What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#7022 Posted 06 March 2016 - 08:27 PM
MusicallyInspired, on 06 March 2016 - 08:00 PM, said:
If I change it, it will become DukeArts. I like the way the letters match in DukesArts, even though it doesn't make perfect sense.
By the way, last week I did as you suggested and switched the music over to exported midis using good sound fonts. Some tracks were already out there and some I exported myself.
#7025 Posted 10 March 2016 - 02:15 PM
Spent almost 2 days working on it.
#7026 Posted 10 March 2016 - 04:48 PM
Zaxtor, on 10 March 2016 - 02:15 PM, said:
You've been saying that with all of your bosses.
#7028 Posted 10 March 2016 - 07:41 PM
Just hacked this place out. Still some details to add, but I'm mostly satisfied with it in terms of the layout. Also, this'll probably be the last screen I post for awhile. There's still a ton of the map that I haven't shown, and a ton more to come probably, but I don't wanna overload it.
This post has been edited by CruX: 10 March 2016 - 07:42 PM
#7029 Posted 10 March 2016 - 08:05 PM
Micky C, on 10 March 2016 - 04:48 PM, said:
Well not all but a few.
This one took about 2 days to make.
1.4 days to concode it and 1.4-1.6 days to make its art etc.
Boss is freaken huge tho,
Probably one of the biggest boss in first person shooter's history.
As I know of.
PS
The boss has several weapon features, Uses mindpowers to make most of its attack occurs.
While uses few traditional projectile shooter.
This post has been edited by Zaxtor: 10 March 2016 - 08:07 PM
#7030 Posted 11 March 2016 - 12:11 PM
Here's another WIP shot from my city level. Final shot for now, I'll probably post another update when the map is nearly finished.
#7031 Posted 11 March 2016 - 12:29 PM
Merlijn, on 11 March 2016 - 12:11 PM, said:
Here's another WIP shot from my city level. Final shot for now, I'll probably post another update when the map is nearly finished.
duke0018.png
Looks good! I hope you give me a chance to test it.
P.S. Be sure to check shadows man, or that Finland assassin get on your ass!
#7032 Posted 12 March 2016 - 05:44 AM
As for shading: I've already added wall shading everywhere. Outdoor sections won't have heavy sector based shading though.
It simply eats up too many resources. Besides, it's cloudy and rainy so no need for big contrasting shadows.
At least not outside. The indoor sections will feature more heavy contrasts and sector based shading.
#7035 Posted 13 March 2016 - 05:37 PM
Before anyone asks, there are technical reasons why it doesn't have a shield yet. There were 2 options, neither of which worked the way I wanted due to issues with eduke32.
Option1: Shield as a separate model existing at the same coordinates. Unfortunately, the shield would randomly completely block any view of the Droideka behind the shield, no matter how transparent the shileld model is set. Then sometimes the droid would randomly become visible again. I chalk this up to known recent issues with eduke32 handling transparency and overlapping sprites.
Option2: The shield is a separate surface on the droideka model -- make the shield surface 100% transparent when it is depleted. Unfortunately, surface 1 can only accept one skin. If I tried to define a second skin for the shield (as a different pal), then it would start using the droideka's skin as the shield skin. I don't understand why this limitation in the engine exists -- if you are going to allow specification of skins for multiple surfaces, then why not allow all of them to have different skins for different pals?
The only option I have left is to make the shielded droideka defined as a separate model with different tile numbers. This means going back and adding kludgy code for that which I'm not eager to do but I will probably do anyway.
#7036 Posted 13 March 2016 - 05:46 PM
Something like this but with no details near the center:
I know it´s a workaround but those transparency issues can now drink alcohol and get the driver license of how old they are, so I doubt they could ever be fixed.
#7037 Posted 13 March 2016 - 05:54 PM
(i already embedded an alpha channel)
This post has been edited by Trooper Dan: 13 March 2016 - 06:08 PM
#7038 Posted 13 March 2016 - 07:32 PM
Gambini, on 13 March 2016 - 05:46 PM, said:
They were fixed recently, then broke again.
#7039 Posted 14 March 2016 - 02:05 AM
Trooper Dan, on 13 March 2016 - 05:37 PM, said:
Materials with alpha levels must be the last material defined, a single model can only have a single one of those.
#7040 Posted 14 March 2016 - 10:32 AM
#7042 Posted 20 March 2016 - 06:56 AM
"unknown level" I mentioned a short while ago is almost finished.
Making final segment of the unknown level, making some weird fogs, deformed items, deformed enemies in an abnormal place etc.
Then there will be.
about 2.5 levels to go and then testings and then mod releasing.
#7043 Posted 24 March 2016 - 09:18 AM
This post has been edited by Vazovski: 24 March 2016 - 09:18 AM
#7046 Posted 25 March 2016 - 12:49 AM
Merlijn, on 24 March 2016 - 12:32 PM, said:
Thanks.
Zaxtor, on 24 March 2016 - 06:15 PM, said:
Hey! I have 2466 more sectors to use! I think I have got bad relationships with count of walls...
#7047 Posted 25 March 2016 - 04:33 AM
I reach 2200 mostly 2400 sectors.
Sometime over 2600.
I have a level in oblivion that reached over 3000 sectors. 3284 sectors and 16383 lines Mostly a cave tunnel. longest cave tunnel in history when not taking the star gate.
In my current mod I am working second highest sectored level is level 2.
Has 3128 sectors (is a mostly outdoor level with some caves) And a fairly big base (launching base's interior)
it's wall count are only 16326
level is moslty redlined type of level.
Which kinda surprise me cus red lined level would consume more walls depending on the level.
Looks like it has way more than 3128 sectors cus the sprite work.
BUT the first level with the most sector is the first secret level.
It has 3245 sectors... Is a fairly sized outdoor level with lots of cave network, my first TROR level with 256 (max tror) plus couple of ROR so makes it feel like it exceed 256 max.
Amount of walls is 16261
This post has been edited by Zaxtor: 25 March 2016 - 04:34 AM
#7048 Posted 25 March 2016 - 10:20 AM
Vazovski, on 24 March 2016 - 09:18 AM, said:
You change your nicknames faster than I release my maps.
P.S. Also waiting for your new map
This post has been edited by Sanek: 25 March 2016 - 12:59 PM
#7049 Posted 27 March 2016 - 12:36 PM
sample
[updated the image] the mip mapping is fixed
This post has been edited by Hank: 28 March 2016 - 08:02 PM
#7050 Posted 29 March 2016 - 03:58 PM
This post has been edited by blizzart: 29 March 2016 - 03:58 PM