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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   oasiz 

  • Dr. Effector

#5731

Posted Image


Enjoy: Lameduke and Atomic maps SVG'fied -- someone might find these useful, compared to the previous ones, these have sprites.

e4l9_vs_n2 is a preview on how comparison works like. This picture is from LD vs. atomic "Derelict level"


Edit: Also I guess I should link this one as well. It's still under work but I wanted to do a small documentation on lameduke's maps, areas and such. Getting this game running these days is hard enough as it is.
So if you ever wanted to know more on what Lameduke had, this is one option to learn more.

This post has been edited by oasiz: 06 May 2014 - 09:14 AM

4

User is offline   OpenMaw 

  • Judge Mental

#5732

Posted Image

Posted Image



My first voxel model, yay! .. Of course it's a conversion of a model, so it's not nearly as impressive by any stretch. Posted Image
7

User is offline   Jimmy 

  • Let's go Brandon!

#5733

Not bad, my only criticism is that you should weed out the green colours.
0

User is offline   Hendricks266 

  • Weaponized Autism

  #5734

Posted Image

Posted Image

Posted Image

Posted Image
11

User is offline   Micky C 

  • Honored Donor

#5735

Nice stuff! I take it we'll get basic polymer options in the future like lights on/off, maybe a slider for things like shadow detail/count, max light passes?
1

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#5736

About the menus: Instead of "more..." options, rolling should be added to all menus (like in usermap selection). This should also be used to break the number of episodes limit.

This post has been edited by Fox: 08 May 2014 - 12:09 AM

0

User is offline   Hendricks266 

  • Weaponized Autism

  #5737

^I'm planning exactly that. The first screen shows how my current code just lets it continue off the screen.
2

#5738

trying some strip2vox stuff

This post has been edited by Ivan Dragunov: 08 May 2014 - 03:58 AM

3

User is offline   brullov 

  • Senior Artist at TGK

#5739

Hey! How did LK look in 60s?

Posted Image


Posted Image


Still making Duke Begins!
11

User is offline   Micky C 

  • Honored Donor

#5740

I like the touch on the roulette wheel.
2

User is offline   Zaxtor 

#5741

Coded like crazy.
Worked on a boss, probably the most complicated boss I've ever made soo far.
Those type of boss as it grows weaker it changes behavior.

very challenging boss too, it moves a lot.
3

User is offline   Stabs 

#5742

been playing quite a bit of lightgun games latley mainly VC2 and just throwing a crazy idea out there for turning d3d into a rail shooter I am guessing

1 . path sprites for the rail.

2 . stop points for the shooting.

3. shooting would have to be a crosshair that moves like a cursor freely around a locked screen

3 . stayput spawning monsters (???) AI paths, rebalanced health so most die from one shot (2 shots for Pigs or lizmen, 3 for commanders & octas.

4 . DMG would work on threat level, more monsters on screen the higher chance you have of taking dmg, also monsters with a reticule around them indicate they are targeting you for a guaranteed shot so you would need to kill them first

5 . pickup items/weapons by shooting them, rules out freezer and shrinker tho, pistol would be the default weapon with unlimted ammo, no HUD weapon, just weapon type icon in the corner.

6. 1-UP system, points scoring, game over system
1

User is offline   MetHy 

#5743

View PostStabs, on 10 May 2014 - 02:12 AM, said:

5 . pickup items/weapons by shooting them, rules out freezer and shrinker tho, pistol would be the default weapon with unlimted ammo, no HUD weapon, just weapon type icon in the corner.


You could have a freezer that's like DNF's regular freezer, like a long stream; and once enemies are frozen they fall apart in pieces by themselves after a second or two.
Like this players would be moving the stream around the screen and see enemies fall one after the other!

Anyway sounds like a lot of fun, go for it. You could have babes players have to save like in House of the Dead except with Duke Nukem babes!

This post has been edited by MetHy: 10 May 2014 - 02:22 AM

0

User is offline   OpenMaw 

  • Judge Mental

#5744

That would be an AWESOME idea for a mod.

Posted Image


Duke Nukem. Retrofitting and updating from Cataclysm for "Project X." New skeleton rig including eyebrows and mouth. Trying to bulk up his muscles a bit. Made his torso more of a V shape, made his upper arms bigger. Reworked the web-gear slightly as a result. Going to do some recoloring to make him more in line with the Duke Nukem 3D statue/Box art (darker pants, slightly green tint to the web gear. black belt buckle with gold highlight, gonna strip off his gloves.)

Shoutout to Bloodshot. You really did a great job on tweaking this model. Posted Image

Slightly NSFW (But censored) babe:
Spoiler


https://dl.dropboxus...uke%20test2.mp4

Loaded up the Cataclysm Duke model into 3D Studio Max yesterday. Learning the ropes. Not sure what is causing the shading errors/flickering. Learning as I go. (If anyone has any idea what causes that, please share! Posted Image). Mostly playing with animation and posing. 3DS Max is infinitely better at this than anything else i've ever used. I don't know why I was so afraid of this program. Seeing the results of your work right away and getting used to where everything is, is going much faster than I expected.


Bloodshot's incredible "DNF 01" Octabrain given a 3DS treatment:

Posted Image


Was playing with some material types here. Self illumination and reflection seem to play off each other. There's hints of the octabrain's eyes actually glowing off the rest of it's surface, and in motion you can see that looping mov of Elexis reflecting off the side of it's head. Very cool. Lots of neat things. The brain isn't rigged to a skeleton, so he just sorta floats around for now.
1

User is offline   Micky C 

  • Honored Donor

#5745

What's the deal with Cataclysm anyway? There was word of a CnD and then nothing...
0

User is offline   OpenMaw 

  • Judge Mental

#5746

View PostMickey C, on 10 May 2014 - 03:06 AM, said:

What's the deal with Cataclysm anyway? There was word of a CnD and then nothing...


Yeah. I was told to cease. That's pretty much the extent of what I want said on the matter. Some people were feeling compelled to start a war of sorts over it. It's just not worth it. I'm salvaging the resources to be used in another project. A couple of people put in a lot of hard work and they deserve recognition. Bloodshot, especially, worked his ass off on both the mapping and modeling front.

So, my machinima works have never been an issue. Duke The Series has been enjoyed by several Duke related illumni, including JSJ. So that's where i'm taking that stuff. The project, as far as a mod is concerned, is kaput, i'm afraid. I'm contemplating doubling up, in the future, and doing a Duke Nukem Eternity styled mod with the resources we made. We had a whole new set of weapon models which would plug into Eduke32 quite nicely. Posted Image
0

User is offline   Stabs 

#5747

heh the babes can be the do not shoot chars that make you loose a hit point B)

well i can't code to save my life, but if anyone wants to make the con I am more than happy to at least start turning the best 3 maps from ep 1 into a rail shooter version, you could have optional paths in e1l1, alley or blow open the ticket booth, circle stairs or bathroom vent to get the projection room, I think its a really interesting idea haven't really seen it been done in that fashion before.

also would need a timer to keep you moving, life penalty's for fucking around, you would just have default 5 hit points, start with 0 lives but can discover them so you won't loose your score if you die, it would be about striving for that perfect 5hp no lives lost rating/score at end game. I was thinking keep it a simple run, convert the best 3 maps from each episode and finish on a small boss lvl like the old school arcade shooters, its about challenge and instant gratification while still being fair if you just wanna hop in and blow some aliens away.

just a mock shot in mapster
Attached Image: example.jpg

This post has been edited by Stabs: 10 May 2014 - 05:08 AM

3

User is offline   OpenMaw 

  • Judge Mental

#5748

Very nice! I wanna see a tech demo of this!


Also, Duke has something to say:





I also think I know what those arm glitches are. They are a lack of proper vertices holding the arms on. AH-HAH... Oops.
4

User is offline   Richard Shead 

  • "Dick Nasty"

#5749

View PostCommando Nukem, on 10 May 2014 - 03:11 AM, said:

Yeah. I was told to cease. That's pretty much the extent of what I want said on the matter. Some people were feeling compelled to start a war of sorts over it. It's just not worth it. I'm salvaging the resources to be used in another project. A couple of people put in a lot of hard work and they deserve recognition. Bloodshot, especially, worked his ass off on both the mapping and modeling front.

So, my machinima works have never been an issue. Duke The Series has been enjoyed by several Duke related illumni, including JSJ. So that's where i'm taking that stuff. The project, as far as a mod is concerned, is kaput, i'm afraid. I'm contemplating doubling up, in the future, and doing a Duke Nukem Eternity styled mod with the resources we made. We had a whole new set of weapon models which would plug into Eduke32 quite nicely. Posted Image



Sorry to hear. I was much looking forward to it. But do you think you please could PM me the password to get into the Cataclysm forum? I'm VERY interested to see the progress that was made before it was cancelled. Thanks. B)
0

User is offline   OpenMaw 

  • Judge Mental

#5750

I still plan to use it for behind the scenes related works in the coming months. So i'm not gonna let anyone else in there. Nothing personal, dude. Posted Image



Posted Image
Fixed Duke's arms. Still struggling to understand lighting, shading, etc... Those harsh lines on the model don't exactly conform to the faces, so i'm not sure what I need to do to fix it. Maybe increase the number of samples? Also, playing with Volumetrics and all the other fun effects available. Posted Image




I need a lot of "extras" for some of my scenes. Pulling from stock CS 1.6 and CS CZ to maintain the same style and look, I have also taken it upon myself to model... Myself. If anyone else would be interested in playing an extra, send me a PM and i'll tell you what I need from ya.
0

User is offline   Richard Shead 

  • "Dick Nasty"

#5751

Nah, that's cool...don't sweat it. I just hope the project(in whatever form it eventually takes) someday sees the light of day. Best of luck!
1

User is offline   oasiz 

  • Dr. Effector

#5752

Ever wanted to know in more detail what the level design changes used to be between Duke3D 1.0 and 0.99 (leaked beta) ?

Check out: 1.0 vs. 0.99 comparison

It's not perfect and might have some render bugs (and definitely bad grammar), but it works on my chrome / winphone IE / IE11.
Goal is to improve the layout a bit in the future as I learn more and more web coding.

But the content is there.

Keep in mind that it focuses mostly on geometry and more major game play changes instead of documenting every texture shift along with item swaps :)
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User is offline   Lunick 

#5753

You are the best Oasiz
1

User is offline   brullov 

  • Senior Artist at TGK

#5754

View Postoasiz, on 12 May 2014 - 10:39 AM, said:

Ever wanted to know in more detail what the level design changes used to be between Duke3D 1.0 and 0.99 (leaked beta) ?

Check out: 1.0 vs. 0.99 comparison

It's not perfect and might have some render bugs (and definitely bad grammar), but it works on my chrome / winphone IE / IE11.
Goal is to improve the layout a bit in the future as I learn more and more web coding.

But the content is there.

Keep in mind that it focuses mostly on geometry and more major game play changes instead of documenting every texture shift along with item swaps :)


It is BEAUTIFULFANTASTICAMAZING! Shared with the russian Dukers Posted Image
1

User is offline   Loke 

#5755

View Postoasiz, on 12 May 2014 - 10:39 AM, said:

Ever wanted to know in more detail what the level design changes used to be between Duke3D 1.0 and 0.99 (leaked beta) ?

Check out: 1.0 vs. 0.99 comparison


Great stuff. The difference in Launch Facility is quite shocking. Perfectly understandable that they chose to scale down on things though.
1

User is offline   MetHy 

#5756

Tons of the detailing looked much better before the changes; but it's totally understandable for performance sake. After all, on the poor 486 DX4 100mhz I played duke3D with in 1996 at 320*200 resolutions with details set at low; it would have probably be even worse before the changes.
1

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#5757

I don't know why they went on with blowing the rocket. They should have made it launch like in Area 51 ending.
1

User is offline   OpenMaw 

  • Judge Mental

#5758

View PostFox, on 13 May 2014 - 06:14 AM, said:

I don't know why they went on with blowing the rocket. They should have made it launch like in Area 51 ending.


Would have been cool, though i'm not sure they could have pulled that off with the level of detail they wanted on the rocket itself. (The fins and nose of the rocket for example.)
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#5759

All they would need is for the rocket to move upwards, and some wall or door close afterwards.
0

User is offline   Tea Monster 

  • Polymancer

#5760

Lots of staged c4, an elevator column and either a blast shield comes down over the windows or you cut to a rendered anim file.
0

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