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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   TURBOKID 

#8170

View Postsebabdukeboss20, on 16 January 2018 - 05:08 PM, said:

Attachment library1.jpg

Some finished, others WIP.

Full sprite sheets here


I would love to collaborate with you!
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User is offline   TURBOKID 

#8171

New weapon sprite and finished a new fan and end level switch. Once i can figure out how to get these sprites centred ill be in business :dukecigar:

Attached Image: Pistol.png

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User is offline   Paul B 

#8172

I'm a bit late with this one, sorry Seb.

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

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User is offline   TURBOKID 

#8173

Attached Image: 2524.png Attached Image: 2525.png Attached Image: 2529.png
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User is offline   Micky C 

  • Honored Donor

#8174

View PostPaul B, on 17 January 2018 - 08:49 AM, said:

Here is his youtube video of what lays ahead. "Le Tueur 3D":


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.
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User is offline   Mike Norvak 

  • Music Producer

#8175

View Postsebabdukeboss20, on 16 January 2018 - 05:08 PM, said:

Attachment library1.jpg

Some finished, others WIP.

Full sprite sheets here


Some of those would really fit DT Star wars mod!

Nice work I really like the Boss pigcop.
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User is offline   Perro Seco 

#8176

View PostMicky C, on 17 January 2018 - 01:51 PM, 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.
What if he doesn't want to make the best mod in the world? :dukecigar:

By the way, TurboKid and Sebabdukeboss' sprites are very cool!
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User is offline   Micky C 

  • Honored Donor

#8177

View PostPerro Seco, on 17 January 2018 - 03:08 PM, said:

What if he doesn't want to make the best mod in the world? :dukecigar:


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.
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User is offline   Mark 

#8178

There is also the flying enemy and it's gib. New shooting sound.

This post has been edited by Mark.: 18 January 2018 - 04:37 AM

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User is offline   Sanek 

#8179

Now this looks more like a real map. :)

Posted Image

The ones who played CandyMania will immediately recognise the similarity in level design. :dukecigar:
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#8180

Still working on my custom engine which is able to import Duke3D resources (game art, sounds, and maps). About a week ago I began coding my "Brahma" renderer, which is conceptually similar to Build engine, but is not based on its source code. Now I'm trying to display stacked sectors using stacked wall sections like on the screenshot, the feature that I was striving to get to work in my LNGA mod. The map format my engine uses has a hierarchy of objects with simple properties, making the renderer more flexible. So far I've failed to make it faster than Build for complex maps; the renderer is still buggy and unoptimized and can't even handle sprites and masks, but it's only a matter of time.

Attached Image: CAPT0001.PNG
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User is offline   Micky C 

  • Honored Donor

#8181

Looks very interesting
Are you aiming for some kind of compatibility with eduke32 in terms of gameplay and con code as well?
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#8182

View PostMicky C, on 22 January 2018 - 03:41 PM, said:

Are you aiming for some kind of compatibility with eduke32 in terms of gameplay and con code as well?

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.
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User is offline   pmw 

#8183

I was bored and made a crappy car:

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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.
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User is offline   NightFright 

  • The Truth is in here

#8184

Ah crap, and I already had hallucinations of Tamduke 2 when seeing this. :dukecigar:
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User is offline   pmw 

#8185

View PostNightFright, on 26 January 2018 - 02:11 PM, said:

Ah crap, and I already had hallucinations of Tamduke 2 when seeing this. :dukecigar:


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.
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User is offline   Perro Seco 

#8186

View Postpmw, on 26 January 2018 - 03:19 PM, said:

Using two years old Mapster? Nooope...
What's the problem? I'm using a version from 2014 to build my TC and it works just fine.
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User is offline   Mike Norvak 

  • Music Producer

#8187

They go crazy everytime somone complains about new weird features, so yeah, better stick to an older synthesis.
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User is offline   Forge 

  • Speaker of the Outhouse

#8188

View PostMike Norvak, on 26 January 2018 - 04:07 PM, said:

They go crazy everytime somone complains about new weird features, so yeah, better stick to an older synthesis.

rumor has it there are some on the fringes of society that still use build
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User is offline   Paul B 

#8189

View Postpmw, on 26 January 2018 - 10:28 AM, said:

I was bored and made a crappy car:

Posted Image
Posted Image
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Posted Image


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

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User is offline   pmw 

#8190

View PostPaul B, on 26 January 2018 - 10:19 PM, said:

Are you going to share that master piece or keep it all to yourself? That's the nicest Build car i've ever seen.


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 (!).
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User is offline   Mike Norvak 

  • Music Producer

#8191

I switch from old to newer synthesis from time to time to get things done properly, probably it will cause some problems, so I hope players notice the problems and coders fix it :dukecigar:
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User is offline   Perro Seco 

#8192

View Postpmw, on 27 January 2018 - 10:34 AM, said:

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?
I'm not sure if I'm understanding this well, but EDuke32 is designed to play all maps made since 1996, so there shouldn't be any compatibility errors even if you use a nine years old Mapster32.

I insist on this because I want to see a new episode. :dukecigar:
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User is offline   pmw 

#8193

View PostPerro Seco, on 27 January 2018 - 11:36 AM, said:

I'm not sure if I'm understanding this well, but EDuke32 is designed to play all maps made since 1996, so there shouldn't be any compatibility errors even if you use a nine years old Mapster32.

I insist on this because I want to see a new episode. :dukecigar:


It's been over 2 years since I started TamDuke 2. I developed it for one month and stopped due to this Mapster problem. It was supposed to be a winter mod with even bigger maps than my last episode had. But two years and situation is still the same, so there wont be a new episode. But it's just me, I'm quite sure some other people don't care about the problem.
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User is offline   NightFright 

  • The Truth is in here

#8194

You cannot tell us this and expect us not to protest! New episodes are hard to come by these days!
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User is offline   Micky C 

  • Honored Donor

#8195

View Postpmw, on 27 January 2018 - 12:45 PM, said:

It's been over 2 years since I started TamDuke 2. I developed it for one month and stopped due to this Mapster problem. It was supposed to be a winter mod with even bigger maps than my last episode had. But two years and situation is still the same, so there wont be a new episode. But it's just me, I'm quite sure some other people don't care about the problem.


What auto selection feature are you talking about? Drawing a selection box? I admit it’s a pretty annoying and useless feature, as mapster wants to draw a box when you simply want to move a vertex. I gather it was put in because the World Tour devs (levellord etc) wanted it, however pretty much everyone else who’s used mapster consistently over the years doesn’t want it.

You can greatly minimise this problem by changing the radius at which a vertex can be dragged in the confit file. I can’t remember how off the top of my head.
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User is offline   Mark 

#8196

I'm pretty that select feature change was discussed previously including MickyC's workaround. I didn't like the change at first but within a week or two of using newer Mapster the mis-selecting happens so seldom I forgot about it.

However, I still haven't gotten used to the newer color scheme. :dukecigar:

This post has been edited by Mark.: 27 January 2018 - 04:01 PM

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User is offline   Forge 

  • Speaker of the Outhouse

#8197

View PostMark., on 27 January 2018 - 03:57 PM, said:

However, I still haven't gotten used to the newer color scheme. :dukecigar:

edit tiles.cfg file
find the section that reads: "Uncomment this group to get the [OLD_COLOR_SCHEME]"
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User is offline   Hendricks266 

  • Weaponized Autism

  #8198

View Postpmw, 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.

; Point and line highlight/selection distances
pointhighlightdist = 256
linehighlightdist = 1024


Is this what you're talking about?
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User is offline   pmw 

#8199

View PostMicky C, on 27 January 2018 - 03:33 PM, said:

What auto selection feature are you talking about? Drawing a selection box? I admit it’s a pretty annoying and useless feature, as mapster wants to draw a box when you simply want to move a vertex. I gather it was put in because the World Tour devs (levellord etc) wanted it, however pretty much everyone else who’s used mapster consistently over the years doesn’t want it.

You can greatly minimise this problem by changing the radius at which a vertex can be dragged in the confit file. I can’t remember how off the top of my head.


This. One guy wants it and it cannot be disabled from the configs, doesn't work for me.

View PostHendricks266, on 27 January 2018 - 04:19 PM, said:

; Point and line highlight/selection distances
pointhighlightdist = 256
linehighlightdist = 1024


Is this what you're talking about?


Not this. This is different thing. I want to disable the whole selection box drawing, I can do that with my SHIFT key. I don't want to do it by MOUSE1.
0

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