What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#601 Posted 28 November 2009 - 11:50 PM
Well... My most recent map is a DN3D version of Alien vs Predator from the Atari Jaguar. The Jaguar version was 5 stories high plus 4 connecting ventelation systems. DN3D couldn't handle all that so I have done 3 of the stories/floors/decks and two connecting ventelation systems. It is pretty much complete. All rooms, coridors and vents are complete. It needs fine tuning of monster and goodies placement and playbility. Only problem is I have not worked on it in ten years.
#602 Posted 29 November 2009 - 01:54 AM
#603 Posted 29 November 2009 - 01:23 PM
Dlsafer at juno, com.
My main computer died last week so I am on my 10 year old backup which is not yet set up for DN3D. I have my DN3D files backed up to DVD but no DVD player on this one. Fortunately I have my maps backed up to floppies (remember those?). I have 3 versions of OvE, (Octobrain vs what ever monster starts with E) , OvEg, OvEh and OvEalpha. I can't review them so I will send all three. I will give more details in the email.
I also have several other maps I have made. Most have been made available on the internet for download.
Don
#605 Posted 29 November 2009 - 05:21 PM
Shit worked!
#606 Posted 29 November 2009 - 10:40 PM
The Commander, on Nov 29 2009, 04:36 PM, said:
That would be a good idea. Are any of the sites for maps from 10 years ago still around? Which would you recomend? I have my own site but have not been able to figure out how to make my maps available for download on it.
#607 Posted 29 November 2009 - 11:04 PM
Ilovefoxes, on Nov 29 2009, 06:21 PM, said:
Shit worked!
So what exactly could scripting do?
#608 Posted 29 November 2009 - 11:38 PM
SuperFudd, on Nov 30 2009, 07:40 PM, said:
Just upload the map's in a .zip or whatever to a place like filefront or etc.
You could also post them in the DNR fourm and quite possibly gain a review as well as there own page.
http://www.dukerepository.com/
#609 Posted 30 November 2009 - 09:46 AM
SuperFudd, on Nov 30 2009, 08:40 AM, said:
Only one.
#610 Posted 30 November 2009 - 10:57 AM
The FPS runs amazingly fast. I guess sense your player is'nt looking at the whole map at ones it has an easy time running.
These pic are a little dated now. What's really interesting is when you fly around in the map. And it's amazing how much cover you can have by playing the angles of the mountens.
This post has been edited by NerdZilla: 30 November 2009 - 02:12 PM
#611 Posted 30 November 2009 - 01:53 PM
The Commander, on Nov 30 2009, 01:38 AM, said:
You could also post them in the DNR fourm and quite possibly gain a review as well as there own page.
http://www.dukerepository.com/
#612 Posted 30 November 2009 - 06:46 PM
Gota LOVE EDUKE32. put it on my 500MHz P3 system and it works excelently. I guess I need to relearn enough of Build to move "you" to the start point and add a few more "monsters" and "goodies". It would not be finished though. The clues on the computer terminals need alot of work, elevators are glitchy, etc.
I supose I should upload my other DN3D maps though. I have also Built a couple of very good Shadow Warrior maps and I have a nearly complete (for many years) Redneck Rampage Rides Again map.
#613 Posted 30 November 2009 - 08:02 PM
SuperFudd, on Dec 1 2009, 01:16 PM, said:
Now try Polymer
SuperFudd, on Dec 1 2009, 01:16 PM, said:
Just in case you really do want a reminder (some people say they need to re-learn the simplest things just as a way of exaggerating how little they remember), Scroll Lock assigns the player position in 2d Mode. So just stand where you want to be standing and/or facing in the map, go to 2d mode and hit Scroll Lock to change the start position. Done and done.
I'm personally still making some slow progress on maps for my Voyager mod. What I'm working on right now (sorry, no screenshots just yet) is a map based on a Borg vessel. I took a page from the initial missions of Elite Force 2 in which you get to see Voyager through a viewport, lending a nice sense of scale to where you are. What I'm doing is designing this stage so that as you progress through it and complete your objectives, you are treated to an occasional viewport or such that offers a view of Voyager from various angles (essentially working around the ship in a big 'U' shape through the borg complex). I'm trying to take that 'scale' presented in Elite Force 2 and expand upon it to really give the player that sense of... direction. Of progress. As you move around the ship through the map, I'm hoping to setup some 'scripted events' at each viewport, so you can see some cool stuff happening around the ship as you progress.
I've also changed the overall goal of my mod slightly. Rather than try and cram a hundred different ideas into one single mod and have to try and string them together in a way that makes sense (a planetside landing sequence and night time infiltration mission simply doesn't fit a borg storyline) I've decided to split things up. The first release will be strictly borg-centric, the second release will deal with retrieving items stolen from Voyager in an attack, and the 3rd will be... well, solely based on Voyager.
This works best for me because I can take all these little test maps and features I've been crafting and put them aside for use in their respective releases, and allow myself to just focus on one tight knit story at a time and try and get a faster release. It's just better this way.
#614 Posted 01 December 2009 - 08:47 AM
SuperFudd, on Dec 1 2009, 04:46 AM, said:
Gota LOVE EDUKE32. put it on my 500MHz P3 system and it works excelently. I guess I need to relearn enough of Build to move "you" to the start point and add a few more "monsters" and "goodies". It would not be finished though. The clues on the computer terminals need alot of work, elevators are glitchy, etc.
I supose I should upload my other DN3D maps though. I have also Built a couple of very good Shadow Warrior maps and I have a nearly complete (for many years) Redneck Rampage Rides Again map.
You could start by posting some screenshots.
#617 Posted 02 December 2009 - 08:10 AM
Spiker, on Dec 3 2009, 04:43 AM, said:
How the hell did you know that?
I decided tonight to open that dreaded folder and talk a look at what I had done, it was a disgrace. Needed a face lift.
#618 Posted 02 December 2009 - 08:17 AM
http://www.youtube.c...h?v=Syr_oOFKmAc
#619 Posted 02 December 2009 - 08:17 AM
Muelsa: The video is absulutely superb!
This post has been edited by Spiker: 02 December 2009 - 08:25 AM
#620 Posted 02 December 2009 - 09:04 AM
Sangman, on Nov 20 2009, 06:33 PM, said:
I think it's something like this:
Select a tile that you want to copy by pressing TAB on a wall/floor/ceiling that has this tile.
Then go to a different wall/floor/ceiling that has the tile you want to replace all over the map with the one you currently have copied by putting your cursor on it and pressing ALT + C.
Note that I could be mistaken, all this is IIRC.
A littlebit offtopic now but, this ALT + C worked fine. But it doesn't copy PALETTE, does anybody know is it possible to replace tile X with tile Y and tile Y's palette?
#621 Posted 02 December 2009 - 09:14 AM
The Commander, on Dec 2 2009, 05:10 PM, said:
It's pretty obvious, it was my first thought as well.
Anyway it seems Polymer can make even the simplest looking maps look really nice.
#622 Posted 02 December 2009 - 09:47 AM
1/2 full size. ones the all ground mapping is done. im going to put in a backround. its going to look neet to see the shawdow of the landscape to something like the moon backround.
After thats done, add in trees and a few buildings and i have my world map for my mod.... or just something thats ready for cars, tanks and stuff.
#623 Posted 02 December 2009 - 05:42 PM
#624 Posted 02 December 2009 - 06:27 PM
The Commander, on Dec 3 2009, 02:40 AM, said:
I decided tonight to open that dreaded folder and talk a look at what I had done, it was a disgrace. Needed a face lift.
It was the first thing I thought of too... But it looks amazing like that. Awesome framerate too
#625 Posted 02 December 2009 - 07:26 PM
NerdZilla, on Dec 2 2009, 03:47 PM, said:
1/2 full size. ones the all ground mapping is done. im going to put in a backround. its going to look neet to see the shawdow of the landscape to something like the moon backround.
After thats done, add in trees and a few buildings and i have my world map for my mod.... or just something thats ready for cars, tanks and stuff.
I am not sure about the scale, those edges look too big.
Won't you use an larger texture for floor? Maybe 4096 x 4096?
This post has been edited by Ilovefoxes: 02 December 2009 - 07:26 PM
#626 Posted 02 December 2009 - 07:56 PM
Ilovefoxes, on Dec 3 2009, 01:56 PM, said:
Won't you use an larger texture for floor? Maybe 4096 x 4096?
Correct me if I'm wrong, but Eduke32 doesn't actually support texture resolutions that high does it? On every system I've tried, 2048x2048 was the largest texture size I could use before it just failed to work (tested with 2900xt, HD3870, HD4870, 8800GTS).
That's not to say that a 2048x2048 texture wouldn't look just fine on that terrain anyway... but it seems perhaps a bit overkill. Maybe a decent 512x512 texture that repeats in a not too obvious way?
This post has been edited by Sobek: 02 December 2009 - 07:57 PM
#627 Posted 02 December 2009 - 09:26 PM
#628 Posted 02 December 2009 - 09:57 PM
I've made a map useing the standerd 1.3 textures. I'll post it as soon as I figger out out how to delete old files.. I have no space left.
This post has been edited by NerdZilla: 02 December 2009 - 10:06 PM
#629 Posted 02 December 2009 - 11:23 PM
i like it
prolly look even better if that light was a golden orange, assuming its being lit up by the sun
#630 Posted 03 December 2009 - 02:28 AM
injoy.. =)