What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#8162 Posted 14 January 2018 - 06:01 PM
I think I'll try to talk with some programmers and artists in a week or two.
#8164 Posted 14 January 2018 - 10:44 PM
TheDragonLiner, on 13 January 2018 - 12:28 AM, said:
This looks like an English place O_o
Sanek, on 13 January 2018 - 05:37 AM, said:
You're both wrong
Merlijn, on 13 January 2018 - 03:34 AM, said:
Thanks! The great thing about the AMC TC is that it's 100x easier to recreate real life locations.
https://imgur.com/a/BtjT6
#8165 Posted 15 January 2018 - 12:14 AM
Micky C, on 14 January 2018 - 10:44 PM, said:
Thanks! The great thing about the AMC TC is that it's 100x easier to recreate real life locations.
https://imgur.com/a/BtjT6
Adelaïde maybe >_>
Anyway it indeed looks close to the original
#8166 Posted 16 January 2018 - 02:52 PM
#8167 Posted 16 January 2018 - 03:25 PM
This post has been edited by Fantinaikos: 16 January 2018 - 03:29 PM
#8168 Posted 16 January 2018 - 04:03 PM
Fantinaikos, on 16 January 2018 - 03:25 PM, said:
#8170 Posted 16 January 2018 - 05:10 PM
#8171 Posted 16 January 2018 - 05:42 PM
#8172 Posted 17 January 2018 - 08:49 AM
Seb Lucas the mastermind behind a few recently released user maps over at DukeMaps.net has sent me a message to share with the community of his up and coming project.
Here is his youtube video of what lays ahead. "Le Tueur 3D":
Thanks Seb looking forward to your release & Happy New Year!
This post has been edited by Paul B: 17 January 2018 - 08:53 AM
#8174 Posted 17 January 2018 - 01:51 PM
Paul B, on 17 January 2018 - 08:49 AM, said:
The whole point of the video seems to be falling snow and footstep sounds. He does realise both of those have been in many Duke mods for several years right?
If he hasn’t already I’d suggest he try out a few of the higher profile TCs like WGRealms, AMC TC to get a feel of what’s possible and what has already been done.
#8175 Posted 17 January 2018 - 02:40 PM
sebabdukeboss20, on 16 January 2018 - 05:08 PM, said:
Some of those would really fit DT Star wars mod!
Nice work I really like the Boss pigcop.
#8176 Posted 17 January 2018 - 03:08 PM
Micky C, on 17 January 2018 - 01:51 PM, said:
If he hasn’t already I’d suggest he try out a few of the higher profile TCs like WGRealms, AMC TC to get a feel of what’s possible and what has already been done.
By the way, TurboKid and Sebabdukeboss' sprites are very cool!
#8177 Posted 17 January 2018 - 07:50 PM
Perro Seco, on 17 January 2018 - 03:08 PM, said:
That's fine. The mod does look nice. I'm just wondering why the video seems to make a point of so strongly emphasising those two particular common features.
#8178 Posted 18 January 2018 - 04:36 AM
This post has been edited by Mark.: 18 January 2018 - 04:37 AM
#8179 Posted 18 January 2018 - 04:07 PM
The ones who played CandyMania will immediately recognise the similarity in level design.
#8180 Posted 22 January 2018 - 08:32 AM
#8181 Posted 22 January 2018 - 03:41 PM
Are you aiming for some kind of compatibility with eduke32 in terms of gameplay and con code as well?
#8182 Posted 23 January 2018 - 12:19 AM
Micky C, on 22 January 2018 - 03:41 PM, said:
It would be great to run Duke on my engine, but at most I'll try to parse DOS Duke CON scripts to reverse-engineer the gameplay in the future when the engine has working collision detection and visibility check routines. Also one will have to convert effector sprites into equivalent controllers.
#8183 Posted 26 January 2018 - 10:28 AM
I had to download 2 years old Mapster to get rid of that unbeliavably stupid autoselection (Mouse1) feature. But damn, it's fun to make maps/cars for Duke. But I've surrended in front of this new feature, and not gonna make an another megaepisode for Duke.
#8184 Posted 26 January 2018 - 02:11 PM
#8185 Posted 26 January 2018 - 03:19 PM
NightFright, on 26 January 2018 - 02:11 PM, said:
Well I already started it, and stopped after a while. Using two years old Mapster? Nooope... Using newest Mapster? No thanks, new selection feature makes go nuts, imho, completely pointless feature.
#8186 Posted 26 January 2018 - 03:43 PM
pmw, on 26 January 2018 - 03:19 PM, said:
#8187 Posted 26 January 2018 - 04:07 PM
#8188 Posted 26 January 2018 - 08:44 PM
Mike Norvak, on 26 January 2018 - 04:07 PM, said:
rumor has it there are some on the fringes of society that still use build
#8189 Posted 26 January 2018 - 10:19 PM
pmw, on 26 January 2018 - 10:28 AM, said:
I had to download 2 years old Mapster to get rid of that unbeliavably stupid autoselection (Mouse1) feature. But damn, it's fun to make maps/cars for Duke. But I've surrended in front of this new feature, and not gonna make an another megaepisode for Duke.
Are you going to share that master piece or keep it all to yourself? That's the nicest Build car i've ever seen.
This post has been edited by Paul B: 26 January 2018 - 10:20 PM
#8190 Posted 27 January 2018 - 10:34 AM
Paul B, on 26 January 2018 - 10:19 PM, said:
I doubt, there are some super cool looking cars made in this community, this is just one quickly made bad designed car.
But there you go: https://kk4.fi/u/videoauto.map <- use it however you want.
And about the Mapster issues, I guess I shared my thoughts about it on Simple questions thread, I guess.
But tl;dr using many years old Mapster is not really good thing. It works, but if you want to use newest Eduke, who knows what kind of compatibility errors you will face there? And new Mapster has very bad/strange(imho) selection tool which makes making maps really difficult and annoying. Even it's a new feature, it doesn't always mean it's good. Maybe someone likes it, but I don't. A selection tool like that works for 3D editors(Hammer,3dsmax), where you can actually drag your walls / sectors / items SAFELY... and that's not the case with the Mapster. So it's pointless tool and it's force binded to most used button, MOUSE1 (!).