What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#6451 Posted 09 February 2015 - 02:15 PM
#6452 Posted 11 February 2015 - 12:30 PM
Robman, on 02 February 2015 - 03:27 PM, said:
:x
#6453 Posted 15 February 2015 - 11:25 AM
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.
#6454 Posted 15 February 2015 - 11:53 AM
This post has been edited by Jblade: 15 February 2015 - 11:53 AM
#6457 Posted 15 February 2015 - 12:58 PM
#6458 Posted 15 February 2015 - 01:16 PM
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
#6461 Posted 16 February 2015 - 01:32 PM
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
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
#6463 Posted 17 February 2015 - 12:26 PM
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.
#6465 Posted 17 February 2015 - 11:08 PM
Still a little foggy on the actual stopping part though. Is there an example map you could post up?
#6466 Posted 17 February 2015 - 11:25 PM
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 :/
#6467 Posted 17 February 2015 - 11:32 PM
The key thing about this is that it can be ANY speed.
#6468 Posted 17 February 2015 - 11:52 PM
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
#6469 Posted 18 February 2015 - 12:16 AM
oasiz, on 17 February 2015 - 11:52 PM, said:
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
#6470 Posted 18 February 2015 - 12:18 AM
Mea Culpa
#6471 Posted 18 February 2015 - 12:20 AM
This post has been edited by Steven Shipler: 18 February 2015 - 12:21 AM
#6472 Posted 18 February 2015 - 12:25 AM
Fox, on 18 February 2015 - 12:16 AM, said:
Damn you and your knowledge !
#6474 Posted 18 February 2015 - 12:46 AM
Fox, on 18 February 2015 - 12:16 AM, said:
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
#6475 Posted 18 February 2015 - 01:10 AM
#6476 Posted 18 February 2015 - 01:39 AM
#6477 Posted 18 February 2015 - 02:26 AM
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
#6478 Posted 18 February 2015 - 09:22 PM
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
#6479 Posted 19 February 2015 - 04:03 PM
Fox, on 18 February 2015 - 02:26 AM, said:
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)
#6480 Posted 19 February 2015 - 10:19 PM
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