What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#6121 Posted 07 September 2014 - 09:38 AM
Ok, I come with some contribution, so here is one shot of an unfinished project...
I just don't know what to do whit this now. I had an idea when I started that new map, but after so many changes I have just get off the original idea too much... So it's paused, maybe for ever.
The theme is a realistic city.
It's using HRP & almost 100% new art ;
This post has been edited by David B.: 07 September 2014 - 09:40 AM
#6122 Posted 07 September 2014 - 09:54 AM
#6123 Posted 07 September 2014 - 10:13 AM
David B., on 07 September 2014 - 09:38 AM, said:
#6124 Posted 07 September 2014 - 10:15 AM
Mark., on 07 September 2014 - 09:54 AM, said:
At this step, it's small/medium, like E1L1 size to give an idea...
Two flats were already detailed, even polished (entrance, stairs, corridors, one apartment for each...), a bar and a garage.
Sprites rain effect was ready to be implemented.
I had at the time a plan for the gameplay which was developed in parallel but furtherly I had modified the layout too many times
If someone is interested by the project and feels like to finish it in his way... let's say there's still 50% to be done to obtain a medium map despite all I've done on it.
#6125 Posted 07 September 2014 - 10:40 AM
David's map look very realistic. We have this kind of 'poor' apartment buildings neighbourhood in every city in France, and the only other Duke map I know of which was based on something like this is "Tours - Rives Du Cher" by MRCK, but it wasn't as detailed, so I'd love to see it done.
This post has been edited by MetHy: 07 September 2014 - 10:41 AM
#6126 Posted 07 September 2014 - 02:01 PM
Check out the framerate differences.
#6127 Posted 07 September 2014 - 02:56 PM
#6128 Posted 08 September 2014 - 02:03 PM
#6129 Posted 09 September 2014 - 02:02 AM
#6130 Posted 09 September 2014 - 02:07 AM
#6131 Posted 09 September 2014 - 02:58 AM
#6132 Posted 09 September 2014 - 03:12 AM
:facepalm:
In other words, it's finished and the only thing missing is stable EDuke32 multiplayer.
#6133 Posted 09 September 2014 - 05:08 PM
#6135 Posted 12 September 2014 - 05:28 AM
#6136 Posted 12 September 2014 - 05:34 AM
Micky C, on 12 September 2014 - 05:28 AM, said:
Looks great from the screenshot. But I was wondering, will this be any different than the polymer version, I mean will the Fps give any lag or or is it even better maybe?
#6137 Posted 12 September 2014 - 05:37 AM
Micky C, on 12 September 2014 - 05:28 AM, said:
Awesome! Will it work with polymost? Will it work with different video cards and stuff? If so, I'd love to use it in my project. I couldn't use polymer, because it's unstable.
#6138 Posted 12 September 2014 - 05:38 AM
Quote
Why take a look at the FPS counter my friend! When Micky C puts his mind to something he gets it done good.
This particular implementation won't work with polymost I'm afraid.
This post has been edited by Micky C: 12 September 2014 - 05:39 AM
#6139 Posted 12 September 2014 - 06:29 AM
#6142 Posted 12 September 2014 - 12:27 PM
#6143 Posted 12 September 2014 - 01:55 PM
April fools has been and gone.
#6144 Posted 12 September 2014 - 04:24 PM
TerminX, on 12 September 2014 - 12:27 PM, said:
I'm afraid you're wrong there. It would be difficult to get the light so smooth with sector boundaries due to the discrete shade values you need to use. Plus the floor right under the light is brighter than bright, which you can't get with sector shading. And what about the small point lights on the ceilings or the red ones on the walls?
This post has been edited by Micky C: 12 September 2014 - 04:25 PM
#6145 Posted 12 September 2014 - 04:43 PM
This post has been edited by Mark.: 12 September 2014 - 04:43 PM
#6146 Posted 12 September 2014 - 05:17 PM
Micky C, on 12 September 2014 - 04:24 PM, said:
Your image uses colors outside the Duke 3D palette. Try again.
#6147 Posted 12 September 2014 - 05:30 PM
#6148 Posted 12 September 2014 - 05:52 PM
However the screenshot is genuine, and is the classic renderer. It quite simply uses transparent sprites with additive blending. This allows for the "brighter than bright" and also smooth transition to transparency, which opens a world of opportunity.
Sorry Eddy but it still doesn't work in polymost.
#6149 Posted 12 September 2014 - 05:59 PM
#6150 Posted 13 September 2014 - 12:33 AM
Micky C, on 12 September 2014 - 05:52 PM, said:
Shit, I'm always late to the party! That would've been my frist guess. Did you just change the transparency tables (Like I did here: http://forums.duke4....169#entry184169 ) or another method? Is there one?
In my experiments with Build/Eduke, I did a custom new pal which had an additive transparency only on certain shades and there was a separate color range with multiplicative transparency, so I had both lights and shadows