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

#8551

View PostSeb Luca, on 26 October 2018 - 10:56 PM, said:

@Perro Seco : Ha ha, beautiful self-denial. Thank you, I'm happy if this little video has its own effect :lol: This episode uses a lot of light effects, so that's good news.

@MusicallyInspired : I have a 23 inch, and it's ok. I hope you did not have a torticolli? :P

@Forge : Not centred enough http://www.sebluca.com/DATAS/SMILEY8/edente.gif

@Santa : Moneeeeeey http://www.sebluca.com/DATAS/SMILEY6/waah.gif Cool remake of Duck Tales!




Duck Tales?
Oh I get it <_<
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#8552

Haven't had a lot of time do stuff in Mapster this weekend, like hoped I would
https://cdn.discordapp.com/attachments/309341856729268228/506325722739245056/duke0094.png
6

User is offline   Seb Luca 

#8553

View PostTruck Stop Santa Claus, on 28 October 2018 - 08:42 PM, said:

Duck Tales? Oh I get it <_<

It's not pejorative ;)
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#8554

Posted Image

https://cdn.discordapp.com/attachments/309341856729268228/506638501920374796/duke0097.png

This post has been edited by Truck Stop Santa Claus: 29 October 2018 - 05:56 PM

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#8555

Posted Image

https://cdn.discordapp.com/attachments/506593545424207872/508067614082465801/duke0101.png

Screenshot Saturday :dukegum:
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User is offline   Micky C 

  • Honored Donor

#8556

Not bad. Needs a fair amount more shading than what you've put in though. I can't see any in that first pic. Sometimes it's good to get the fundamentals right first before focusing on fancy things like custom art.
0

User is offline   Zaxtor 

#8557

for 324, I took the 323 and shrunken it for 324.

Couldn't find any HRP of few textures but buffed some original duke textures.

http://zaxtor.net/0324_dz.png

and others so I'm modifying the current 8bit ones into >256 colors
2

User is online   Danukem 

  • Duke Plus Developer

#8558


11

#8559

Holy shit! I feel sorry for the pig cop, that girl is stronger than the chaingun.

R.I.P. sweet piggy, we will miss your lovely grunts.

This post has been edited by The Battlelord: 05 November 2018 - 09:32 AM

1

User is offline   Perro Seco 

#8560

Great work and great sprites as always. But that high pitched voice... I guess I can stand it, but only if she doesn't talk too much. :D
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#8561

View PostMicky C, on 03 November 2018 - 03:51 PM, said:

Not bad. Needs a fair amount more shading than what you've put in though. I can't see any in that first pic. Sometimes it's good to get the fundamentals right first before focusing on fancy things like custom art.


Your probably right about priorities but I haven't forgotten

https://cdn.discordapp.com/attachments/309341856729268228/509204340465074177/duke0105.png
3

User is offline   Micky C 

  • Honored Donor

#8562

Yeah that's better. It could benefit a lot from some shadows as well, such as from those couches on the left, desk in the middle, and columns on the right. If you're up for it, some extra trimming on the walls, and potentially some beams or air conditioning ducts on the ceiling would also help.
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User is offline   TerminX 

  • el fundador

  #8563

Posted Image
https://media.giphy.com/media/3o7qDSOvfaCO9b3MlO/giphy.gif
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#8564

Is that 3D :wub:
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User is offline   Micky C 

  • Honored Donor

#8565

View PostTruck Stop Santa Claus, on 15 November 2018 - 10:46 PM, said:

Is that 3D :wub:


As opposed to...?
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#8566

I can't really tell whats going on in this screenshot
I maybe a little drunk
0

User is offline   OpenMaw 

  • Judge Mental

#8567

View PostTruck Stop Santa Claus, on 15 November 2018 - 11:10 PM, said:

I can't really tell whats going on in this screenshot
I maybe a little drunk


The texture on the box is rotated 90 degrees. https://forums.duke4.net/public/style_emoticons/default/smile.gif
2

User is offline   TerminX 

  • el fundador

  #8568

It's probably one of the biggest "game changers" for overall Duke mapping in the history of EDuke32.
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User is offline   Forge 

  • Speaker of the Outhouse

#8569

View PostTerminX, on 16 November 2018 - 07:55 AM, said:

It's probably one of the biggest "game changers" for overall Duke mapping in the history of EDuke32.

Checking my calendar to make sure it's not April 1st.

Much appreciated.

Taking requests?
Actual scaling of floor and ceiling textures instead of only being able to use "E"

https://thechive.files.wordpress.com/2018/11/animals-that-forgot-how-to-animal-properly-13.gif

This post has been edited by Forge: 16 November 2018 - 08:40 AM

4

User is offline   TerminX 

  • el fundador

  #8570

Need a new map format for that one.
1

User is offline   Forge 

  • Speaker of the Outhouse

#8571

View PostTerminX, on 16 November 2018 - 08:58 AM, said:

Need a new map format for that one.

Aw well. Thanks for replying. (probably to the same question for the Nth time)

The 90o rotation is pretty sweet.

This post has been edited by Forge: 16 November 2018 - 09:14 AM

0

User is offline   HellFire 

#8572

Nice stuff TX.
Does that works on all renderers?
Can we rotate sprites too?
1

User is offline   TerminX 

  • el fundador

  #8573

Yeah, it works on all renderers. Rotating sprites isn't a thing yet, but it probably should be...
4

#8574

Maybe some day after Ion Maiden comes out we can get the 3D skybox stuff from that game into Eduke32 :yes: :yes:
It's one the things I'm dying to play with in mapster 32
0

User is offline   Perro Seco 

#8575

View PostTruck Stop Santa Claus, on 17 November 2018 - 05:33 PM, said:

Maybe some day after Ion Maiden comes out we can get the 3D skybox stuff from that game into Eduke32 :yes: :yes:
It's one the things I'm dying to play with in mapster 32
That effect is already possible. Some mods used it years ago, and that was one of the reasons I came to this forum asking about it. Here's the thread, you may find it helpful.
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User is offline   oasiz 

  • Dr. Effector

#8576

All IM extensions are CON code. You should be able to replicate everything more or less.
There is currently less than ~1% difference in source code level between "duke" and "standalone" builds, differences are mostly just removals/minor changes of hardcoded stuff (i.e. bugfixing that may break legacy compatibility on minor things). Everything does still work with the latest eduke binaries on our dev builds.
Do keep in mind that in CON everything was coded from scratch so there is a TON of boilerplate code that is IM specific and might not work at all when put to duke as-is.
Access to IM's CON code is not yet supported or intended, that's more for the actual release. However porting of many things is possible in theory (not something we will do).
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User is offline   Mark 

#8577

"i.e. bugfixing that may break legacy compatibility on minor things"

Will a list be published on what those breaks are in case someone wishes to know if their older projects are affected?

This post has been edited by Mark: 18 November 2018 - 06:36 AM

0

User is offline   oasiz 

  • Dr. Effector

#8578

i.e. this was being addressed in one patch where it was fixed but reverted to more original behavior.


This affected stuff like escalators being broken in IM as the player was pushed forwards way too fast.
Right now I think it's proper fixed to match d3d speeds while being refactored.

Correct behavior is to be slower, d3d always had it way too fast. This fixed to be "proper" for IM.
0

User is offline   Forge 

  • Speaker of the Outhouse

#8579

View Postoasiz, on 18 November 2018 - 06:58 AM, said:

This affected stuff like escalators being broken in IM

the comment and the video don't match, so shotgunning it:

escalators have never worked right. They look like epileptic caterpillars, and I only know of a couple of maps that used them (*cough*Gambini*cough*).

Conveyors can be "fixed" via the gpspeed sprite, but that's a popular effect and a lot of d3d releases would be affected.

This post has been edited by Forge: 18 November 2018 - 07:50 AM

0

User is offline   Mark 

#8580

Conveyor belt speed was "wrong" before HHR was released. Unfortunately it didn't get "fixed" until shortly after release so I had to adjust it in the map and re-release the map. Now its been "fixed" again. If that fix means it reverted back to the old "broken" speed then the HHR map will be faulty again. <_<

I guess I'll just have to wait and see.

This post has been edited by Mark: 18 November 2018 - 08:06 AM

0

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