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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   Inspector Lagomorf 

  • Glory To Motherland!

#6271

View Postoasiz, on 17 November 2014 - 03:15 AM, said:

So... duke3d point & click adventure game ?


Duke Quest 4: The Case of the Missing Betas :)
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User is offline   Jenz/Amaka 

#6272

Still ain't dead.
Learning few more tricks and I think I finally managed to make good looking custom enemy sprites. All it requires is bit of photoshop magic and they are done.

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User is offline   dn3dkorg 

#6273

Duke Nukem Meets Descent

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#6274

View PostHendricks266, on 18 November 2014 - 08:13 AM, said:

Instead of the crosshair? Completely possible, but I won't do it for two reasons:
1. Embedded systems such as Wii don't have a system cursor.
2. There is a slight delay in propagation of the mouse's position to the game. Displaying a tile indicates where the game thinks the cursor is so there are no mouseclick accidents.

At the very least, there will be an EVENT_DISPLAYCURSOR for which you can setvar RETURN a custom tilenum.

Color me stupid but I don't see why the system cursor cannot be displayed at the proper location, or convert it to a tile as a last resort. About the Wii system, you could use the crosshair tile as the cursor or disable it, but would be weird for an OS. Maybe you reached a point where custom graphics should be included with Eduke32?
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User is online   Hendricks266 

  • Weaponized Autism

  #6275

View PostFox, on 19 November 2014 - 08:30 PM, said:

Color me stupid but I don't see why the system cursor cannot be displayed at the proper location,

If it's not the system displaying it, it's not the system cursor.

View PostFox, on 19 November 2014 - 08:30 PM, said:

or convert it to a tile as a last resort.

I don't even know if you could do that across all (any?) platforms, not to mention all the Linux desktop managers under the sun.

View PostFox, on 19 November 2014 - 08:30 PM, said:

About the Wii system, you could use the crosshair tile as the cursor

Using the crosshair as a cursor is a nod to Raptor, and it's fitting for a first-person shooter.

View PostFox, on 19 November 2014 - 08:30 PM, said:

or disable it

>console sold on the premise of motion and pointing controls
>disable pointing in menus

View PostFox, on 19 November 2014 - 08:30 PM, said:

but would be weird for an OS.

Nonsense. Games use custom cursors all the time. I like the crosshair tile better than Megaton's triangle.

View PostFox, on 19 November 2014 - 08:30 PM, said:

Maybe you reached a point where custom graphics should be included with Eduke32?

Maybe, but more infrastructure would be needed under the hood first.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#6276

View PostHendricks266, on 19 November 2014 - 09:44 PM, said:

Maybe, but more infrastructure would be needed under the hood first.

Include a directory/grp/zip and a def file with Eduke32. Use tile numbers in the 16000s. Add the ROR texture from Mapster.

This post has been edited by Fox: 19 November 2014 - 10:12 PM

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User is online   Hendricks266 

  • Weaponized Autism

  #6277

View PostFox, on 19 November 2014 - 10:06 PM, said:

Include a directory/grp/zip and a def file with Eduke32. Use tile numbers around 16000.

I lol'd.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#6278

Why?
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User is online   Hendricks266 

  • Weaponized Autism

  #6279

Does this look like SWP? Enjoy your Ninja Slice Hack.
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User is offline   Micky C 

  • Honored Donor

#6280

View PostFox, on 19 November 2014 - 10:16 PM, said:

Why?


Besides, the AMC TC is in around tile 19000 already.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#6281

Really? I remember the VIEWSCREEN effect was generated with a texture around the 16000 mark, so I assumed you wasn't supposed to use tile numbers so high. My bad.
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User is online   Hendricks266 

  • Weaponized Autism

  #6282

Technically you're on the right track. We reserve a few tiles above the actual cap for stuff like the viewscreen and the screen rotation tile. We somewhat recently bumped MAXTILES up to 24something. Still, hardcoding a tile number for something that modders could potentially want to change is a non-starter.
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User is offline   Jblade 

#6283

View PostHendricks266, on 19 November 2014 - 10:40 PM, said:

Technically you're on the right track. We reserve a few tiles above the actual cap for stuff like the viewscreen and the screen rotation tile. We somewhat recently bumped MAXTILES up to 24something. Still, hardcoding a tile number for something that modders could potentially want to change is a non-starter.

If I remember right, helix actually doubled the max tile limit so I believe it's over 30,000 - only someone as fucking insane as myself could use all of that, but still :)

This post has been edited by Jblade: 20 November 2014 - 12:49 AM

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User is online   Hendricks266 

  • Weaponized Autism

  #6284

You're right.

#define MAXTILES 30720
#define MAXUSERTILES (MAXTILES-16) // reserve 16 tiles at the end
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#6285

Its over (30)- thouSAAAAAND !
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User is offline   Micky C 

  • Honored Donor

#6286

View PostJblade, on 20 November 2014 - 12:49 AM, said:

If I remember right, helix actually doubled the max tile limit so I believe it's over 30,000 - only someone as fucking insane as myself could use all of that, but still :)


Yeah, it's a constant worry that ultimately you will use it all up... and then what? Posted Image
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User is offline   Jblade 

#6287

it's not really a concern since I haven't even broken 20,000 tiles at the moment - it's not likely that we'll hit that limit :)
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User is offline   gibfrag 

  • Honored Donor

#6288

Great job Hendricks!
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User is offline   oasiz 

  • Dr. Effector

#6289

Thread needs more Duke.

Some PAL24 and PAL7 stuff:
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- Decayed brick warehouse thing
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- sewer complex with some ROR that isn't visible

Working with a laptop ATM so I don't really have the most calibrated display around, gotta re-check the shades later.
Anyway, trying to apply some stronger shading with more details this time around.

Just something to keep the thread alive.

This post has been edited by oasiz: 23 November 2014 - 01:24 PM

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User is offline   MetHy 

#6290

Nice, very original.
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User is offline   Micky C 

  • Honored Donor

#6291

The floor in the first shot is a custom texture right?

Moving on;
Welcome to my humble abode for the AMC TC Episode 2. It's a renovated storage room next to the labs. The messiness reflects my real life all too well...

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User is offline   brullov 

  • Senior Artist at TGK

#6292

View PostMicky C, on 22 November 2014 - 06:07 PM, said:

The floor in the first shot is a custom texture right?


It seems to be #4171 texture.
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User is offline   oasiz 

  • Dr. Effector

#6293

Yup, #4171.

All is stock stuff so far.
Floors are a bit trickier customer since I can't really use alternate palettes or strong shades to skew the texture itself as that affects the player too much.

As usual, here is a link, updating stuff as I go

This post has been edited by oasiz: 23 November 2014 - 01:25 PM

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User is offline   jet_nick 

#6294

amazing oazis

This post has been edited by jet_nick: 23 November 2014 - 12:54 PM

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User is offline   oasiz 

  • Dr. Effector

#6295



Cliche slow-ass door that takes forever to open.
What a hazard, someone could actually die while waiting for this to open !
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User is offline   brownfarted 

  • The Original Shitposter

#6296

4 DAYS : DOOKIE PINCH OFF
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User is offline   Micky C 

  • Honored Donor

#6297

Time for another of Micky C's confusing isometric shots. No (meaningful) TROR present.

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User is offline   pmw 

#6298

I made a trailer:

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User is offline   Richard Shead 

  • "Dick Nasty"

#6299

View Postpmw, on 27 November 2014 - 12:14 PM, said:

I made a trailer:




Nice usage of the Sim City 2000 theme!! And good work otherwise!
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User is offline   brownfarted 

  • The Original Shitposter

#6300

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