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What are you working on for Duke right now?  "Post about whatever Duke related stuff you're doing"

#8380

View PostFantinaikos, on 05 June 2018 - 01:06 PM, said:

Also the related projects suffered a setback, Nuclear winter HRP and the Carribean HRP (which are NW+ and Vaca+ now?) still both build on an old version of polymost and without any adjournment to polymer. The last content slightly updated I remember is the D.C. HRP.


I believe the DC HRP is considered completed now ... I although I remember hearing that there were still one or two textures still in old style but they had considered it as not part of the DC pack in the first place and thus not worth changing or something >_> I think the last update included new custom soundtrack but I didn't get to check it yet ...
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User is offline   Perro Seco 

#8381

View PostTea Monster, on 04 June 2018 - 10:55 PM, said:

2006? Dude, what happened? Those are all from a looooong time ago.
I had a better computer back then. :P

View PostForge, on 05 June 2018 - 07:47 AM, said:

this is the polymost hrp hand in the current svn
Glad to see they're still included in the HRP! I thought they were totally replaced by the newer models. Sorry then for offtoping this thread... :(
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User is offline   Maisth 

#8382

Still putting some work into the Detain, here's a new photo i wanted to share.

Attached Image: duke0008.png
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User is offline   Kyanos 

#8383

Attached Image: duke0000.png
^I call this "nothing"

I'm prepping a code base for using EDuke32 in the next Ludum Dare. I have also been working on procedural content creation. Does anyone else have any interest in this stuff?
0

User is offline   Danukem 

  • Duke Plus Developer

#8384

View PostDrek, on 14 June 2018 - 02:18 PM, said:

I'm prepping a code base for using EDuke32 in the next Ludum Dare. I have also been working on procedural content creation. Does anyone else have any interest in this stuff?


I'm interested, but I don't have time to contribute anything at the moment. For the projects I'm thinking of, it's important that the procedural map construction be able to happen in EDuke32. One thing I wonder about is whether you can generate new wall points, or whether you have to have a pile of them already in the map.
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User is offline   Kyanos 

#8385

To the best of my knowledge you can't make new walls in game, I don't think you can destroy walls either, or even change wall count of a sector.

I have thought about how I'd make procedural maps. My thoughts have been to go with a modular approach, sort of like a temple run where certain modules can only lead into others. All this would need to be coordinated through a tagging system and sectors could be reused to make an endless runner type game if you monitor the sprites and clean up any messes before recycling.

As for my plans for maps, I'm going to make them in Mapster32 with a heavy dose of scripting and copy paste abuse. Using some con code I can fill areas with objects that fit the sectors environment (like spawning grass sprite on grass picnum floors...)

A few others things I've got going on are;
i) a midi song generator. Almost, it randomizes a chord progression of 5-10 notes, randomly picks a key, a couple instruments, timing... Spits out semi decent tracks. I switch key for the chorus using the circle of fifths, loop the verse riff twice, play the sequence backwards, I have percussion too. Basically I can run it a few times, get a tune that has whatever feel I'm going for, bring it into Anvil Studio and use the structure/inspiration to whip up a semi listenable midi song quickly. (it's my own python script that runs using pyknon to write the midi file)

ii) playing around with a few texture generators so far Texture Maker is supreme and I've been customizing scripts for it, command line abilities mean I should be able to generate thousands of tileable textures in seconds, pick a few hundred I like then use my new favorite trick of dir>dir.txt with notepad column editor to write a def file in under 1 minute.

iii) Blender scripting, add meatballs, convert to mesh, quick ugly unwrap, texture it, export to md3, poly2vox. I think I can make a couple enemies, pickups and environment models (voxels) in just a few hours. Also going with Blender for models leads straight into making HUD sprites for the weapons.

iv) that leaves sfx which is probably my weakest skill. Not too sure what I'll use, bxfr? I've been playing around with the general midi sound fx and audacity, can do a lot with it but not quick at all yet.

This post has been edited by Drek: 14 June 2018 - 06:03 PM

0

User is offline   Danukem 

  • Duke Plus Developer

#8386

View PostDrek, on 14 June 2018 - 05:51 PM, said:

I have thought about how I'd make procedural maps. My thoughts have been to go with a modular approach, sort of like a temple run where certain modules can only lead into others. All this would need to be coordinated through a tagging system and sectors could be reused to make an endless runner type game if you monitor the sprites and clean up any messes before recycling.


Yeah, a runner game is one of the two games that I have thought about in this context. In my version there would be an entire map loop already pre-made, but as you go through the loop a lot of things can change, including sprites, textures, slopes, wall point positions....lots of stuff. So you might have 5 total maps, with each one having zillions of variations due to on-the-fly changes. So I guess that wouldn't procedural map generation, just editing. For the record I was thinking about calling it either "Run N' Gun", or "Gun Runner", because the player would have guns. There's an invincible boss chasing you the whole time and if he catches up he crushes you and you die, so you have to just keep running and gunning your way through the course. After you survive a certain number of laps with procedural changes on each lap, you graduate to the next course (map).
0

User is offline   Jblade 

#8387

An in-game procedural map generator would be extremely useful (or rather I'm thinking more of slotting maps together like jigsaw pieces)
0

User is offline   Danukem 

  • Duke Plus Developer

#8388

View PostJblade, on 14 June 2018 - 08:21 PM, said:

An in-game procedural map generator would be extremely useful (or rather I'm thinking more of slotting maps together like jigsaw pieces)


Yep, that would be great for an open world sandbox type of game. That would be awesome if it worked kind of like Minecraft where the player could enter a seed and then the world was generated with like a 100 different map files making it up. I imagine it would be easiest to program and probably work smoothly if the maps were all exactly the same dimensions and had an identically shaped outer perimeter such that they could all fit seamlessly together (maybe a hexagon).

Posted Image
1

#8389

I bring the example of Warframe game, where maps are randomly generated as a merging of prefab "portions" linked with doors or passages of the same shapes
0

User is offline   stillTodd 

#8390

Perhaps teleporters would work? The map segments could be shaped differently relative to each other, and doorways/connecting passages might be easier to implement.

Just a random thought.
1

User is offline   Kyanos 

#8391

I just found Dooms procedural map generator :(

http://oblige.sourceforge.net/
0

User is offline   Sanek 

#8392

Silverball lives!

Posted Image

I worked on that thing about 4 months ago but stopped it due to unfortunate circumstances. I decided to return to it now, since I really like to make a game/mod like this.
I remember Trooper Dan was saying that he can't see any platforming in it, but it's obvious that he doesn't know what he's talking about. If only he played CandyMania, then he'll knew that I'm able to bring the experience!
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User is offline   Kyanos 

#8393

Attached Image: capt0000.pngAttached Image: capt0001.png
Oblige->Duke3D, needs some serious work to make finishable levels.
5

User is offline   Mark 

#8394

Even if the only thing that comes from this is a self generating stairs feature I'll be happy.
0

User is offline   TURBOKID 

#8395

Attached Image: Menu01.png
Attached Image: DukeEagle.gif
Attached Image: Shotty.gif
:(

And here the Devastator gif was too big to upload
Attached Image: 01DevsFPS13.png
Here for the gif

This post has been edited by TURBOKID: 24 June 2018 - 03:49 PM

7

#8396

Such smooth and clean animation O_O

Doesn't seem like you used Rotate Sprite like most people do when there's so many frames involved, does it ?
0

User is offline   Mark 

#8397

Its possible those weapon anims are not in the game yet and thats his graphics program displaying them. I guess he can answer that.
0

User is offline   TURBOKID 

#8398

Yeah the assumption would be correct, the sprites are all there in GIF how they will be in game. Anyone who saw Atomic Reloads messy beginnings will know this has been a long in development project, but i also have a small team working on our own original sprite based FPS. The extra frames are because while we were testing stuff for our own game, we made a little Duke Game for fun.

Attached Image: DukeScreen02.png

I still have to optimize everything or the mod :(
2

User is offline   TURBOKID 

#8399

Also heres my Trooper
Attached Image: Trooper01.png
And a female alien
Attached Image: FemaleAlien01.png
2

#8400

View PostTURBOKID, on 25 June 2018 - 06:10 AM, said:

Yeah the assumption would be correct, the sprites are all there in GIF how they will be in game. Anyone who saw Atomic Reloads messy beginnings will know this has been a long in development project, but i also have a small team working on our own original sprite based FPS. The extra frames are because while we were testing stuff for our own game, we made a little Duke Game for fun.

Attachment DukeScreen02.png

I still have to optimize everything or the mod :(


I see ^^

Personally I'm not a fan of Doom style huds >_> Are you planning a hud choice like in Kick Ass (which I still need to check out) or is it a prototype ?
0

User is offline   TURBOKID 

#8401

Well like i said this was on our engine for own FPS, but we did the duke thing for fun while we figured out bugs. The mod im not sure how i would accomplish this HUD as it changes everything about it, i had seen a Doom hud in Duke before, but wasn't sure how i would do it.

Some mugs for fun
Attached Image: DeadMugs.gif

I do have things that will be converted but didn't seem important enough to post
Attached Image: Egg01.GIF

(Click em' they are both gifs)

This post has been edited by TURBOKID: 25 June 2018 - 01:41 PM

4

User is offline   Perro Seco 

#8402

Man, all your screenshots look very good! However, I see that sometimes the weapons don't aim to the crosshair. Here are some examples; in the first one the pistols are aiming above the crosshair, and in the second one, which I suppose is a bit old, the chaingun should be a bit more to the left:

https://forums.duke4...attach_id=13201
https://forums.duke4...attach_id=11896

By the way, I think the Doom styled HUD is also pretty cool.
0

User is offline   TURBOKID 

#8403

Thanks man, were having mugshots in our game so i thought id try it, id love to get them in the mod at some point, and yeah the aiming is bad in that shot, my coder buddy been doing other things, and those gold blaster got replace by gold and steel eagles anyway. Regarding that old AR shot you posted, holy cow i guess i forget what i did too fast when i update. But that ripper was pantaloons. We had a new one made, though there was the chaingun cannon (laser type ammo) with an auto targeting screen attachment (Hens the design on the top of the body where the screen would usually go)

Attached Image: 34774660_1648750865243294_5943301089083260928_n.png

Attached Image: 35971940_1672825862835794_4783821444293328896_n.png

And the Ripper which shoots bullets

Attached Image: ConceptRipp06.png

There was a compact tactical Ripper originally designed but we just went with the those two
5

User is offline   TURBOKID 

#8404

The scrapped compact if anyone was interested

Attached thumbnail(s)

  • Attached Image: ConceptRipp03.png

4

User is offline   TURBOKID 

#8405

Is there anyone who would be willing to help me with sprite scaling?
This is of course not right

Attached Image: NotRight.png

This post has been edited by TURBOKID: 25 June 2018 - 06:59 PM

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#8406

 Perro Seco, on 25 June 2018 - 02:45 PM, said:

Man, all your screenshots look very good! However, I see that sometimes the weapons don't aim to the crosshair. Here are some examples; in the first one the pistols are aiming above the crosshair, and in the second one, which I suppose is a bit old, the chaingun should be a bit more to the left:

https://forums.duke4...attach_id=13201
https://forums.duke4...attach_id=11896

By the way, I think the Doom styled HUD is also pretty cool.


The second screen was actually shot by ME :( *vaunts vaunts*

That new ripper looks cool though, more futuristic and less ripped (pun pun lol lol) from DNF
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User is offline   Sanek 

#8407

Since the last time I worked on that game of mine, I had various people helping me with sprites, like Tea Monster.
However, considering that I don't need anything elaborate, I'm trying to make the "enemies" (rotating shapes) by myself, in app called Autodesk Inventor...here's a sample.

Attached thumbnail(s)

  • Attached Image: 22.png

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#8408

HAZARDS trilogy, part two.
Posted Image
7

User is offline   Ninety-Six 

#8409

Does that mean HEALTH was part one or was there one I missed?
0

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