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

User is online   Zaxtor 

  • 1,424

#8641

On the HRP version of Oblivion im working on

In the original Oblivion in E3L1 the sky is plain blue, nothing.
but I will make it more spectacular for HRP.

I'm working on something cool, tested and works


An actual solar eclipse that occurs during the playing of the earliest levels of E3.
Not total eclipse but about 90%, will make outdoors quite dark for a bit.
Here is an example (in the middle of the eclipse)

The moon would move 4 pixels per 30 sec (ifcount 900).
if you let say finish the level before the eclipse is over, in the next level it will still be where it were as in the previous level.
The sun part of the sky take will be small in KB size so it wont cause lag each frames movement.
Rest of sky ranging >2kb to <7kb
Posted Image

Trequonia TC's Status:
Levels : 100% done - Textures : 100% done - Sounds : 100% done - Musics :100% done
Mod is finished, going to test it.
Trequonia's Official website
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User is offline   TheDragonLiner 

  • 266

#8642

Originality FTW !!
BTW, although it must not be your priority, do you intend to (re)make weapons for the HRP version or will you keep them exactly the same ?

If you say you've never had any problem with doors in Build Engine games, you're a liar.

This post has been edited by TheDragonLiner: 26 December 2018 - 11:56 PM

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User is online   Zaxtor 

  • 1,424

#8643

Well might improve (more colors)

Will be similar to Trequonia except better etc

Is still under construction.

Those trees shortly after got HRP'ized

Trequonia TC's Status:
Levels : 100% done - Textures : 100% done - Sounds : 100% done - Musics :100% done
Mod is finished, going to test it.
Trequonia's Official website

This post has been edited by Zaxtor: 27 December 2018 - 12:35 AM

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User is offline   Sanek 

  • 584

#8644

The main menu screen...without the actual menu. :P

Attached Image: MENU.png

In theory, the thing is almost done. I really, really wanted to release it this year but since it takes Mblackwell the eternity to respond, it looks like we're not going to make it this year. Well, at least you know what's coming in January. Happy new year!
1

User is online   Trooper Dan 

  • Duke Plus Developer
  • 3,316

#8645

Are you waiting on some menu related knowledge?
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User is offline   Sanek 

  • 584

#8646

Yes. And one enemy don't work as it should.
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User is offline   Photonic 

  • 1,248

#8647

View PostMark, on 26 December 2018 - 08:03 PM, said:

Its good to see you back in action after all this time.

Thanks, I finally did get to play some dukematch on this. Converted the whole thing to SDM, it needs polymost and the extra weapons fit nicely. Great DM mod.
Attached Image: capt0000.png
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User is online   Trooper Dan 

  • Duke Plus Developer
  • 3,316

#8648

View PostSanek, on 31 December 2018 - 05:49 AM, said:

Yes. And one enemy don't work as it should.


Did Mblackwell agree to be a co-creator on this project? If not, then it is extremely weak to allow your whole project to come to a screeching halt because someone isn't replying to a question.
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User is offline   Sanek 

  • 584

#8649

View PostTrooper Dan, on 31 December 2018 - 04:39 PM, said:

Did Mblackwell agree to be a co-creator on this project? If not, then it is extremely weak to allow your whole project to come to a screeching halt because someone isn't replying to a question.


Well, initially I stopped working on it, then he wrote to me and we worked on it again. But yeah, of 7+ month of continued development, about 3 was spent simply waiting for the code. He's busy with Ion Maiden so I understand why it takes him so long. On the other hand, it was painful but I guess it's too late to work with another person, so I guess we'll go all the way.
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User is offline   Tea Monster 

  • Polymancer
  • 2,061

#8650

Not right now, but recently.

I made the sub and it's interior, but the rest of the level geometry is by Syndroid.

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This post has been edited by Tea Monster: Yesterday, 10:15 AM

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User is offline   brullov 

  • BAZINGA!
  • 843

#8651

T, are you allowed to leak DNR stuff?
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User is offline   Tekedon 

  • 51

#8652

I thought DNR was cancelled? :huh:
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User is offline   Ninety-Six 

  • 71

#8653

Is that the Serious Engine...?

...Because that totally looks like SS3.

This post has been edited by Ninety-Six: Today, 05:46 AM

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User is offline   Tea Monster 

  • Polymancer
  • 2,061

#8654

View Postbrullov, on 18 January 2019 - 02:41 AM, said:

T, are you allowed to leak DNR stuff?


Probably not, no. I mean, I never asked them, but I'm assuming not. I've never had anything to do with that project, but It isn't something I'd do anyway, but thanks for asking.

View PostNinety-Six, on 18 January 2019 - 03:34 AM, said:

Is that the Serious Engine...?...Because that totally looks like SS3.


Yup!

https://steamcommuni.../?id=1432570016

https://www.shacknew...o-come-get-some
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User is offline   Ninety-Six 

  • 71

#8655

The HUD gave it away. Someone should upload a playthrough of that, too...
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User is online   Zaxtor 

  • 1,424

#8656

worked on probably one of the coolest garage door I've ever made "soo far"


Trequonia TC's Status:
Levels : 100% done - Textures : 100% done - Sounds : 100% done - Musics :100% done
Mod is finished, going to test it.
Trequonia's Official website
5

User is offline   brullov 

  • BAZINGA!
  • 843

#8657

View PostZaxtor, on 18 January 2019 - 11:26 AM, said:

worked on probably one of the coolest garage door I've ever made "soo far"
https://www.youtube....h?v=QmIn10arB1U


View Postzykov eddy, on 03 December 2014 - 04:47 PM, said:

Gotta love the diagonal elevator effect, looks really cool. As for myself, I also have some interesting Build porn on my computer.

A tricky garage door.

A garage door that works almost like a real one!

Posted Image

Can't explain how it works, though - download the example map and see for yourself. There's a lot of limits, for example you can't keep it in the middle of the room, it has to be in the corner so you could build a door mechanism inside the wall nearby.

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User is online   Zaxtor 

  • 1,424

#8658

I saw that one, it's a classic.

Mine all the 2 ceiling segment becomes garage door texture and when closed (metal frame like in pic)
So mine uses code and duke effects hybrid (my door can actually crush you if you stand underneath it when closing)
Custom effectors too
Bright green, segment 1 (pal 6)
Dark green segment 2 (pal 8) like 6, they use "setsector[THISACTOR].ceilingypanning xxx" combined with vars for diff movements.
Black one controls texture change in small sector (pal 4)
brown one controls the timer and sounds (pal 7)

SE on ceiling lowers ceiling a bit while the effector with Pal 4 changes texture with "setsector[THISACTOR].ceilingpicnum xxxxx"
uses the slide door effect to stretch while the ceilingpanning calibrates with it

while the white garage door one in your pic you shown,
2nd ceiling segment becomes bricky ceiling while 1st one stays garage door texture.

here when is (in mapster mode) , is opened in mapster mode cus it uses the SE32 angle down

Posted Image

PS
I can add more segments to make it "rounder" but would requires more coding, more sectors etc

Trequonia TC's Status:
Levels : 100% done - Textures : 100% done - Sounds : 100% done - Musics :100% done
Mod is finished, going to test it.
Trequonia's Official website

This post has been edited by Zaxtor: Today, 12:48 PM

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