
What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#9031 Posted 29 December 2019 - 08:46 AM
@brullov: your screenshots are always such a tease. Masterful attention to detail, I really wish I could play around the locations you regularly post. Also, that's one really classy couch.
This post has been edited by ck3D: 29 December 2019 - 08:48 AM
#9032 Posted 29 December 2019 - 03:45 PM
Anyway, it's slowly keeps going somewhere.
P.S. I've reached 1000 upvotes. So long road since 2012. Love you all, this community is a second home for me, rly.
P.S.S. Happy New year!
#9033 Posted 29 December 2019 - 11:06 PM
#9034 Posted 30 December 2019 - 12:15 AM
- Well done for these special features that you added: health bar above enemies, the flashlight, ...
- Mmmmh ... M60 !!!!!!! :lol: <3
#9035 Posted 30 December 2019 - 12:29 AM
Looks nice! Could you make weapons low res size? We need crispy pixels :>
#9036 Posted 30 December 2019 - 08:34 AM
Seb Luca, on 30 December 2019 - 12:15 AM, said:
- Well done for these special features that you added: health bar above enemies, the flashlight, ...
- Mmmmh ... M60 !!!!!!! :lol: <3
The helicopter Flies you in for the start of the mission, then kind of hovers against the opening in the wall, but for now I just used the helicopter sprite from NAM until I get around to making my own. :lol:
And to be honest those little things are just part of the AWOL mod, I'm not much of a wiz with CON files, although I am trying to learn. If I could figure out how to get more frames into weapons firing, and add reload animations to every weapon I would be in heaven :)
This post has been edited by 11bush: 30 December 2019 - 08:37 AM
#9037 Posted 30 December 2019 - 10:57 AM
brullov, on 29 December 2019 - 05:15 AM, said:
This kind of reminds me of Alejandro Glavic's Welcome Home for some reason. Which is a very good thing indeed.
#9038 Posted 30 December 2019 - 12:03 PM
Jesus is King, on 30 December 2019 - 10:57 AM, said:
Just played it. Amazing map, thanks for sharing. People made such great work in 2002, wow.
#9039 Posted 30 December 2019 - 03:49 PM
#9040 Posted 30 December 2019 - 07:52 PM
11bush, on 29 December 2019 - 11:06 PM, said:
You know, I don't think I've heard of this one. What is it?
This post has been edited by Ninety-Six: 30 December 2019 - 07:52 PM
#9041 Posted 30 December 2019 - 08:56 PM
Ninety-Six, on 30 December 2019 - 07:52 PM, said:
It's an old mod that was never really released, but they eventually just released what they had, which wasn't really playable as there were no finished maps, and a lot of unfinished stuff. I've just been working with what I can to try to make something playable for fun, and I guess nostalgic reasons. :lol:
https://forums.duke4...he-awol-project
This post has been edited by 11bush: 30 December 2019 - 08:57 PM
#9042 Posted 30 December 2019 - 09:03 PM
11bush, on 30 December 2019 - 08:56 PM, said:
https://forums.duke4...he-awol-project
Ah, that explains it,
#9043 Posted 30 December 2019 - 10:15 PM
#9044 Posted 30 December 2019 - 10:41 PM
This post has been edited by 11bush: 30 December 2019 - 10:43 PM
#9045 Posted 31 December 2019 - 12:03 PM
Radar 100 Watts, on 29 December 2019 - 11:43 AM, said:
I appreciate that but please don't hold your breath for it either, what I have in mind for the whole thing is pretty ambitious and I'm only 1.25 maps in, let alone the .con coding and whatnot. Given my current productivity rate my estimation is, by the end of 2020 I should be about halfway through it all.
Second map is starting to resemble Anslem quite a bit, which I didn't see coming. Hadn't touched it in a few days and just today I added a good 200 sectors to it. It feels very different from the previous map as well which is a relief as I was a bit afraid to repeat myself (which would ruin the whole idea of the project, actually). Steady cruise is steady.
This post has been edited by ck3D: 31 December 2019 - 01:27 PM
#9046 Posted 31 December 2019 - 05:19 PM
PS : Happy New Year, folks :)
This post has been edited by Seb Luca: 31 December 2019 - 05:20 PM
#9047 Posted 03 January 2020 - 10:09 PM
ck3D, on 31 December 2019 - 12:03 PM, said:
Second map is starting to resemble Anslem quite a bit, which I didn't see coming. Hadn't touched it in a few days and just today I added a good 200 sectors to it. It feels very different from the previous map as well which is a relief as I was a bit afraid to repeat myself (which would ruin the whole idea of the project, actually). Steady cruise is steady.
Lemme know if there's anything I can do to help you, man. I can do really basic CON shit and hook you up with art.
#9048 Posted 04 January 2020 - 01:24 AM
HorseDongSub69, on 03 January 2020 - 10:09 PM, said:
Thanks man, I appreciate the offer (and I also remember you posting quality stuff in a style that caught my attention in the resources thread, a good while back). Honestly though, it's still a bit too early for me right now to know where I'm going with this project in detail myself (the concept for the episode is pretty basic and nothing that's never been seen before, but I keep getting ideas of how to expand on it) so, if I'm ever to involve contributors, it will most likely be around later stages of development when my vision is more refined and requests can be more specific, otherwise I'd just waste their time having them work on elements I might end up ditching. I did take due notice of your interest though, and will remember it for real if I ever need a hand when the structure of the episode is more complete.
Added more to map 2 yesterday, it's roughly 700 sectors now. Might post screenshots sometime next week or so, but again in its current state the map is so spread out most areas are still lacking a lot of the detailing and all the so-called impressive, bigger scale, open space type of locations I don't want to post and spoil either. On the way though...
This post has been edited by ck3D: 04 January 2020 - 01:27 AM
#9049 Posted 04 January 2020 - 05:09 PM
#9050 Posted 06 January 2020 - 12:18 AM
HorseDongSub69, on 04 January 2020 - 05:09 PM, said:
Yeah I'm pretty familiar with that thread, honestly I've probably spent a day or two of my life that I'll never get back (but I don't regret the investment) pretty much living in there skimming through old posts and whatnot. I'm still undecided as to whether or not I want new art for urban decoration etc. since the challenge and motivation I currently find in this project has quite a lot to do with relying on nothing but the stock tiles to see if I can manage to emulate completely different architectural styles from level to level nonetheless, as though to demonstrate (to myself?) how versatile the original artwork can be, but that's for now and I'm considering new monsters anyway, that's probably when help with art and coding might come in handy first. Maybe when at that stage, I'll be able to look back on all the maps and realize whether they could actually use some specific extra art in bits or not. Specific sky textures would be nice, but so far in both maps I've managed to come up with some pretty cool, unique and fitting options using the stock tiles (although I'm not 100% satisfied and those might just be placeholders). Each map is set in a specific location, so the skies shouldn't exactly look like they were thrown in there at random. I'll just let you know once I've made some progress, James. Might be in a while, yeah, I need to lay more of the groundwork first. Thanks again for your interest and motivation!
If you feel like starting to toy around with sky textures, or monster art anytime already, feel free to PM me for more specific information on the direction I'm going for. I'm just now realizing that this type of stuff should be accessible at this point already and the earlier we tackle it, the more time we get to improve on every aspect along time if needed.
This post has been edited by ck3D: 06 January 2020 - 02:58 AM
#9051 Posted 09 January 2020 - 04:49 AM
Hi all! A small video demostrating the model and animation of the character and the behavior of a free camera. You can also evaluate the overall quality level of graphics and lighting. Small friezes are the result of the screen recording program, everything is smooth in the game.
Model made in MakeHuman > mixamo.com > blender 2.8
#9053 Posted 11 January 2020 - 09:02 AM
#9054 Posted 12 January 2020 - 05:55 PM
#9056 Posted 16 January 2020 - 02:15 AM
11bush, on 15 January 2020 - 06:56 PM, said:
You're doing great work! All the sprites look very polished. My only critique is that hand on the law. What is that grip even? That's kinda rough. Other than that I think you did a great job.
#9057 Posted 16 January 2020 - 05:04 AM
Commando Nukem, on 16 January 2020 - 02:15 AM, said:
Which one is that? The big black knob or the actual hand? I can fix it, sometimes its just hard to see the issues on your own stuff :rolleyes:
#9058 Posted 16 January 2020 - 06:31 PM
11bush, on 16 January 2020 - 05:04 AM, said:
The way the hand is gripping the LAW is just weird. He's using his left hand, but it's twisted around in a really weird way. You wouldn't holding it like that. You would put your right hand up there where the firing mechanism is.
#9059 Posted 16 January 2020 - 06:36 PM
Either way, I'm making a cover (remix? remake? honestly dunno) of XPLASMA. I love this fucking song.
#9060 Posted 17 January 2020 - 10:38 AM
https://i.imgur.com/LdEJu94.png