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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   Lunick 

#6301

View Postbrownfarted, on 30 November 2014 - 01:34 AM, said:



Peeking out it is head?

This post has been edited by Lunick: 30 November 2014 - 03:24 AM

0

User is offline   The Commander 

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

#6302

View Postbrownfarted, on 30 November 2014 - 01:34 AM, said:


It's already the fucking first and has been for over an hour...
Where is this Dookie shit.
1

User is offline   Micky C 

  • Honored Donor

#6303

View PostLunick, on 30 November 2014 - 03:23 AM, said:

Peeking out it is head?



1

User is offline   The Commander 

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

#6304

View Postbrownfarted, on 30 November 2014 - 01:34 AM, said:


This was a load a bull fuck.
0

User is offline   Micky C 

  • Honored Donor

#6305

Constipation no doubt. What a horrible thing. Eat some fiber man.
3

User is offline   brownfarted 

  • The Original Shitposter

#6306

 Micky C, on 01 December 2014 - 03:46 AM, said:

Constipation no doubt. What a horrible thing. Eat some fiber man.

Dookie Thank You,

DOOKIE
1

User is offline   Daedolon 

  • Ancient Blood God

#6307

I love big set pieces and contraptions.



While I was working on this, experimenting for a possibility of creating a system as shown below, I also came up with the Slow Fall Sector trick, which is explained in the Build Porn thread.

Attached Image: idea.png

I still wish you could do something like this. But the lack of possibility to tie SE31/32 to an unique hitag is probably not gonna make it possible.
2

User is online   Hendricks266 

  • Weaponized Autism

  #6308

 Daedolon, on 03 December 2014 - 05:00 PM, said:

I still wish you could do something like this. But the lack of possibility to tie SE31/32 to an unique hitag is probably not gonna make it possible.

Make them one sector connected on the right by a 1 unit wide strip with three blocking walls and a floor texture the same as the wall?
0

#6309

Screwing around with DNMP, making Duke become "China Duke", and giving him some enemy weapons (Uzi and Dragon Pistol, hex edited to fix the muzzle flash position)
Works in all cutscenes too since I edited the scripting files for them.

Posted Image

Posted Image

Tempted to make a post to start a community project for a "Duke Visits China" mod
8

User is offline   Zaxtor 

#6310

Finished one of the hardest boss to program etc soo far.

Also found an "alternate way" to make enhancement for pipebombs work.
Last time didn't work due to the thing being hardcoded and caused pipebombs to "float" in the air.
I found a way to "Exploit" and make it work.

This post has been edited by Zaxtor: 15 December 2014 - 12:34 AM

4

User is offline   The Commander 

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

#6311

View PostZaxtor, on 15 December 2014 - 12:34 AM, said:

Finished one of the hardest boss to program etc soo far.

Also found an "alternate way" to make enhancement for pipebombs work.
Last time didn't work due to the thing being hardcoded and caused pipebombs to "float" in the air.
I found a way to "Exploit" and make it work.

View PostTerminX, on 28 January 2012 - 09:05 AM, said:

If anything, we need to beef up the error detection that's barfing on that abortion of a state so that it spits out useful error messages. That state should not run in any version of EDuke32 as it is written pretty much entirely wrong. Even if the braces were correct it would be wrong. Somewhere, something has gone VERY wrong when someone tried to explain to Zaxtor how to write CON files.

local HelpZaxtor = {
	{learn,to,code},
}

function Help(ply)
	local ply = LocalPlayer
	local decider = math.random(1,3)
		if ( string.find( string.lower( game.GetName() ), "Zaxtor" ) ) then
		ply:SetCode(Vector(HelpZaxtor[decider][1], HelpZaxtor[decider][2], HelpZaxtor[decider][3]))
		end
end
hook.Add("ZaxtorDoingConCode", "HelpMe", Help)


This post has been edited by The Commander: 15 December 2014 - 01:31 AM

-2

User is offline   Jblade 

#6312

Commander you only ever seem to post in here to pick on Zaxtor's grammer. If it annoys you that much, put him on your ignore list or don't look at his posts.

This post has been edited by Jblade: 15 December 2014 - 01:46 AM

0

User is offline   LkMax 

#6313

View PostJblade, on 15 December 2014 - 01:46 AM, said:

Commander you only ever seem to post in here to pick on Zaxtor's grammer. If it annoys you that much, put him on your ignore list or don't look at his posts.

*grammar
1

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#6314

Do you really want to play that game?
1

User is offline   LkMax 

#6315

:)

Maybe, but not on this topic.
(was that question even directed to me?)

This post has been edited by LkMax: 15 December 2014 - 02:55 PM

0

User is offline   The Commander 

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

#6316

View PostJblade, on 15 December 2014 - 01:46 AM, said:

Commander you only ever seem to post in here to pick on Zaxtor's grammar. If it annoys you that much, put him on your ignore list or don't look at his posts.

No, just his code.
I have never said anything about his English, please get it right next time.

I was also quoting TX in my post if you had read it correctly also.

This post has been edited by The Commander: 16 December 2014 - 01:57 AM

-1

User is offline   Helixhorned 

  • EDuke32 Developer

#6317

While The Commander's post was a bit out of context, I'd certainly be curious to run Trequonia through LunaCON when it's finished, which is likely to expose the one or other issue. That's not particular to Trequonia, pretty much every CON mod has problems due to C-CON being too lenient.

Actually, I found the Lua snippet pretty funny (Zaxtor: please don't take that personally!), but ironically, it has a bug:

View PostThe Commander, on 15 December 2014 - 01:16 AM, said:

		if ( string.find( string.lower( game.GetName() ), "Zaxtor" ) ) then
		ply:SetCode(Vector(HelpZaxtor[decider][1], HelpZaxtor[decider][2], HelpZaxtor[decider][3]))
		end


That condition is always false (unless you happen to run with a very strange locale), and so "help Zaxtor" will never be executed :).
1

User is offline   Jblade 

#6318

You still give him shit, you've done it multiple times before. I don't know what you get out of it, but just ignore him if his posts or code offends you that much (and feel free to put me on your own ignore list if you can't stand being called out on this)

This post has been edited by Jblade: 16 December 2014 - 03:18 AM

0

User is offline   Zaxtor 

#6319

The thing that should matters is that it WORKS.
All it matters is that it works.

large percentage of the code is from the bosses.
Like I posted while back, Boss 7 takes a lot of KB in codes.
Boss behave differently.
Bosses are pretty complex.


Most weapons has addons.
The mod has lots of addons for the player weaps, some items etc.

This post has been edited by Zaxtor: 16 December 2014 - 04:15 AM

0

User is offline   The Commander 

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

#6320

Zaxtor you need to post one of your CON files because there should be no reason at all that it's "lots" of KB's - MB.
You are doing something wrong and it should be fixed, you shouldn't continue doing something just because "it works", it's totally inefficient and a waste of resources.
0

User is offline   Zaxtor 

#6321

Everything in the con has a function.
Complex stuff.

Example a projectile's tail.

It's tail hurts you, tail degrades, more it degrades less damage it does to you (from touching it).

So if you think there is any ways it smaller and IT works the exact same... what is it??
It cactor instead of frames cus different behavior,
Smaller and smaller radius, lesser damage.

useractor notenemy PTRAIL_RINGL09

cstator 144
sizeat 31 31

 ifpdistl 888 { addphealth -6 }
 ifcount 2 { cactor PTRAIL_RINGL08 }

enda

useractor notenemy PTRAIL_RINGL08

sizeat 38 38

 ifpdistl 868 { addphealth -5 }
 ifcount 4 { cactor PTRAIL_RINGL07 }

enda

useractor notenemy PTRAIL_RINGL07

sizeat 45 45

 ifpdistl 848 { addphealth -4 }
 ifcount 6 { cactor PTRAIL_RINGL06 }

enda

useractor notenemy PTRAIL_RINGL06

sizeat 51 51

 ifpdistl 828 { addphealth -3 }
 ifcount 8 { cactor PTRAIL_RINGL05 }

enda

useractor notenemy PTRAIL_RINGL05

sizeat 56 56

 ifpdistl 808 { addphealth -2 }
 ifcount 10 { cactor PTRAIL_RINGL04 }

enda

useractor notenemy PTRAIL_RINGL04

sizeat 60 60

 ifpdistl 788 { addphealth -1 }
 ifcount 12 { cactor PTRAIL_RINGL03 }

enda

useractor notenemy PTRAIL_RINGL03

sizeat 63 63

 ifcount 14 { cactor PTRAIL_RINGL02 }

enda

useractor notenemy PTRAIL_RINGL02

sizeat 65 65

 ifcount 16 { cactor PTRAIL_RINGL01 }

enda

useractor notenemy PTRAIL_RINGL01

sizeat 66 66

 ifcount 18 { killit }

enda


Can't post a vid cus it can make a spoiler warning of the boss.
0

User is offline   Daedolon 

  • Ancient Blood God

#6322

You should make it dynamic.
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#6323

The font is what kills it.

Posted Image

Posted Image

This post has been edited by Fox: 18 December 2014 - 08:38 PM

0

User is offline   Daedolon 

  • Ancient Blood God

#6324

I still need that option to change the menu element positioning.
0

User is online   ck3D 

#6325

tried to promise myself that i wouldn't post a screenshot, but whatever. going to have to hype this up at some point anyway

Posted Image

This post has been edited by ck3D: 19 December 2014 - 01:41 AM

4

User is offline   MetHy 

#6326

That Alien structure rings a bell, pretty sure you've sent me a map with that in it at some point...
In any case it feels a bit empty at the moment, and it sure is very dark.
0

User is online   ck3D 

#6327

i have adressed the 'emptiness' issue here : http://www.scent-88....65.html#msg8565 (too lazy to repeat myself)

basically it feels a lot less empty in game, trust me. and i might add some extra elements such as more cars and / or trucks at some point for the sake of variety and more options for taking cover (you'll need it)

about the darkness i don't think it's a problem either because the visibility is set to the max, making the map look dark without affecting the navigation itself. that being said, i might send you the map at some point for some feedback on this very issue because it is true that the screen on the laptop i have been working on is really bright and a lot of maps i have designed on the same computer turned out a lot darker and harder to play on most other computers i tried them on later on after their respective releases (then again, i hadn't toyed around with the visibility in those maps, even though i am still not sure as to what extent increasing it really helps in this case)

This post has been edited by ck3D: 19 December 2014 - 09:57 AM

1

User is offline   Daedolon 

  • Ancient Blood God

#6328

I wish I could see anything in that screenshot.
0

User is offline   Tea Monster 

  • Polymancer

#6329

View PostLunick, on 30 November 2014 - 03:23 AM, said:

Peeking out it is head?

http://www.urbandict...arie+dogging+it
0

User is online   ck3D 

#6330

View PostDaedolon, on 19 December 2014 - 11:32 AM, said:

I wish I could see anything in that screenshot.


is this a mindless little stab at how dark the map is, or does the screenshot really show up so dark on your screen that you can barely see anything ? just curious. once again, the laptop i am working with right now has a really bright screen, which enables me to make out the detail and all, but not everyone's screen is, so i need to know what the general consensus is, in order to know whether i should actually increase the brightness in the map or not. (visibility is already set to the max)

This post has been edited by ck3D: 20 December 2014 - 03:02 AM

0

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