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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   CruX 

#8080

Posted Image

experimenting with the combination of 64 and vanilla stuff.
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User is offline   BestViking 

#8081

I can't texture worth a shit. I've got this idea for a moonbase, and I kind of want this red carpet in this central area that connects the different segments. I considered changing the wall to one with a blue stripe, because perhaps the blue carpet is easier to match. There has to be a separation. I don't want carpet on the whole floor.

Never mind the ceilings, I haven't even gotten there yet. This is what usually stops me dead in my tracks. As for now, the red and brown looks ugly together. I tried with the white carpet on the sides, but it's way too bright.

Attached thumbnail(s)

  • Attached Image: capt0004.png


This post has been edited by BestViking: 09 November 2017 - 05:35 PM

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User is offline   Mblackwell 

  • Evil Overlord

#8082

If you darken brown floor, or choose a different and darker brown tile (in fact it would probably be advised to pick one that has a higher saturation), you can greatly increase the contrast in color which will make the scene more attractive. Additionally, adding a more detailed trim around the walls, and potentially sinking the carpeted area down ever so slightly can improve the overall look. Simple details that create layering go a loooong way.
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User is offline   Zaxtor 

#8083

Working on boss of second route of Level 5 of Trequonia for Trequonia V2,
Probably longest coding soo far, one of coolest boss effect I've ever made soo far.
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User is offline   BestViking 

#8084

I arrived at a more suitable aesthetic. Blue is easier to work with for the clean and tidy style moonbase. I considered going for a more rusty or "industrial" style, but arrived on this. The trims did a lot to break things up, that classic floor is easy to work with, and the ceiling will be changed once I get some lights up there. The outside area, which will probably be unreachable, will remain unchanged until the rough outline of the base is done, at which point I will add slopes and interesting things to look at... if my idea works out.

Attached thumbnail(s)

  • Attached Image: capt0005.png
  • Attached Image: capt0006.png

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User is offline   Maisth 

#8085

A lot of people know (i hope) my first map, but the map is finished and now im working on the sequel to that map.

For now this is the only image i can provide but later ill provide more.

Attached thumbnail(s)

  • Attached Image: duke0021.png


This post has been edited by Maisth: 10 November 2017 - 02:20 PM

2

User is offline   Mark 

#8086

After about 7 years of non stop projects I took a short break away from modding after HHR. I'm slowly starting to get back in. I was adding some details to a model of a laser canon. I'm not sure what I'll do with it when I'm finished. I'm hoping this gets my "rear in gear" to get back to modding for Eduke32. The break has been relaxing and its tough to get started again.

Attached thumbnail(s)

  • Attached Image: laser canon test1.jpg

3

User is offline   BestViking 

#8087

Looks nice! I could never get into modeling. When I tried my hand at it in blender back in very early 2000s, it was all about slapping together a bunch of primitives and try to build the basic outline. Then manipulate everything from there. I'd be as bold as to guess the process is simpler and more intuitive now? How much time does a single model usually take?
0

User is offline   Mark 

#8088

Blender has become more powerful over the years and some of its fancy features are easy to use. But...I tried at least 3 or 4 times over the years to learn Blender but I lost patience. I still make models the hard way with a bare-bones program called Misfit Model 3D. As far as how much time, some simple props are 10 or 15 minutes to make the model geometry. Making the textures and skinning the model takes way more time. This particular model is pieced together from different models. The canon itself was originally about a 2 hour project. It might have been less if I had an idea on paper first. It went through various changes over the year so no idea how much time total on that part. The "power supply" model was something I whipped up in just over an hour for someone's Doomsday project. But then I spent another hour or so tweaking it to be different for this one. So the geometry can still go fast sometimes but the texturing will be a trial and error process for me with my lackluster programs. I know I'll be spending many more hours on that portion. These days, programs like Substance Painter or similar speed up that process quite bit. But I haven't bought one yet. I really should if I want my skins to look great. Working with Teamonster has shown me the quality that can come out of these programs.
1

User is offline   CruX 

#8089

Posted Image

mutilated trooper corpse. In the 64 port you could shoot bodies of fallen enemies until they gibbed. I'm implementing that in my mod but with the added bonus of little incremental sprites so you can admire your handiwork.
5

User is offline   Striker 

  • Auramancer

#8090

 Paul B, on 06 October 2017 - 08:07 PM, said:

Gambini don't think you're the first one to build that in Mapster. I came across a Chinese website that contained this image in Classic mode. Since Gambini didn't directly answer the question about TROR or Classic its definitely in classic as shown below. I mean look at that frame rate 70 fps no way that can be TROR.


That's not classic in that screenshot. Look at the lines, they're perspective correct, not perfectly vertical. That's polymost or polymer.

This post has been edited by Striker: 22 November 2017 - 02:56 PM

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User is offline   Mark 

#8091

I didn't say anything at the time but this reminds me that Gambini's creation is extremely close to the one posted from the Chinese website by Paul B. Makes me wonder which one was made first. :D
1

User is offline   Hendricks266 

  • Weaponized Autism

  #8092

I just committed ZDoom-style savegames (r6569), replacing the antiquated ten-slot system. Please let me know what you think or if you encounter any problems.
6

User is offline   Player Lin 

#8093

 Hendricks266, on 18 December 2017 - 03:26 AM, said:

I just committed ZDoom-style savegames (r6569), replacing the antiquated ten-slot system. Please let me know what you think or if you encounter any problems.


Got some random CTD(crash to desktop)s after keeping hit F2 and F3 to save and load the game, then using ESC back to menu from save/load screen, using 64bit debug build but no tracelog file appeared, only a exit message in eduke32.log around the time CTD happens.

exit(0) at source/build/src/cache1d.cpp:1081 in kopen4load()

Attached File(s)



This post has been edited by Player Lin: 18 December 2017 - 07:02 AM

1

User is offline   Perro Seco 

#8094

For me it works with the original levels, but with user maps it doesn't save the game if I use a new empty slot. When this happens, this line appears in the log:

G_SavePlayer: failed opening "Ă lĂ›" for writing: Invalid argument


If I save the game rewriting an used slot instead of writing a new one it works fine.
0

User is offline   Hendricks266 

  • Weaponized Autism

  #8095

Both of these issues should be fixed as of r6572.
3

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#8096

Posted Image
3

User is offline   CruX 

#8097



SO. Little update, i made some rearrangements to the weapons I'd already completed even though i told myself I wouldn't do that. This whole time it's been bugging me that my mod didn't have any double smg's and I also couldn't find any satisfactory graphics for the plasma gun that I'd had in the freezethrower's slot. Last week I caved in and got rid of it completely then replaced it with the PDW I had in the chaingun weapon's slot, then replaced that with the dual MP's in the video. It was a lot of extra work that I really didn't want to do, but now that it's (mostly) done I'm glad i saw it through.

*edit* you can also see how the mod's custom hud works, though something about the way I've got it coded kicks fraps' ass. In the game's regular time it slides out much faster than that.

This post has been edited by CruX: 19 December 2017 - 06:11 PM

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User is offline   BestViking 

#8098

Those are some nice looking SMGs. What is the workflow for making such sprites? I assume you're using a more intuitive and less cumbersome approach than inputting each single pixel into editart?
0

#8099

They are a work over dn64 mp5s IIRC
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User is offline   CruX 

#8100

 RichardStorm, on 20 December 2017 - 05:50 AM, said:

They are a work over dn64 mp5s IIRC


yeah, Mike12 did all of the editing on the gun itself, you can tell he used the dn64 SMG as a base, but I've got no idea how he went about making the frames that are used in the reloading animation, i can't imagine it was a quick or easy job though. About the most i did with the graphics was putting the dn64 hands back over them and making a few extra frames to match the gun to the muzzleflash I'd picked for it. On my end what took the most work was getting a new reloading animation worked out. Doing that stuff right is always a big arduous pain in the ass.

This post has been edited by CruX: 20 December 2017 - 11:13 AM

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User is offline   Paul B 

#8101

As crazy busy as this time of year is for all sorts of things I have been slowly chipping away at yet another Polymer Duke Nukem map. This is the first time I've taken a real location with measurements and applied them to a Duke map so the scale is accurate give or take 6 inches. This map will be a realism map using the Mapster editor. Attached are some screenshots of what you can expect to see coming in 2018.

Attached thumbnail(s)

  • Attached Image: 1.jpg
  • Attached Image: 2.jpg
  • Attached Image: 3.jpg
  • Attached Image: 4.jpg


This post has been edited by Paul B: 24 December 2017 - 04:15 PM

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User is offline   Micky C 

  • Honored Donor

#8102

What do you mean realistic scale? Keep in mind that a truely realistic scale wouldn’t suit Duke very well. You need to make areas taller due to the jump height, and wider/longer because of the fast running speed.
1

User is offline   Paul B 

#8103

View PostMicky C, on 24 December 2017 - 04:18 PM, said:

What do you mean realistic scale? Keep in mind that a truely realistic scale wouldn’t suit Duke very well. You need to make areas taller due to the jump height, and wider/longer because of the fast running speed.

Well i know this might be hard to believe but the lower drop ceilings in the commercial building are 9 3/4 -10 feet tall Where as the actual inside roof of the building is 24 feet tall. This just so happens to fit the Duke Engine perfectly. I think the reason why the roof is so high is because of an over sized large shipping door at the back of the building, the door is oversized standing about 16 feet tall. It's like they built the roof around this one massive cargo door.

I have no idea how the game play will turn out as I haven't added any A.I but I figure if I can run around with run mode on and still manage to get around without too many problems then it might be okay. I guess we will just have to see how it plays out. Time will tell maybe the map will play better with Run mode off to allow for easier navigation but i tried not to clutter it too much and keep the main paths true to life and flowing. I can also prove the accuracy with the surveillance video images. They are exactly the same view in real life as they are in the map. It is really cool!

This post has been edited by Paul B: 24 December 2017 - 06:10 PM

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User is offline   Zaxtor 

#8104

Worked on for V2 of my mod, added the yellow addon gem for weapon 7A.
Napalm, probably among the strongest addon ever.
2

#8105

The map I've been working on that was planned for a Christmas Eve, or Christmas Day, release has suffered from an unexpected delay (me getting a night shift job) so therefor it will be postponed for a, hopefully, New Years Eve release. I was going to post pictures, but AVG keeps blocking me from saving screenshots, so they will have to wait. I hope everyone understand the delays, and I apologize. The map will still be Christmas themed, but it will be released for New Years.
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User is offline   Player Lin 

#8106

Why an anti-virus program would blocking you for saving screenshots?!

This post has been edited by Player Lin: 26 December 2017 - 03:16 AM

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User is offline   Zaxtor 

#8107

Is strange an anti-virus program blocks from taking screenshots when the screenies comes from you not outside the PC
Even if it comes from outside the PC it wouldn't do that because is like taking a photo, Same as if you take a photo of an infected thing you don't catch the infection.

Maybe could be an error in the anti-virus program.

If you take screenshots of Eduke maps I'm 100% it has no virus.

This post has been edited by Zaxtor: 26 December 2017 - 07:29 AM

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#8108

View PostZaxtor, on 26 December 2017 - 07:29 AM, said:

Is strange an anti-virus program blocks from taking screenshots when the screenies comes from you not outside the PC
Even if it comes from outside the PC it wouldn't do that because is like taking a photo, Same as if you take a photo of an infected thing you don't catch the infection.

Maybe could be an error in the anti-virus program.

If you take screenshots of Eduke maps I'm 100% it has no virus.


It says it's Ransomware, and keeps blocking it.
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User is offline   Zaxtor 

#8109

Isn't Ramsomware suppose to pop this ugly box that would blackmail you to pay them or they will delete all your HD?

Like this? (from a news site)
Posted Image


Maybe can be another ransomware or something.
0

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