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What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#871 Posted 15 January 2010 - 11:08 PM
This post has been edited by Micky C: 15 January 2010 - 11:09 PM
#872 Posted 15 January 2010 - 11:35 PM
To see the lights in 3D mode press ' + X
#873 Posted 19 January 2010 - 06:25 AM
TX, on Dec 5 2009, 11:16 AM, said:
I coded true client/server multiplayer.
It features in-game joining.
It never goes out of sync, because it doesn't use a sync based system.
This is currently a prototype, but the code is now in svn, so you can be 1000% sure (not a typo) I'm making good on my claims, just like everything else I've dared to run my mouth about in the past.
More information forthcoming.
Hah, if it succeeds then it will be another step in the history of Duke.Pity it didnt happen earlier, each migration of players makes people move away from Duke.We've got so many events which confirms this...kali,dukesterx and now it's time for yang/meltdown(with xduke) to shutdown?!
For hardcore xduke players would be hard used to eduke gameplay but in my opinion they could do it like they could accept xduke when dos duke gone.
Watch out eDukers we are comming! ;D
This post has been edited by Juras: 19 January 2010 - 06:26 AM
#874 Posted 20 January 2010 - 02:04 PM
The Commander, on Jan 16 2010, 12:18 AM, said:
To edit most of them options you need to highlight the SE and press F8 in 2D mode.
Also, changing the OWNER member for the spotlight can give really nice looking effects if done correctly.
e.g. Change it to 9000 or 9001 if you have the Polymer HRP.
You can also define any other tile numbers.
This can be used to emulate a projector or similar.
EDIT: This might also explain why the flashlight in Fusion Redux displays the APLAYER sprite as IIRC the code changes the lights owner member to the APLAYER spawning the light.
I never realized this--that explains why many lights in my maps are putting funny textures on the floor and walls.
#875 Posted 20 January 2010 - 03:06 PM
Todd, on Jan 21 2010, 11:04 AM, said:
Unless you have modified code for your map that changes the owner member of the lights then that should not be happening.
If the owner member is left at -1 it will produce the no funny overlay.
#876 Posted 20 January 2010 - 04:10 PM
#877 Posted 20 January 2010 - 04:39 PM
Marked, on Jan 21 2010, 01:10 PM, said:
Press the numbers you want to be negative. then press " - " (One beside the backspace key)
#878 Posted 21 January 2010 - 02:44 AM
![Posted Image](http://i734.photobucket.com/albums/ww345/crimic01/eduke322010-01-1821-56-56-99.png)
![Posted Image](http://i734.photobucket.com/albums/ww345/crimic01/mapster322010-01-1820-26-07-79.png)
This one's a bit outdated, I've changed the white lights (if you can spot them) to orange.
![Posted Image](http://i734.photobucket.com/albums/ww345/crimic01/mapster322010-01-2120-50-07-17.png)
I've also added this room between the lava area and the office-maze as a kind of lobby, it's also quite interactive, like the locker room.
![Posted Image](http://i734.photobucket.com/albums/ww345/crimic01/mapster322010-01-2120-53-06-91.png)
and I've finally started adding office touches to the office (that's all I've done so far, I'll have to add more to that, and then start on the rest of the office
![;)](https://forums.duke4.net/public/style_emoticons/default/blink.gif)
Since I'm still a student and the summer holidays are almost over (that's right, I'm in the southern hemisphere, you have 3 guesses at where I am) I probably won't be able to work on it during the year, but I look forward to picking it up again next summer holidays. Hopefully the polymer renderer will be more stable and efficient by then.
#879 Posted 21 January 2010 - 03:17 AM
![;)](https://forums.duke4.net/public/style_emoticons/default/blink.gif)
#880 Posted 21 January 2010 - 04:28 AM
Then you will be able to move the textures of the walls as two individual pieces instead of one, that way you can line it up correctly.
#881 Posted 21 January 2010 - 04:32 AM
The Commander, on Jan 21 2010, 02:28 PM, said:
Then you will be able to move the textures of the walls as two individual pieces instead of one, that way you can line it up correctly.
Eh, howabout just pressing "o"?
#882 Posted 21 January 2010 - 05:26 AM
Mikko_Sandt, on Jan 22 2010, 01:32 AM, said:
Bah, I'm getting to old to remember all these keys.
#883 Posted 21 January 2010 - 10:39 PM
The thing is, when I get around to fine tuning it, I'm probably going to re-texture that room anyway
![;)](https://forums.duke4.net/public/style_emoticons/default/blink.gif)
#884 Posted 24 January 2010 - 02:20 AM
on the left, all the levels quotes so far and how they are layed out, and on the right, some very heavy use of polymer sector over sector
![Attached Image: eternitymap.png](https://forums.duke4.net/uploads/monthly_01_2010/post-1256-1264328350_thumb.png)
#886 Posted 24 January 2010 - 04:15 AM
![;)](https://forums.duke4.net/public/style_emoticons/default/blink.gif)
#887 Posted 24 January 2010 - 05:03 AM
#888 Posted 24 January 2010 - 09:45 AM
DanM, on Jan 24 2010, 01:20 PM, said:
Too much aliased to distinguish anything, but still cool to see some kick-ass mapping. Finally Duke's getting proper 3D-ness.
![;)](https://forums.duke4.net/public/style_emoticons/default/blink.gif)
#890 Posted 25 January 2010 - 04:00 PM
#893 Posted 26 January 2010 - 10:04 AM
Would be amazing to play as him in duke 3D
![;)](https://forums.duke4.net/public/style_emoticons/default/blink.gif)
#894 Posted 26 January 2010 - 12:17 PM
This post has been edited by CraigFatman: 26 January 2010 - 12:18 PM
#895 Posted 26 January 2010 - 04:52 PM
The idea is to make deathmatching a bit more fun.
@Spiker - ???? I'm not disputing this, I just want to know if you saw the same things I did.
This post has been edited by Tea Monster: 26 January 2010 - 04:53 PM
#896 Posted 30 January 2010 - 02:26 PM
http://www.youtube.c...h?v=iTlKAUfXYQw
#897 Posted 30 January 2010 - 02:57 PM
DanM, on Jan 30 2010, 02:26 PM, said:
http://www.youtube.c...h?v=iTlKAUfXYQw
That's cool! But I was hoping you would also show one with a moving camera.
#898 Posted 30 January 2010 - 04:04 PM
![;)](https://forums.duke4.net/public/style_emoticons/default/blink.gif)
#899 Posted 31 January 2010 - 01:06 AM
DanM, on Jan 30 2010, 07:04 PM, said:
![:P](https://forums.duke4.net/public/style_emoticons/default/cool.gif)
Saving the good stuff for later on I see.
![;)](https://forums.duke4.net/public/style_emoticons/default/blink.gif)