaceship in E1L2 except perhaps using something not as loud like a liztroop laser) 'activate' buttons by shooting at them if you put the button in front of them?

Edit : i know; i remember high treason mentionning you can do anything using the targets from Babe Land. Try linking the target to your conveyor belt (like, the target is your 'switch') and have an automatic projectile destroy the targets (or perhaps even just a random explosion) ?

This post has been edited by MetHy: 24 April 2014 - 04:49 AM

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