What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#8260 Posted 06 March 2018 - 06:53 AM
#8261 Posted 06 March 2018 - 12:49 PM
P.S. I think I will make a proper announcement theard very soon if everything works out.
This post has been edited by Sanek: 06 March 2018 - 12:59 PM
#8262 Posted 06 March 2018 - 02:40 PM
Sanek, on 05 March 2018 - 03:20 AM, said:
Anyway...here's another shot of the same room, with the new spotlight sprite...and more shadows

By the way, will the mod have weapons?
#8263 Posted 06 March 2018 - 03:15 PM
Perro Seco, on 06 March 2018 - 02:40 PM, said:
Nope. It terms of gameplay, it will be identical to CandyMania, with a minor new features.
#8264 Posted 06 March 2018 - 05:38 PM
Splendid room, Sanek ^^
#8265 Posted 06 March 2018 - 07:19 PM
#8266 Posted 06 March 2018 - 07:30 PM
Seb Luca, on 06 March 2018 - 05:38 PM, said:
Splendid room, Sanek ^^
I think the ones in conoklast's screenshot look a lot better.
The triangles are too sharp (for a lack of better word) to suit the visuals.
#8267 Posted 06 March 2018 - 11:56 PM
Micky C, on 06 March 2018 - 07:30 PM, said:
It's smells like Photoshop result
This post has been edited by Seb Luca: 06 March 2018 - 11:58 PM
#8268 Posted 07 March 2018 - 12:19 AM
Seb Luca, on 06 March 2018 - 11:56 PM, said:
Yes it is, just use alpha blending. The effect is used in the AMC TC, Ion Maiden, and I assume the Total Meltdown mod.
#8269 Posted 07 March 2018 - 03:16 AM
Micky C, on 07 March 2018 - 12:19 AM, said:
Speaking of AMC TC, here's a spotlight I found in the mod. The black background is present in the file already. Somehow, in AMC TC you can hide that black thing by making it transparent (T). However, it's impossible to do so in vanilla Duke.
#8270 Posted 07 March 2018 - 03:35 AM
#8271 Posted 07 March 2018 - 07:33 AM
(asking for help on every step of the way - game development at it's best!)
This post has been edited by Sanek: 07 March 2018 - 07:41 AM
#8272 Posted 09 March 2018 - 11:24 PM
Video to show
#8273 Posted 10 March 2018 - 10:51 AM
#8274 Posted 10 March 2018 - 11:45 AM
Same as for polymost mode.
In polymer mode you can do freaken cool effects.
Also you save sectors for lighting effects.
is like the room has more sectors than shown in mapster
PS
Is cool that sprites acts like real walls and shadow casts on em too, so as mobs etc
This post has been edited by Zaxtor: 10 March 2018 - 11:46 AM
#8275 Posted 10 March 2018 - 01:55 PM
#8276 Posted 10 March 2018 - 02:49 PM
Lots of caves will be inside that floating island
#8277 Posted 10 March 2018 - 02:50 PM
Colors aren't 100% red.
Some has example
217 22 7 (settings on SE)
#8279 Posted 14 March 2018 - 01:29 AM
Pretty interesting monster.
I heavily altered a pigcop.
I changed color, made the burn marks and the glowing ember effects,
Turned into those nasty charred pigs known as Tormented pigs.
They're pigcops from hell, kinda.
They're eyeless (they're eyes are plucked out of their head).
These pigs spreads fire randomly when walking around.
Their shotgun attack is pretty same as normal pigcop except they have more health.
When they get hit they kinda dematerialize and rematerialize.
Creature effects is kinda inspired on the sci-fi horror movie Event Horizon, Hellraiser and Silent Hill (film).

The video
#8280 Posted 14 March 2018 - 11:47 AM
Zaxtor, on 14 March 2018 - 01:29 AM, said:
By the way, sorry for saying this, but player's shotgun fire animation looks very bad. I appreciate the work on the HRP, but I think it should be fixed, along with a better hand models. I remember the HRP from 2006, when I first played Duke 3D, and it was way better.
#8281 Posted 14 March 2018 - 12:35 PM
I'm sure some more modern feature of HRP will come in the future with more fluidistic movements etc for shotgun animation etc.
The L.A.R.D were former pigcops of LA.
Some unknown event happened and they became "more evil" than normal pigcops.
Similar to Event Horizon event.
Extreme sadism, cannibalism, sadomasochism, torture etc.
And they gouged their own eyes out and more.
This post has been edited by Zaxtor: 14 March 2018 - 12:36 PM
#8284 Posted 14 March 2018 - 02:39 PM
Trooper Dan, on 14 March 2018 - 02:20 PM, said:
This would be awesome to use in Atomic Crisis! It would be nice to have this roaming the streets of NYC.
#8285 Posted 14 March 2018 - 04:14 PM
Trooper Dan, on 14 March 2018 - 02:20 PM, said:
Does it use locators to move like the recon vehicle?
#8286 Posted 14 March 2018 - 06:14 PM
Perro Seco, on 14 March 2018 - 04:14 PM, said:
Does it use locators to move like the recon vehicle?
Yes, it has its own type of sprite similar to locators. You could actually have PIGSUV and RECON in the same map.
The size of the sprites does make it more challenging, but there are some tricks and things to keep in mind. First, the angle must be under careful control at all times. If it looks jittery then the illusion is spoiled. So no hardcoded seekplayer stuff, or allowing it to instantly face what is shooting at it, and so on. Second, the smoke sprites when the tires skid and sound effects connect it to the rest of the world so it doesn't seem like it's just floating -- also distracts from the fact that the tires don't animate. Third, by making it move fast, the player doesn't get an opportunity to walk around it and see the abrupt sprite angle transitions; but those abrupt transitions seem fine when it is speeding past.
The sprite sheet had a huge number of tiles, mainly because it had the pigcop in the sun roof facing every possible angle and shooting in every possible angle -- and it had all of those angles for each angle the SUV could be facing, and more. There were about 155 tiles in it! I ended up using only 16 for the SUV, plus a few of the debris tiles (license plate and wheel so far). Making the pigcop constantly face towards the player whenever he pokes his head out made life much easier.
#8287 Posted 14 March 2018 - 06:43 PM
Is the pig cop on top a seperate sprite then?
#8288 Posted 14 March 2018 - 06:52 PM
Micky C, on 14 March 2018 - 06:43 PM, said:
Is the pig cop on top a seperate sprite then?
No, that would be glitchy.
5 angles of the SUV with all pigcops inside (using view mode 5, not 8, because the car has bilateral symmetry)
5 angles of the SUV with a pigcop on the roof and facing the player, not shooting
5 angles of the SUV with a pigcop on the roof and facing the player, shooting
The destroyed SUV
I'm not counting the license plates, wheel, etc
#8289 Posted 19 March 2018 - 05:57 PM
Sand liztroops
They're like sand and we can see through em.
Their attacks are like the normal one but they have special abilities (will be a surprise when played).

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