Duke4.net Forums: What are you working on for Duke right now? - Duke4.net Forums

Jump to content

  • 316 Pages +
  • « First
  • 288
  • 289
  • 290
  • 291
  • 292
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic

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

User is online   Sanek 

#8671

Coming VERY Soon!

https://psv4.userapi.com/c848220/u13304397/docs/d18/12a85cb6c886/SBZ_MENU.png?extra=neWSHl1YzWf5djXrYVKrT9yBtRKXoV_xBAGv8lz_6iz3k2ZmV2mWz1KY62DW1KpbM6WKgix9a-jjK0NW-u5TATOYJ2X2No9T0evprI3ThPe8h5PUbXXeNmcCQj9-2807I7wQIIhA8Eh200pkKfJOlWU

https://psv4.userapi.com/c848028/u13304397/docs/d11/46ade3590203/duke0003.png?extra=YRrfaTqtrShbOV8rzVfeXiapPehKzKiBE2LPBnRo03gqCUKZZST4IEehvVAAuNlCitqGsQEPluyxiheQ57_EMqGZ--oULTBF0i8iZj94YYNmHMgix-WPJOhsozQx-HJFqTMELs-Zud7kBIy0x52Wu-4

EDIT: attached pics in case you don't see it.

Attached thumbnail(s)

  • Attached Image: SBZ_MENU.png
  • Attached Image: E111.png


This post has been edited by Sanek: 22 February 2019 - 09:29 AM

3

User is offline   MusicallyInspired 

  • Buy Mage's Initiation!

#8672

Images are broken links. :(
0

User is offline   Diaz 

#8673

View Postblizzart, on 22 February 2019 - 06:46 AM, said:

I would love to see what you did so far. The screenshots looked fantastic and more than promising.
Any chance to get a download for this? :D B)


Well I would need to get it to a releaseable state first, and it's not one of my priorities... plus it's not 1999 and I'm not sure I could release ot with all the stuff from other games like I did with the first Fusion. World has become crazy in all these years.
0

User is online   Sanek 

#8674

Attached pics in case you don't see them.
It displays properly for me...
1

User is online   Sanek 

#8675

SilverballZ will be released in just 2 hours. B)
3

User is offline   Tea Monster 

  • Polymancer

#8676

I'm making a high-res version of the Moon Shuttle for Syndroid's Serious Sam Fusion Duke mod.

https://i.imgur.com/85AZE68.jpg
6

User is offline   Mark 

#8677

It doesn't look like the sprite. :lol:
0

User is offline   Micky C 

  • Honored Donor

#8678

https://forums.duke4...three-released/



http://media.giphy.com/media/rl0FOxdz7CcxO/giphy.gif
2

User is offline   oasiz 

  • Dr. Effector

#8679

Posted Image

Big thanks to Nuke.YKT for some new additional fixes (that should go live soon)
From what I can see after some testing, polymost has surpassed classic in terms of TROR rendering stability as it seemed to handle a few corner cases better than classic did.

Apparently mirrors aren't in, but this alone should allow SO much more to be done without going classic-only or polymer.
Still needs more testing but these patches will be a game changer for polymost TROR.

Compared to the current "v1 patch" from the other day, sprites render much better and everything overall is much more stable.
5

User is offline   Danukem 

  • Duke Plus Developer

#8680

I haven't looked into this at all lately, but in the past I know there have been issues with actors being able to pass through TROR layers (i.e. getting stuck or lacking visibility where the player would have no problem). If this hasn't been done already, it would be good if this were handled at the source level, so that scripters didn't need to add special hacks to allow actors to traverse the TROR world.
3

User is offline   Micky C 

  • Honored Donor

#8681

Man, it's a great time to be a part of the eduke community!
0

User is online   Ninety-Six 

#8682

View PostMicky C, on 06 March 2019 - 02:48 PM, said:

Man, it's a great time to be a part of the eduke community!

damn straight. Alien Armageddon, AMC E3, the resurrection of WGR2...
0

User is offline   Micky C 

  • Honored Donor

#8683

Ion Maiden of course, and the countless, countless eduke32 improvements that are directly or indirectly related to Ion Maiden.

Not to mention the all-new eduke32 ports for Redneck Rampage and Blood, of which the developer has been improving TROR in polymost.
0

User is offline   Perro Seco 

#8684

View PostMicky C, on 06 March 2019 - 04:50 PM, said:

the developer has been improving TROR in polymost.
I hope they don't forget about classic renderer, otherwise I'll not be able to enjoy those TROR improvements.
0

User is offline   Micky C 

  • Honored Donor

#8685

TROR already works relatively well in classic if you have half a clue what youíre doing. Iíve pulled off some REALLY complex in the classic renderer in the AMC TC. Keep in mind that TROR was originally devised as a polymer-only feature, and that weíre quite lucky it came to classic in the first place, and that itís as stable as it is.

If polymost TROR is at least as stable as classic, this is absolutely huge news.
Once the new version is available, Iíll stress test it to see how good it really is. The picture oasiz posted looks promising.

This post has been edited by Micky C: 06 March 2019 - 05:40 PM

0

#8686

TROR is for pussies!
Spoiler

4

User is offline   Perro Seco 

#8687

View PostMicky C, on 06 March 2019 - 05:39 PM, said:

Iíve pulled off some REALLY complex in the classic renderer
Me too. In fact, current TROR is enough for me. I meant enjoying the new improvements as a player.

View PostHigh Treason, on 06 March 2019 - 07:02 PM, said:

TROR is for pussies!
Can I know how you did it? I'll understand if you prefer to keep it as a secret until the map is released, but I ask because I'm curious to know how can be that possible without EDuke32. Very impressive!
0

User is offline   Tea Monster 

  • Polymancer

#8688

Blocking sprites?

The new ZBrush is out and it has a few render filters built in. One is actually a 'retro game' filter.
https://i.imgur.com/byRl0Qy.jpg
7

User is offline   Perro Seco 

#8689

View PostTea Monster, on 07 March 2019 - 03:15 PM, said:

Blocking sprites?
I'm asking about the sloped roof.
0

User is offline   MusicallyInspired 

  • Buy Mage's Initiation!

#8690

n/m

This post has been edited by MusicallyInspired: 07 March 2019 - 04:03 PM

0

User is online   Ninety-Six 

#8691

Damn, that filter actually looks kinda legit.
0

User is offline   Micky C 

  • Honored Donor

#8692

View Postoasiz, on 06 March 2019 - 10:58 AM, said:

https://cdn.discordapp.com/attachments/461290354726010891/552926436315496449/capt0018.png

Big thanks to Nuke.YKT for some new additional fixes (that should go live soon)
From what I can see after some testing, polymost has surpassed classic in terms of TROR rendering stability as it seemed to handle a few corner cases better than classic did.

Apparently mirrors aren't in, but this alone should allow SO much more to be done without going classic-only or polymer.
Still needs more testing but these patches will be a game changer for polymost TROR.

Compared to the current "v1 patch" from the other day, sprites render much better and everything overall is much more stable.


This is taking forever to come out. The AMC TC Episode 4 will probably be released first :P
0

User is offline   oasiz 

  • Dr. Effector

#8693

Should be getting it soon I believe. Nuke has been a machine and worked on some other stuff also meanwhile.
I expect there to be a patch/merge and builds soon enough on synthesis. I guess we want to catch any possible side-effects as It's not just plain TROR related bugs that these patches address.

Need to add that island sectors still behave the same as they do with classic so there are still the limitations otherwise.
0

User is offline   oasiz 

  • Dr. Effector

#8694

Can't say how excited I am about the next patch, tons of cool stuff lined up!

Things like,
VBOs for voxels
Approximate software renderer's relative aligned textures (very close to classic now in poly)
More accurate shading steps for polymost
Very good TROR support for polymost
Masked texture support on slopes (TROR in classic)
One controversial change, bound to be very welcome by mappers :)

In one (rather heavy) test case I managed to get 60fps to 300fps with voxels.. crazy stuff.
We've been testing a lot of this stuff in IM and it's crazy.

Been bugging TX constantly to push these changes :D
It's very close to release though and we've managed to fix a few annoyances meanwhile.

Huge props to Nuke.YKT for unfucking polymost.
Can see his changelogs here btw: Github nblood

That one big change is still pending but other than that, I think things are mostly done.
3

User is offline   Danukem 

  • Duke Plus Developer

#8695

View Postoasiz, on 18 March 2019 - 10:34 AM, said:


VBOs for voxels



Took a look at those changelogs and you weren't kidding. So does VBO on voxels mean we can change their pitch and roll just like models now?
0

User is offline   oasiz 

  • Dr. Effector

#8696

Mostly just perf related for now. Huge improvements on that front.
0

User is offline   Micky C 

  • Honored Donor

#8697

Funnily enough, I was just about to ask about the eduke update. Now I'm really looking forward to it.

View Postoasiz, on 18 March 2019 - 10:34 AM, said:

One controversial change, bound to be very welcome by mappers :)


Let me guess, you can see blocked walls again in 2D mode https://forums.duke4.net/public/style_emoticons/default/ohmy.gifhttps://forums.duke4.net/public/style_emoticons/default/wink.gif
0

User is offline   oasiz 

  • Dr. Effector

#8698

2D mode walls are taken from the basepal, you could probably edit your own basepal.raw that applies to 2D mode only. It's based on the closest pal entry it can find, you won't find strong magentas in Duke.
I think original build was hardcoded to EGA 16 colour palette instead, where it was quite bright.
For IM they look rather bright since we have some nice purple/pink hues in the palette.

...And this change is way more than that :D
0

User is offline   oasiz 

  • Dr. Effector

#8699

changelog1
changelog2
https://dukeworld.co...nthesis/latest/

Controversial change
Spoiler

4

User is offline   TerminX 

  • el fundador

  #8700

Yes, these changes will likely break maps and random CON mods related to jumping, etc. Let us all work together toward a brave new world in which you cannot pass through solid walls and metal grates in sewers do not cause you to explode.
0

Share this topic:


  • 316 Pages +
  • « First
  • 288
  • 289
  • 290
  • 291
  • 292
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks not owned by Voidpoint, LLC are the sole property of their respective owners. Play Ion Fury! ;) © Voidpoint, LLC

Enter your sign in name and password


Sign in options