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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   Sanek 

#7780

View PostMark., on 24 April 2017 - 03:55 AM, said:

People here have created many sheets worth of new enemy sprites. Did you do a search for them? So many made but I don't see a lot of them getting used.

Yes, I've looked everything in stockpile theard. And I don't need these sprites. I need more cartoony sprites, while the sprites being posted is more on the "serious side". :blink:
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User is offline   Micky C 

  • Honored Donor

#7781

View PostSanek, on 24 April 2017 - 04:05 AM, said:

Yes, I've looked everything in stockpile theard. And I don't need these sprites. I need more cartoony sprites, while the sprites being posted is more on the "serious side". :blink:



Surely there'd be some cartoony sprites for mods in other games you might be able to borrow. Creating new actor sprites from scratch is a lot of work, and it might be difficult to find someone willing to commit to that.
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User is offline   Mark 

#7782

https://www.google.c...iw=1920&bih=962

In case you don't find someone to make them.

This post has been edited by Mark.: 24 April 2017 - 04:15 AM

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User is offline   Sanek 

#7783

Oh well, I guess you convinced me.
Besides, we can complete the whole thing while waitng for these sprites, anyway...
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User is offline   Hank 

#7784

working on details - comments are very welcome, 'cause two pair of eyes are better than one.

Posted Image
Posted Image

This post has been edited by Hank: 24 April 2017 - 07:59 PM

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#7785

These are the original Duke3D tiles imported into my new game engine along with five RGB palettes and the translucency/shade/palookup tables. My format natively supports mipmaps and is versatile enough to store the game sounds as well as textures and sprites. This means that it can replace all Duke3D *.art, *.voc, and *.dat files with a single *.bhs file, what also facilitates very fast loading. The editor on the screenshot is BHSEdit which resembles Editart but has more powerful features, is more intuitive to use and probably is the first application to deal with both sounds and 2D graphics using the same GUI.

Eventually this engine should be able to run a Duke3D port.

Posted Image
8

User is offline   Tea Monster 

  • Polymancer

#7786

Is it the same feature set as vanilla BUILD, or can it do extra things?
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#7787

View PostTea Monster, on 26 April 2017 - 02:27 PM, said:

Is it the same feature set as vanilla BUILD, or can it do extra things?


The feature set of BHSEdit is completely different to Editart as the formats are. In BHSEdit you can freely rotate and zoom image being edited, and it is very straightforward to use as soon as you grasp the keystrokes. A brief list in what my format surpasses Build ART's:
  • Texture sizes of up to 65535 x 65535 (or 32768 x 32768 with mipmaps)
  • Mipmapping integrated into the file format
  • Tile offsets having half-pixel precision
  • Support for both indexed palettes and planar RGB images (also potentially hyperspectral images with up to 255 channels)
  • Support for 8 and 16 bits per channel
  • Slot-specific pixel format options (linear luminance, gamma-corrected, logarithmic scale, indexed color, also vector representation for normal mapping)
  • The transparent color can be individually assigned for each tile or removed altogether
  • Each slot has its own physical resolution and nominal ingame brightness (facilitates texture scaling and lighting)
  • Flexible memory organization; storing data either in rows like ordinary bitmaps or in columns like Build tiles, in future also as constant-width bands to improve caching
  • Storing sounds in the same format with mostly the same capabilities

The BHS slots are just passive data by themselves, without things like animations and multiple viewing angles. These interactivity features should be enabled only through the ABHS engine extension. This means that animations stored inside *.art files will need to be imported separately.

As for the engine itself, it is deemed to support multiple renderers and multiple map formats (both 2D and 3D), but none have been developed so far. Eventually I hope to release commercial indie games using this tech.

This post has been edited by Jan Satcitananda: 27 April 2017 - 04:53 AM

1

User is offline   Micky C 

  • Honored Donor

#7788

View PostJan Satcitananda, on 27 April 2017 - 04:49 AM, said:

  • Texture sizes of up to 65535 x 65535 (or 32768 x 32768 with mipmaps)



Ah, megatextures Posted Image
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User is offline   Maarten 

#7789

Tonight, we're gonna build like it's 1996!

1330 sectors, 9999 walls. More info will come..soon..

Attached thumbnail(s)

  • Attached Image: Space3.jpg

11

User is offline   Merlijn 

#7790

Moar Oostrum stuff!

Poor theatre.. having an apocalyptic earthquake, a bottemless chasm next door and an invasion of pig cops just kills your business.

Attached thumbnail(s)

  • Attached Image: epicentre1.png


This post has been edited by Merlijn: 01 May 2017 - 10:33 AM

12

User is offline   TDRR 

#7791

Working on a new Episode for DOSDuke3D v1.3D (and for 1.4/1.5 if you want the extras :( ) (Featuring my first actual maps), with alternate firing modes a la Duke Xtreme, compared to everything seen in this topic it's definitively nothing impressive.

Posted Image

Keep up the great work guys!
8

User is offline   DotK3D 

#7792

Hello,
I am currently working on a pack of boulders and rocks sprites for the community stock pile. I try to follow the great videos from Cage, it's my first try for this type of sprites.
Below the sprites in RVB colours followed by a screen shot in game.
Posted Image
Posted Image

This post has been edited by DotK3D: 02 May 2017 - 07:57 AM

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User is offline   Sanek 

#7793

Take a look at this little fella. :(

Posted Image


@Dotk3D - nice job! looks very professional, at least to me.
8

User is offline   Kawa 

#7794

View PostSanek, on 03 May 2017 - 11:10 AM, said:

Take a look at this little fella. :(

"Howdy!"
0

User is offline   Mike Norvak 

  • Music Producer

#7795

View PostDotK3D, on 02 May 2017 - 07:57 AM, said:

Hello,
I am currently working on a pack of boulders and rocks sprites for the community stock pile. I try to follow the great videos from Cage, it's my first try for this type of sprites.
Below the sprites in RVB colours followed by a screen shot in game.
Posted Image
Posted Image


Nice! Could I use them in my episode when they are done?

This post has been edited by Mike Norvak: 03 May 2017 - 03:48 PM

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User is offline   DotK3D 

#7796

@Sanek : Thank you. And nice job to you to. Are you working on Duke Nukem LSD ? ^^
@Mike : No problem. If you want to test what I have done actualy (since I am a bit slwo ^^), it'sthe art file I use for test.
Attached File  rockstilefile_wip.zip (3.93K)
Number of downloads: 235:
2

User is offline   Jolteon 

#7797

Some Screenshots for my next map.

Attached Image: capt0085.png Attached Image: capt0086.png

Is it too dark or is it perfect the way it is? It's supposed to be in an abandoned mine shaft. I think I'm too inspired by Zero Hour. However there won't be any mine carts you can ride in (There will be mine carts, just can't ride them).

Also DotK3D, Those rocks are really cool. :(
3

User is offline   DotK3D 

#7798

Thank you jolteon. It is a bit difficult to get an idea from your screens on my screen, looks a bit dark ^^.
Edit : But I think I see some snake head on the second screen !

This post has been edited by DotK3D: 04 May 2017 - 11:17 AM

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User is offline   Jolteon 

#7799

View PostDotK3D, on 04 May 2017 - 10:54 AM, said:

Thank you jolteon. It is a bit difficult to get an idea from your screens on my screen, looks a bit dark ^^.
Edit : But I think I see some snake head on the second screen !


You're welcome! :( I did made the area a bit brighter so it's easier to see, but not by too much though, for I do want to keep it dark.

Attached Image: capt0089.png Attached Image: capt0090.png

And yes, those are Snake Heads in the second screenshot. :(
1

User is offline   Micky C 

  • Honored Donor

#7800

View PostJolteon, on 04 May 2017 - 05:36 PM, said:

You're welcome! :( I did made the area a bit brighter so it's easier to see, but not by too much though, for I do want to keep it dark.

Attachment capt0089.png Attachment capt0090.png

And yes, those are Snake Heads in the second screenshot. :(


What are you actually aiming for? Keep in mind real darkness doesn't work like that with a black wall in front of you. You could drastically increase the visibility and bump down the shade a bit darker.

Otherwise if you're going to keep it like that you could include some night vision goggles if you haven't already.
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User is offline   Jolteon 

#7801

View PostMicky C, on 04 May 2017 - 06:25 PM, said:

What are you actually aiming for? Keep in mind real darkness doesn't work like that with a black wall in front of you. You could drastically increase the visibility and bump down the shade a bit darker.

Otherwise if you're going to keep it like that you could include some night vision goggles if you haven't already.


What I am trying to go for is an dark underground cave, which is also an abandon mine shaft. I could try to play around with the visibility a bit. :(

Also, I do have night vision goggles in the map.

Edit: Is this okay?
Attached Image: capt0091.png Attached Image: capt0092.png

Edit2: I've fixed the lamps, so now they're bright again.

This post has been edited by Jolteon: 04 May 2017 - 08:11 PM

1

User is offline   Sanek 

#7802

View PostJolteon, on 04 May 2017 - 07:43 PM, said:

Also, I do have night vision goggles in the map.

Since you add so much new code to your maps, you can also increase the percentage of goggles use - it ends very fast, you know. :(

This post has been edited by Sanek: 05 May 2017 - 05:59 AM

2

User is offline   Jolteon 

#7803

View PostSanek, on 05 May 2017 - 05:59 AM, said:

Since you add so much new code to your maps, you can also increase the percentage of goggles use - it ends very fast, you know. :(


While I mostly do code for new enemies, but since you mentioned it, I went ahead and made the night vision last twice as long than it originally did. However, it now displays it at 200%.
1

User is offline   MusicallyInspired 

  • The Sarien Encounter

#7804

I started this years ago and never finished it. Just decided to tonight. Tandy 3-voice/Sega Master System remix.

https://soundcloud.c...y-3-voice-remix
4

User is offline   Zaxtor 

#7805

Making things little more realistic for my mod.
Is what happens when something explodes underwater.
testing RPG projectile underwater


This post has been edited by Zaxtor: 06 May 2017 - 09:13 PM

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User is offline   Jolteon 

#7806

Well... I finally done it.

Attached Image: duke0204.png

The Blue Octabrain is now finally a new enemy, they are a bit stronger than a regular octabrain, and can spit out Ice Mind blast, which can go twice as far as a regular mind blast, and can freeze you when you get hit by it. It does pretty much the same amount of damage as a regular mind blast.

Attached Image: duke0205.png Attached Image: duke0206.png

This post has been edited by Jolteon: 10 May 2017 - 05:40 PM

6

User is offline   Mark 

#7807

good effect zaxtor. I would edit the sound to be more bassy/muffled under water.
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User is offline   Zaxtor 

#7808

View PostMark., on 11 May 2017 - 03:23 AM, said:

good effect zaxtor. I would edit the sound to be more bassy/muffled under water.


Yes.
That's a good one but explosion sound is probably hard coded.
Sound get little muffled underwater.

Same as when a mob like liztroop dies underwater it does mmlluuuuaarrrgggggg instead of arrrggggg

So which way to "play with the sounds effects" of sounds underwater?

Cus if I make "ifinwater { stopsound RPG_EXPLODE sound RPGINWATER etc etc etc }
it could have a draw back such as if you come out of water and your projectile explodes underwater it will cause problems to explosions sound outside of water if you shoot RPG in the water while something does a series of explosions or if something underwater does multi explosions, stuff outside of water will do like is underwater.

This post has been edited by Zaxtor: 12 May 2017 - 09:56 PM

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User is online   Striker 

  • Auramancer

#7809

View PostZaxtor, on 12 May 2017 - 09:54 PM, said:

Yes.
That's a good one but explosion sound is probably hard coded.
Sound get little muffled underwater.

Same as when a mob like liztroop dies underwater it does mmlluuuuaarrrgggggg instead of arrrggggg

So which way to "play with the sounds effects" of sounds underwater?

Cus if I make "ifinwater { stopsound RPG_EXPLODE sound RPGINWATER etc etc etc }
it could have a draw back such as if you come out of water and your projectile explodes underwater it will cause problems to explosions sound outside of water if you shoot RPG in the water while something does a series of explosions or if something underwater does multi explosions, stuff outside of water will do like is underwater.

use defineprojectile to null the explosion sound of the RPG projectile, then put an ifinwater sound MY_UNDERWATER_SOUND else sound RPG_EXPLODE.
2

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