What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#631 Posted 03 December 2009 - 04:14 AM
#634 Posted 03 December 2009 - 05:49 AM
#635 Posted 03 December 2009 - 09:42 AM
NerdZilla, on Dec 3 2009, 02:28 AM, said:
Impressive! So how does it work? You wrote an actual terrain generator for this stuff?
#636 Posted 03 December 2009 - 04:20 PM
Daedolon, on Dec 3 2009, 05:49 AM, said:
Yes, I'm more than confident enough about it to start hinting that something is coming. I've been working on it frequently and it's just BAM, one success after another with it now.
#638 Posted 03 December 2009 - 07:17 PM
#639 Posted 03 December 2009 - 07:23 PM
Plagman, on Dec 3 2009, 07:17 PM, said:
Sprite/model based vehicles are more versatile and easier to code, so I for one will never be coding sector based ones. I'm saying that now in just in case someone asks.
#640 Posted 03 December 2009 - 07:25 PM
#641 Posted 03 December 2009 - 08:32 PM
Rusty Nails, on Dec 3 2009, 09:42 AM, said:
thank you. i made the parts and connected them like lago. simcity2000 meets BF1942.
im still in the process of making terrain parts. it's going to take some time befor i can make the lake and open waters.
thats when it'll get really interesting.
This post has been edited by NerdZilla: 03 December 2009 - 08:38 PM
#642 Posted 03 December 2009 - 09:24 PM
It's glitch like hell, but it's a relief to see the levels like that.
Gallery: http://img146.images...?g=water103.png
This post has been edited by Ilovefoxes: 03 December 2009 - 09:25 PM
#643 Posted 03 December 2009 - 09:48 PM
#644 Posted 03 December 2009 - 09:52 PM
I have been invited to post some screen shots of the "alpha" of my "Otobrain vs Enforcer". How do I make screen shots and how do I get to GOD mode?
How do I post the shots? I could try to figure it out but I would rather ask.
I moved the marine to the start point.
Don
#645 Posted 03 December 2009 - 10:13 PM
Plagman, on Dec 3 2009, 07:17 PM, said:
big thing standing in the way of sector vechs (for polymer anyway) the street it can drive on has to be one big sector, and if the 10 odd street lights for example all end up hitting that street its lighting is going to look really out of place.
#646 Posted 04 December 2009 - 01:07 AM
http://deeperthought...swordhammer.wmv
The sword attack where he flies in, slices, then returns to his original position is what I like to call In-N-Out Burger. It works on airborne opponents as well.
#647 Posted 04 December 2009 - 02:03 AM
Plagman, on Dec 4 2009, 06:48 AM, said:
What's the ETA for this? I've been waiting to see water like this since you posted this shot looong time ago. While non-transparent lava and slime look pretty good with normals applied, the current water in Polymer sucks, even though the HRP tiles were done by me
#648 Posted 04 December 2009 - 12:57 PM
This is what i intended it to look like. i just have to make the parts that lead to a flat ground. and like i said befor. i'll be making ilands in the middle of lakes and really cool looking dig sites.
[attachment=763
:
duke0003.jpg]
even with out any backround to cast a cool looking shadow. are the parts to make a flat serfice to put a house on. it looks good..
added benafit : maps will run easyer then the last ones thay'll also be alot bigger.
PS: the stuff above my comment... AWESOME!!!!.
This post has been edited by NerdZilla: 04 December 2009 - 02:32 PM
#649 Posted 05 December 2009 - 12:01 AM
#650 Posted 05 December 2009 - 02:16 AM
I coded true client/server multiplayer.
It features in-game joining.
It never goes out of sync, because it doesn't use a sync based system.
This is currently a prototype, but the code is now in svn, so you can be 1000% sure (not a typo) I'm making good on my claims, just like everything else I've dared to run my mouth about in the past.
More information forthcoming.
#651 Posted 05 December 2009 - 02:29 AM
HOLY GOD DAMN SHIT
at first I thought 'nah it can't be that great' but servers and NO SYNC? You're a legend.
Does it need con modification for that kind of thing, or will it work with any kind of con files? In anycase this is great news since sync issues is the AMC TC's biggest multi problem but with those gone it'll be clear sailing
#654 Posted 05 December 2009 - 02:34 AM
#656 Posted 05 December 2009 - 04:04 AM
#657 Posted 05 December 2009 - 04:17 AM
TX, on Dec 5 2009, 10:16 AM, said:
I coded true client/server multiplayer.
It features in-game joining.
It never goes out of sync, because it doesn't use a sync based system.
This is currently a prototype, but the code is now in svn, so you can be 1000% sure (not a typo) I'm making good on my claims, just like everything else I've dared to run my mouth about in the past.
More information forthcoming.
Wow first Polymer and now this? You guys are doing a tremendous job with Eduke32 that is for sure.
#658 Posted 05 December 2009 - 04:31 AM
He didn't lie.
This post has been edited by Marked: 05 December 2009 - 04:32 AM