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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   Jimmy 

  • Let's go Brandon!

#6451

Excellent. That works pretty because I'm pretty sure all the moon levels take place in that giant crater on the moon.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#6452

View PostRobman, on 02 February 2015 - 03:27 PM, said:

It appears your solar system was dropped on it's head as a baby.

:x

Posted Image
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User is offline   oasiz 

  • Dr. Effector

#6453

Got this idea in my head while having a drink in a bar and seeing the jukebox.
Instead of explaining why I think about duke mapping when drinking, I'll just drop this video.




Seems that the end result is pretty decent, although it needs a SFX with repeating flag, would work for mods I guess.
Probably with some multi-switch combos one could have a few tracks in this.

I have no clue if this has been done on a map yet.
7

User is offline   Jblade 

#6454

Ok, I at first thought "how did he get the volume to fade? must of added a custom sound or something..." and then I saw the trick at the end :lol: Pretty ingenious.

This post has been edited by Jblade: 15 February 2015 - 11:53 AM

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User is offline   Daedolon 

  • Ancient Blood God

#6455

Use the four-way toggle and get wild.
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User is offline   Micky C 

  • Honored Donor

#6456

I did guess 2-way trains since it only used two tracks.
0

User is offline   Daedolon 

  • Ancient Blood God

#6457

You can have an unlimited amount of songs with just one switch if you use enough trains and some silly planning.
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User is offline   oasiz 

  • Dr. Effector

#6458

Yea, trick itself is pretty simple. Just needs some caution when choosing sfx as it needs a repeat flag to be on.
I didn't want to start experimenting with +2 tracks yet but it should be doable.

Another possible scenario: Some action situation (trapped in a room) and a music piece would fade in/out for the duration of the combat.

Also having these overlap normal geometry (in a different "portal universe") one could even make single/multi use sounds that move around (helicopter passing by, etc..), some clever stereo panning could add quite a bit to some "scripted events" or foreshadowing stuff in the back.

This post has been edited by oasiz: 15 February 2015 - 01:17 PM

2

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#6459

Posted Image
1

User is offline   Robman 

  • Asswhipe [sic]

#6460

^ looks like a stereogram.
1

User is offline   oasiz 

  • Dr. Effector

#6461



Some of those panning examples, bunch of cool audio tricks that could be done with proper 2-way train.
Has any map utilized these ?

How cool would it be to hear like 20 missles approach you from all sides while syncing to some quake and explosion sounds, all just smoke and mirrors.

Anyway, gonna leave this video here and not just gonna spam with every use case imaginable :lol:

I really believe that sounds (especially positional) have a ton of potential.

This post has been edited by oasiz: 16 February 2015 - 01:33 PM

4

User is offline   Robman 

  • Asswhipe [sic]

#6462

^ Christian Doppler would be proud.
0

User is offline   oasiz 

  • Dr. Effector

#6463

Micky mentioned Xvel earlier on eduke IRC so I decided to experiment around and came up "single use, instant, any speed 2way train"
Apparently there is little to no documentation on X(yz)Vel so let's change that a bit !

!! This only works once and starts instantly after spawning !!





What happens:
-> Regular 2-way train, SE sprite has Xvel set to 20.
-> Another 2way train that acts as a timer.


(Theory) Starting the map, having xvel already at 20 makes the engine set the 2way train speed at whatever is specified in Xvel, thinking that it was already launched away.
Now while the train is moving on it's own, it's still waiting for commands on stand-by and not caring about locators. Normally it would perform the ROTT "I'm free!" trick if nothing stops it..
A switch could make it snap out and enter the regular 2way train mode.. However we can't rely on the player to ever stop it.

Long story short, setting another 2way train that gets automatically triggered on spawn, end result: A moving platform/sector that stops at a set position (If it's not touching a locator yet then it will accelerate to regular 2way train speed).

As always, use cases: SW EP1-like car crash, SW EP2 boat ride, Blood boat ride.
Limitation is that it can only go where-ever a normal 2way train would, also single use and starts instantly on spawn.
Unlike a regular 2-way train, there is no acceleration and it wont slow down (stops instantly) if timed to stop on top of a locator.
4

User is offline   Daedolon 

  • Ancient Blood God

#6464

That's an insanely important find, super amazing.
0

User is offline   Micky C 

  • Honored Donor

#6465

Glad I could help.

Still a little foggy on the actual stopping part though. Is there an example map you could post up?
0

#6466

Isn't there a map that already has a one use 2 way train ?
Like "Tribut to Action Two" in DukePlus ; although we don't start the level on it we happen to travel one. Or maybe I didn't understand the thing well enough :/
0

User is offline   Micky C 

  • Honored Donor

#6467

That was probably just activated by a touchplate. Although I don't remember there being a two way train in that one? Haven't played the original for ages though.

The key thing about this is that it can be ANY speed.
1

User is offline   oasiz 

  • Dr. Effector

#6468

There are a few maps with single use 2-way trains, even E2L2 already has this.

But like Micky stated, speed is the key here.

Regular 2way trains reach something like 100km/h almost in an instant, making shorter distances almost impossible to do... unless you don't mind the ride being over in like ~2 seconds :)

Also this one has no acceleration, making it feel like you have been in constant movement since the spawn.
If "activation" is mistimed, you can also make it accelerate to a regular 2way train speed (slow progression before getting launched?)

Quite many cool things that this enables, slower moving sectors are one of the very few things that don't really exist in duke.

This post has been edited by oasiz: 17 February 2015 - 11:54 PM

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#6469

View Postoasiz, on 17 February 2015 - 11:52 PM, said:

Regular 2way trains reach something like 100km/h almost in an instant

A two-way train maximum velocity is of 256 units per tic. Assuming 512 units equal 1 meter, that makes 15 meters per second, or 54 kilometers per hour.

This post has been edited by Fox: 18 February 2015 - 01:23 AM

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#6470

Oh I see, so I misunderstood it, I didn't get the fact speed was the main point ^^;

Mea Culpa
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User is offline   Steve 64 

#6471

oops wrong fourm

This post has been edited by Steven Shipler: 18 February 2015 - 12:21 AM

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User is offline   oasiz 

  • Dr. Effector

#6472

View PostFox, on 18 February 2015 - 12:16 AM, said:

A two-way train maximum acceleration is of 256 units per tic. Assuming 512 units equal 1 meter, that makes 15 meters per second, or 54 kilometers per hour.


Damn you and your knowledge ! :)
1

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#6473

I am obsessed with length measuring of this game.
1

User is offline   Micky C 

  • Honored Donor

#6474

View PostFox, on 18 February 2015 - 12:16 AM, said:

A two-way train maximum acceleration is of 256 units per tic. Assuming 512 units equal 1 meter, that makes 15 meters per second, or 54 kilometers per hour.


Surely you mean velocity not acceleration.

According to RTCM 512 units is 1.446m. Assuming there's 30 tics per second like you did, that makes it approximately 21.7m per second, or 78.1 km/hour.
http://dukertcm.com/...ild-scales.html

This post has been edited by Micky C: 18 February 2015 - 12:46 AM

1

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#6475

That's roughly based on the height of the player sprite, but it's very unrealistic. While Duke official height is 1.94 meters, his sprite is relatively small compared to structures or other characters. I estimated one meter for every 512 units based on the height of doors and office buildings.
0

User is offline   Micky C 

  • Honored Donor

#6476

If that's the case then it's very unscientific that he took the values to 3 decimal places implying accuracy.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#6477

That's because the value is the result of a rule of three with Duke official height. However I am not sure where he took the value of 43px from.

The standard heights for doors and a office building floor are of about 2 and 4 meters respectively, so I believe it's a reasonable estimative that 512 units (or 8192 z units) represents 1 meter. Of course this is a cartoonish game and there is no "true" scale.

This post has been edited by Fox: 18 February 2015 - 03:45 AM

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User is offline   Corvin 

  • King of the Lamers

#6478

43px is the actual height of the hit box, its just short of the sprite itself. Most other BUILD Games use the entire height of the sprite, duke does not, so his head might clip at 11 key presses, but he will pass through no problem.

If I believed there was no scale I wouldn't have made that doc. For skeptics I also included a section for standards via key presses; Meaning if you want you can ignore the FT and Inches.

This post has been edited by Corvin: 18 February 2015 - 09:22 PM

1

User is offline   Mblackwell 

  • Evil Overlord

#6479

View PostFox, on 18 February 2015 - 02:26 AM, said:

That's because the value is the result of a rule of three with Duke official height. However I am not sure where he took the value of 43px from.

The standard heights for doors and a office building floor are of about 2 and 4 meters respectively, so I believe it's a reasonable estimative that 512 units (or 8192 z units) represents 1 meter. Of course this is a cartoonish game and there is no "true" scale.


To me, it seems that Duke is arranged around the basic idea of a 64x64 tile (in EditArt) so that would make sense.

Note that Duke is 40x82.

(edit: And then scaled down I believe to xrepeat/yrepeat 40x40... or about 25x52)
1

User is offline   Robman 

  • Asswhipe [sic]

#6480

This could be a dumb question but has anyone ever made a roof top voxel sprite before? Like a peaked roof. Just make a house bottom and slap a roof voxel on it.
Would be stretched out most times I guess, anyway.. just a thought.

This post has been edited by Robman: 19 February 2015 - 10:21 PM

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