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

#6031

i know the muzzle flash is too big(i was shooting from ak74 at school mt :( , there almost is no muzzle flash, just smoke). i think the 'fog' effect will do
cleaning is done (not mine)

Posted Image
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if anyone would like to help with coding, contact me. i don't think it will be hard to code 20 aks, because the difference will be only in statistics(damage, fire rate,etc).

This post has been edited by Ivan Jäger: 05 August 2014 - 03:31 AM

1

User is offline   Jimmy 

  • Let's go Brandon!

#6032

What's the point in 20 mostly similar guns?
0

User is offline   Micky C 

  • Honored Donor

#6033

The second version has much better contrast than the first version.

A tip; Generally if you want people to help out on a project, you need to convince them that you can make quality progress on your own. While you seem capable of making the art, we still have no idea what the quality of the levels is going to be like. You can have the best art and coded effects in the world but if the maps suck (and there's oh so many ways in which they can suck) then it'll drag the whole thing down majorly.
0

User is offline   Player Lin 

#6034

View PostMetHy, on 04 August 2014 - 03:11 PM, said:

I couldn't stand the "HD weapons" replacement for Half Life (the one that comes with Blue Shift) because it made the muzzle flash of the machinegun (don't remember the name of the gun sorry) WAY too big and hid half of the screen.



Stupid Gearbox Shovelware was made that pack for PC version of HL:BS, they decided to change and replaced the MP5 SMG with M4(or M16?) but never changed other things like power or capacity of ammo for that new HD model.

http://combineoverwi...et/wiki/HD_pack

So we had a weird SMG which still used 9mm with 50 of ammunition capacity(same power as original SMG) in it but it looks like and sounds like a big-ass rifle gun. Great.

This post has been edited by Player Lin: 06 August 2014 - 01:18 AM

0

User is offline   MusicallyInspired 

  • The Sarien Encounter

#6035

You forget that this was before Call of Duty when nobody cared what realistic guns did. Also if they changed the ammo and power of any gun it would have completely unbalanced the entire game. It was an aesthetic change and that's all it could ever be.
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#6036

View PostPlayer Lin, on 06 August 2014 - 01:12 AM, said:

Stupid Gearbox Shovelware was made that pack for PC version of HL:BS, they decided to change and replaced the MP5 SMG with M4(or M16?)

It was Valve who originally employed an M4 carbine rifle in the game. They changed it to an MP5 submachine gun within the last year of development. Gearbox merely chose to revert back to the original design choice.

It was also Valve who weakened the weapon in subsequent patches. The SMG was much stronger in release version 1.0 of Half-Life. There was nothing Gearbox could do about that as the HD Pack consisted strictly of cosmetic (and a few audio) alterations.

This post has been edited by Marphy Black: 06 August 2014 - 04:56 AM

1

User is offline   MusicallyInspired 

  • The Sarien Encounter

#6037

Well, they didn't "sinply" revert it. It's an HD pack. Valve didn't make a high-poly M4 back in the beta days. Gearbox's HD pack was custom made content.

I didn't know that Valve wanted to go with an M4 at first. All the beta footage I've seen consists of some version of the MP5.

This post has been edited by MusicallyInspired: 06 August 2014 - 05:38 AM

0

User is offline   Player Lin 

#6038

View PostMarphy Black, on 06 August 2014 - 04:56 AM, said:

It was also Valve who weakened the weapon in subsequent patches. The SMG was much stronger in release version 1.0 of Half-Life. There was nothing Gearbox could do about that as the HD Pack consisted strictly of cosmetic (and a few audio) alterations.


Good to know such things...
Sadly, I never heard HL1 until I played CS retail and the HL-theme singleplayer mod that was bundled with it, and that's the time of HL v1.1.0.x, too late to know such good'ol v1.0.x.x things of HL. :(

(But I'm not sure about the M4, even the leaked alpha 0.52 of HL and some more early of footage, it still use MP5 at all, and like MusicallyInspired said, I didn't found any source about Valve was tried to use M4 at all...)

EDIT: I know the HECU guys were used M4 on their model, but beside that, no traces about if Gordon Freeman would use M4 in first place too.

This post has been edited by Player Lin: 06 August 2014 - 06:55 AM

0

#6039

View PostMicky C, on 05 August 2014 - 05:12 PM, said:

The second version has much better contrast than the first version.

A tip; Generally if you want people to help out on a project, you need to convince them that you can make quality progress on your own. While you seem capable of making the art, we still have no idea what the quality of the levels is going to be like. You can have the best art and coded effects in the world but if the maps suck (and there's oh so many ways in which they can suck) then it'll drag the whole thing down majorly.


well then, i guess i'll post some screenshots from one map later.
for now, i'm trying to make a different AK reloading animation

Posted Image
0

User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#6040

It all still looks to grey to me, the butt and grip should be made of wood.
0

User is offline   OpenMaw 

  • Judge Mental

#6041

View PostMarphy Black, on 06 August 2014 - 04:56 AM, said:

It was Valve who originally employed an M4 carbine rifle in the game.


Not as a useable weapon. It was always the silenced MP5. The grunt guns were initially going to be very much along the lines of the other games of the old school era, where the bad guys would have guns you'd never pick up and use. (IE the Heavy Grunt with his minigun.) It was only later in development where they really focused on making the game feel "real" that they made sure things all lined up and made some logical sense in that regard. Posted Image


Hey I got a question. Anyone know of a good dog sprite OTHER than the low res Wolfenstein 3D one?
0

User is offline   MetHy 

#6042

View PostCommando Nukem, on 06 August 2014 - 03:27 PM, said:

Hey I got a question. Anyone know of a good dog sprite OTHER than the low res Wolfenstein 3D one?


The dog from Redneck Rampage. Or Hellhound from Blood.

If you're interested in the RR one, it's worth checking out the one from Rides Again, I know for sure they improved its AI (=made it less fucking glitchy) so they might also have improved the art, not sure.

This post has been edited by MetHy: 06 August 2014 - 03:31 PM

1

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#6043

Ivan Jäger: You should add more contrast in the weapons. At least for a sprite-based game, everything would look better shining instead of dull.

Example:

Posted Image

vs

Posted Image

This post has been edited by Fox: 06 August 2014 - 05:57 PM

1

User is offline   OpenMaw 

  • Judge Mental

#6044

By jove I think he finally cracked this mothafugga. (keep in mind this test was done in about fifteen minutes total.)

Attached Image: MovieTime.png


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Rough test. Inspired very much by the "retro" styled cinematics of Far Cry 3 Blood Dragon, and desperate to create a Duke production that rises above what the series has been doing, I am now fairly certain I can achieve the look i'm going for.

Rules: the art has to be something I can fit into the original game limitations (No bigger than 320x240, and within the original Duke 3D palette). What's changed though is instead of trying to create character sets for "monsters" perse is I am now creating sprite sets that will be built up based around the shot in question. Sometimes using the traditional method will work (but pushing the resolution limit to it's max) and sometimes making almost portrait like images of the characters will be called for. Like when you really need to see how pissed off Duke is.

Self criticism, I notice I didn't quite finish up fixing the colors on Duke's hair, shirt, and skin, in time, and I know his mouth looks a little... goofy. Also, fixed in time. Posted Image


Posted Image



And some more misc joy fun. (Jitter is noticed)

Posted ImagePosted ImagePosted Image

This post has been edited by Commando Nukem: 09 August 2014 - 01:18 AM

10

User is offline   Mark 

#6045

I added a WIP model in my Graveyard mod for a test shot. The pics lose a little detail being compressed jpg's but still look good.

Attached thumbnail(s)

  • Attached Image: duke0000.jpg
  • Attached Image: duke0004.jpg


This post has been edited by Mark.: 09 August 2014 - 07:00 PM

6

User is offline   Paul B 

#6046

Just thought i'd update with a few screenshots of my full 3d model church I am working on. Here are a couple outside pictures to look at. TROR is so awesome!

Attached thumbnail(s)

  • Attached Image: 1.jpg
  • Attached Image: 2.jpg
  • Attached Image: 3.jpg


This post has been edited by Paul B: 10 August 2014 - 02:09 AM

4

User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#6047

The church is a model? It must disappear when viewed at certain angles?
0

User is offline   Mark 

#6048

With all those stairs to climb I'm thinking this is a church for the young and healthy. :(
0

User is offline   MusicallyInspired 

  • The Sarien Encounter

#6049

Impressive!
0

User is offline   Tea Monster 

  • Polymancer

#6050

Commando Nukem - that is really impressive.

I know you don't want to hear this, but wouldn't that be MUCH easier to do with models in something like SFM or Blender?

If you wanted to keep the look and feel of the sprites, you could take screengrabs of the game background and then animate higher-res stuff like you've got there on top of them in something like Scratch. You could have overlays of animated mouths and eyes and make your life a lot easier.
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#6051

View PostPaul B, on 10 August 2014 - 02:05 AM, said:

TROR is so awesome!

1

User is offline   Tea Monster 

  • Polymancer

#6052

View PostMark., on 10 August 2014 - 03:40 AM, said:

With all those stairs to climb I'm thinking this is a church for the young and healthy. :(


Anyone with arthritis is going to be certainly praying for a miracle by the time they get to the top of those steps. :(
1

#6053

AK-103

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3

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#6054

Hendricks is gonna poop on you.
1

User is offline   Hendricks266 

  • Weaponized Autism

  #6055

There's no problem with adding sights to your own gameplay. But adding it to the original game's, a la Brutal Doom, is a sin.
0

User is offline   MetHy 

#6056

The muzzleflash looks like there are balloons rotating at the end of the gun when you're shooting.

Maybe it's just the low framerate of the gif skipping frames in such a way though.

This post has been edited by MetHy: 10 August 2014 - 01:24 PM

0

User is offline   Paul B 

#6057

View PostMark., on 10 August 2014 - 03:40 AM, said:

With all those stairs to climb I'm thinking this is a church for the young and healthy. :(


Actually this Church I am creating is modeled after a real building. I just hope i don't run out of walls before its finished. Anyway, there is an elevator on the right side with a handicap entrance which takes people up to the main floor for those who can't walk up stairs. I will include this all in the map. However, the pictures show guns in the map. This map will be played without guns or enemies. It will be a flipping switch puzzle map. For Flip sakes!

This post has been edited by Paul B: 10 August 2014 - 08:48 PM

0

#6058

View PostFox, on 10 August 2014 - 12:51 PM, said:

Hendricks is gonna poop on you.


it's just a test, when i find a coder (or i start coding) amc tc won't be used anymore. i just shot this 2 enemies and exit the game

This post has been edited by Ivan Jäger: 10 August 2014 - 11:58 PM

0

User is offline   Micky C 

  • Honored Donor

#6059

That was more to do with Hendricks being against iron sights in Duke 3D (the vanilla game, not TC's like you're doing). Not that you're basing your mod on the AMC TC, which he has nothing to do with.

Out of interest are you going to use any assets from the AMC TC in the released game, or are you using it purely as a testing platform and will replace all the textures and things?
0

User is offline   Tea Monster 

  • Polymancer

#6060

View PostPaul B, on 10 August 2014 - 08:43 PM, said:

Actually this Church I am creating is modeled after a real building. I just hope i don't run out of walls before its finished. Anyway, there is an elevator on the right side with a handicap entrance which takes people up to the main floor for those who can't walk up stairs. I will include this all in the map. However, the pictures show guns in the map. This map will be played without guns or enemies. It will be a flipping switch puzzle map. For Flip sakes!

For a minute, I thought it was going to be this kind of church...


Which would have been cool. :(

This post has been edited by Tea Monster: 11 August 2014 - 03:33 PM

0

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