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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   Kyanos 

#6961

View PostLunick, on 12 February 2016 - 04:24 PM, said:

I like the multiplayer maps you make, Drek :dukeaffirmative:

Thanks, I've always preferred DM over single player Duke, every SP map I start suffers from lack of inspiration.

I've got a few new maps going into this thing, I'd like to think that they are up to par with my earlier ones.


edit; here's the pics we're discussing from the last page
Spoiler


This post has been edited by Drek: 12 February 2016 - 04:48 PM

2

User is offline   Tea Monster 

  • Polymancer

#6962

Wow.
0

User is offline   Richard Shead 

  • "Dick Nasty"

#6963

View PostLkMax, on 12 February 2016 - 01:36 PM, said:

Deck 16 1.3D


He could name it Drek's Deck. :dukeaffirmative:
0

User is offline   MusicallyInspired 

  • The Sarien Encounter

#6964

Reminds me of that one UT99 map.
0

User is offline   Tea Monster 

  • Polymancer

#6965

That's the one.
0

User is offline   Kyanos 

#6966

I started the map two years ago, but it got too much for Megaton to handle so I dropped it for a bit. Now it's getting a proper home.

https://forums.duke4...post__p__184220

View PostJan Satcitananda, on 02 February 2014 - 09:25 PM, said:

snip--
Also I strongly recommend you to use a teleporter to outer space or something instead of the green slime bottom, to force the player die immediately after falling there (green slime does little damage and doesn't affect mobility unlike Unreal).
--snip


I did what you recommended, the green slime teleports out to instajib land.
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User is offline   CruX 

#6967

Octabrains in their natural habitat.

Posted Image

Posted Image

such majestic creatures.

This post has been edited by CruX: 14 February 2016 - 06:21 PM

10

User is offline   Gambini 

#6968

really like the design of that area!
1

User is offline   Diaz 

#6969

Just thought I'd drop by to say that unfortunately my Slick Willy map probably won't be released - tried to retake it, but polymer performance is way too troublesome. I don't want to scrap all the work though and might move it to Unreal 1... yeah, the engine it was originally made with. Funny :dukeaffirmative:

This post has been edited by Diaz: 15 February 2016 - 12:16 PM

1

User is offline   Mark 

#6970

Keep the project handy. Someone is working on a new renderer.
1

User is offline   Danukem 

  • Duke Plus Developer

#6971

View PostMark., on 15 February 2016 - 01:14 PM, said:

Keep the project handy. Someone is working on a new renderer.


Are they? I haven't seen any updates from icecoldduke in quite a while.
2

User is offline   Diaz 

#6972

Had no idea. It will be there anyways, I won't erase the stuff. The map was playable on a high end PC, but it just doesn't make any sense to have a map run at 20-30 FPS when it could be running at 200 FPS on another engine :dukeaffirmative:
2

User is offline   Danukem 

  • Duke Plus Developer

#6973

View PostDiaz, on 15 February 2016 - 11:22 PM, said:

Had no idea. It will be there anyways, I won't erase the stuff. The map was playable on a high end PC, but it just doesn't make any sense to have a map run at 20-30 FPS when it could be running at 200 FPS on another engine :dukeaffirmative:


Why not both? If the map is finished, you could release it anyway and making it playable would be someone else's problem.
0

User is offline   Diaz 

#6974

It's not finished, that's the thing. Still have to add stuff which will degrade performance even further, it's just not practical. Might finish it, might not... who knows.

Plus Unreal is so quick to map for... I've always been tempted to make a whole episode based on the 2001 trailer, which was Unreal 1 to start with. But it's too big of a project for one man and I always end up dropping the idea... a single map is a more manageable task.

This post has been edited by Diaz: 16 February 2016 - 02:08 AM

1

User is offline   Mark 

#6975

You haven't been around for quite a while so I don't know if you were aware that Decay finally got released at the end of December. Included in the game is a con tweak which disables Polymer lights not in the immediate area of the player. In many instances it raised the framerate throughout the maps. I can ask our project leader if that code is portable enough to slap in your project and if he would be willing to share the secret. He might even answer here himself.
1

User is offline   Danukem 

  • Duke Plus Developer

#6976

View PostMark., on 16 February 2016 - 11:41 AM, said:

You haven't been around for quite a while so I don't know if you were aware that Decay finally got released at the end of December. Included in the game is a con tweak which disables Polymer lights not in the immediate area of the player. In many instances it raised the framerate throughout the maps. I can ask our project leader if that code is portable enough to slap in your project and if he would be willing to share the secret. He might even answer here himself.


Supplemental facts:

-Turning off lights that are distant and/or low priority to increase FPS has been a feature in several released Polymer projects -- its not a secret and it's not new.
-EDuke32 itself now has a pretty good set of optimization options right in the menu
-But turning off lights is a compromise. In some cases it does significantly downgrade the visual experience. It can also introduce new visual glitches (mainly when the player is able to see lights turning off and on)
-None of this helps the actual mapping process, since you would definitely want all lights working normally during map construction
0

User is offline   Richard Shead 

  • "Dick Nasty"

#6977

View PostDiaz, on 16 February 2016 - 02:05 AM, said:

It's not finished, that's the thing. Still have to add stuff which will degrade performance even further, it's just not practical. Might finish it, might not... who knows.

Plus Unreal is so quick to map for... I've always been tempted to make a whole episode based on the 2001 trailer, which was Unreal 1 to start with. But it's too big of a project for one man and I always end up dropping the idea... a single map is a more manageable task.


I sincerely hope you do just that...the recreation shots/video of the Slick Willy area that you showed us were literally perfection. You have some serious talent, my friend! :dukeaffirmative:
0

User is offline   Diaz 

#6978

I have some code that disables distant shadows, but not lights. That's interesting indeed and might give it a shot...
0

User is offline   Danukem 

  • Duke Plus Developer

#6979

View PostDiaz, on 16 February 2016 - 12:17 PM, said:

I have some code that disables distant shadows, but not lights. That's interesting indeed and might give it a shot...


I'm guessing the code you have is changing SE 51 to SE 50 at a certain distance from the player (and back again when closer). Turning off lights completely could be done instead, or for a more refined approach there could be different levels of light change depending on framerate. Since you already have something working, I would suggest sending what you have to an interested party who could improve upon it.
0

User is offline   Diaz 

#6980

I just change the cstat of the SE to the value that disables shadows (don't remember what it was off the top of my head - wall align maybe?)
0

User is offline   CruX 

#6981

View PostGambini, on 15 February 2016 - 08:30 AM, said:

really like the design of that area!

Well, that's a good thing to hear given what a colossal pain in the ass designing it has been. It's not uncommon for me to scrap and redesign a place several times, but in this case I made the mistake of doing the outside of the building first so when I inevitably decided I didn't like the way the inside was going, I had to scrap and redesign two places instead of one.

this is a longer shot of that corridor

Posted Image

and this is a shot of the outside, which I'm gonna leave the fuck alone. Forever.

Posted Image

This post has been edited by CruX: 18 February 2016 - 08:20 PM

7

User is offline   Mblackwell 

  • Evil Overlord

#6982

View PostCruX, on 18 February 2016 - 07:50 PM, said:


and this is a shot of the outside, which I'm gonna leave the fuck alone. Forever.



BUT WHY IS THAT TEXTURE MIRRORED?!?


Spoiler

0

User is offline   Gambini 

#6983

Before you leave it alone, make sure the building casts a shadow to one of all those cardinal points. And I would add two trash cans and a beer bottle next to the railing of that staircase.

I like your style, it brings me old memories of my early times with Duke. Are you Crux Borealis right?
0

User is offline   neoacix 

#6984

Working on to get this map into beta state by the end of next week.

Posted Image

This post has been edited by neoacix: 19 February 2016 - 12:01 PM

7

User is offline   Daedolon 

  • Ancient Blood God

#6985

Looks intriguing. Just be advised that the hills (slopes) look lazy bottom right.
0

User is offline   neoacix 

#6986

I'm currently working on gameplay polish.
When this stage is done and I got some walls left, it will go into enhancing basic level geometry.
That map in finished state will use all walls available.
0

User is offline   Sanek 

#6987

@Crux
Like to play your work when you release it, but right now, the street section looks bland. There's not enough SWAG bro
-1

User is offline   Tea Monster 

  • Polymancer

#6988

Posted Image
5

User is offline   Danukem 

  • Duke Plus Developer

#6989

ACME barrel huts? :dukeaffirmative:
1

User is offline   Spiker 

#6990

Must be some secret project he is not supposed to talk about. But it's just my wild guess :dukeaffirmative:
0

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