What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#9061 Posted 26 December 2019 - 01:10 PM
#9062 Posted 29 December 2019 - 04:28 AM
And sure, I suppose I can finish everything during the next 3 days and then sent it someone who'll test it as fast as possible or just release it without any testers involved, but I'm not sure if it's a good idea. The whole process goes fast enough that it's just a couple of days of work but anyway, it's always better to have at least some kind of feedback before the initial release.
#9063 Posted 29 December 2019 - 05:09 AM
Sanek, on 29 December 2019 - 04:28 AM, said:
And sure, I suppose I can finish everything during the next 3 days and then sent it someone who'll test it as fast as possible or just release it without any testers involved, but I'm not sure if it's a good idea. The whole process goes fast enough that it's just a couple of days of work but anyway, it's always better to have at least some kind of feedback before the initial release.
Remember, Poison Heart was supposed to be a Christmas map, I started it in early December thinking I could finish it by then but only ended up releasing in like March despite the Christmas theme in the map itself. Had I rushed the release just to make it for an imaginary deadline that again only exists in people's heads, it would have been a lesser map. Deciding to release your map before the end of the year sounds arbitrary (like you're doing it for the sake of it) unless you have reasons I'm not aware of. What isn't arbitrary, though, is the eventual quality of your release for people to enjoy throughout the years to come. In my opinion, not worth the sacrifice.
You can always send me your map if you're looking for some quick but quite thorough testing, I should be able to give it a spin tonight or over the next couple of days. I also might not be the best person for that task but hey.
This post has been edited by ck3D: 29 December 2019 - 05:14 AM
#9064 Posted 29 December 2019 - 05:15 AM
#9065 Posted 29 December 2019 - 05:19 AM
ck3D, on 29 December 2019 - 05:09 AM, said:
You can always send me your map if you're looking for some quick testing, I should be able to give it a spin tonight.
Oh yes, I remember Poison Heart. And yes, I have no reason to release the map before the end of the year except for the sake of it (or maybe I just want to make this year's release stats look better). So yeah, not worth it.
I had Merlijn as a potential tester in mind, but I'll sent it to you if he don't have time for it. I should finish the map by 31st if I'll do it at a leisurely pace, so not tonight but later. Thanks for the offer anyway!
#9066 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
#9067 Posted 29 December 2019 - 11:43 AM
brullov, on 29 December 2019 - 05:15 AM, said:
Whatever you do, please release something. Don't just disappear. That is It Lives/The Thing-tier mapping. It would be a shame if we never got to play anything.
Btw, everything posted lately in this thread looks exciting. I'm especially awaiting your episode, MRCK.
This post has been edited by Radar 100 Watts: 29 December 2019 - 11:46 AM
#9068 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!
#9069 Posted 29 December 2019 - 11:06 PM
#9070 Posted 30 December 2019 - 12:15 AM
- Well done for these special features that you added: health bar above enemies, the flashlight, ...
- Mmmmh ... M60 !!!!!!! <3
#9071 Posted 30 December 2019 - 12:29 AM
Looks nice! Could you make weapons low res size? We need crispy pixels :>
#9072 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 !!!!!!! <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.
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
#9073 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.
#9074 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.
#9075 Posted 30 December 2019 - 03:49 PM
#9076 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
#9077 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.
https://forums.duke4...he-awol-project
This post has been edited by 11bush: 30 December 2019 - 08:57 PM
#9078 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,
#9079 Posted 30 December 2019 - 10:15 PM
#9080 Posted 30 December 2019 - 10:41 PM
This post has been edited by 11bush: 30 December 2019 - 10:43 PM
#9081 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
#9082 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
#9083 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.
#9084 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
#9085 Posted 04 January 2020 - 05:09 PM
#9086 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
#9087 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