What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#91 Posted 01 July 2009 - 12:58 PM
Speaking of Shadow Warrior... I started coding my own implementation of ROR for Duke a couple of days ago. It's progressing rather well.
#92 Posted 01 July 2009 - 01:12 PM
is there anything that can be done about working with the new ror, joining sectors and deleting becomes quite a chore when they are overlaped
This post has been edited by DanM: 01 July 2009 - 01:15 PM
#93 Posted 01 July 2009 - 02:13 PM
#95 Posted 01 July 2009 - 02:23 PM
HellFire, on Jul 2 2009, 12:13 AM, said:
This is already possible with CON coding.
#96 Posted 01 July 2009 - 03:01 PM
Whiney girl mode ENGAGE: TX, does your new ROR work in 8bit or Polymost?
Ghostwar, I think your map looks pretty rad. I generally don't like the look of HRP built maps, but it's very well crafted. I love it.
#97 Posted 01 July 2009 - 04:50 PM
All in all I am very happy with how the new ROR system has turned out; it'll probably show up in svn within the next day or so.
#99 Posted 01 July 2009 - 07:45 PM
If not, I can predict a horde of conflicts between maps featuring the 8bits compatible ror and maps using the other way around.
#100 Posted 01 July 2009 - 07:57 PM
Gambini, on Jul 2 2009, 01:45 PM, said:
If not, I can predict a horde of conflicts between maps featuring the 8bits compatible ror and maps using the other way around.
From what I understand, Polymer's ROR is essentially flawless. You can use any shape for sectors. Software and Polymost have a lot of the same limitations as Shadow Warrior and Blood (not all, however). The plan is to have the implementations very similar. With the software ROR code, all it requires is two SE sprites.
This post has been edited by SwissCm: 01 July 2009 - 07:58 PM
#101 Posted 01 July 2009 - 08:02 PM
#102 Posted 01 July 2009 - 08:24 PM
Which means the authors of Blood TC and Crandle to Grave have no excuses anymore
This post has been edited by supergoofy: 01 July 2009 - 08:24 PM
#103 Posted 01 July 2009 - 11:52 PM
if you get driveables and turrents working i guess the only thing left would be to make a portal type tele effect to bring it upto date with shadow warrior
wondering if adding driveables will change the train code so i can make carridges with seats that dont kill you
mm driveables need a SW to duke map converter so i can re-do 50 shells in hell 1
This post has been edited by DanM: 01 July 2009 - 11:52 PM
#104 Posted 02 July 2009 - 12:29 AM
One main difference is that it aims to be portable. I provide Windows and Linux executables. Others may grab the source code and try with compiling an executable for any other platform (Mac OS X, FreeBSD... or Linux for your own distribution if you want).
Screenshots: http://ny.duke4.net/scrshots.html
Files: http://ny.duke4.net/files.html
- Another thing I've been working on, again not very fast, is another revision to that "race" map you can find in my website.
Here are a few shots, if you're actually racing (of course, may not be the same in the publicly released map):
And a few for the ones who just visit or watch the race (same note as above):
#105 Posted 02 July 2009 - 05:27 AM
Ghostwar, on Jul 1 2009, 05:52 PM, said:
A theatre complex called "Infamous Players" and a pool facility called "Infamous Pool and Aquarium"
Unfortunately I'm really close to the maximum wall count in the Theatre map so I've either got to start cutting out some really cool shit or hope that TerminX, JonoF, or anyone else with more brains than me decides to dig into the code and double the current wall count. If they do that I promise I'll finish these maps.
Feel free to start a petition...!
Ghost
That is some seriously nice use of textures and architecture. Only thing that looks a bit bland is the shading but it still looks awesome.
Have to agree with TerminX on the SW feel to. I think it might be due to SW having so much more well built maps then Duke in terms of attention to detail, texture use and architecture.
#106 Posted 02 July 2009 - 08:06 AM
TX, on Jul 2 2009, 01:50 AM, said:
You are awesome. Very awesome.
This post has been edited by quakis: 02 July 2009 - 08:07 AM
#107 Posted 02 July 2009 - 08:22 AM
#108 Posted 02 July 2009 - 08:32 AM
Spiker, on Jul 2 2009, 09:22 AM, said:
Isn't that two fonts?
I'd like to experiment with that. Can you send me a copy?
#109 Posted 02 July 2009 - 08:52 AM
#110 Posted 02 July 2009 - 09:25 AM
This post has been edited by Sangman: 02 July 2009 - 09:25 AM
#112 Posted 02 July 2009 - 09:46 AM
Spiker, on Jul 2 2009, 09:52 AM, said:
I would like both, but wait until everything is finished.
#113 Posted 02 July 2009 - 09:53 AM
EDIT: and yeah uppercase and lowercase are mixed. Not a big problem, just ugly.
This post has been edited by Geoffrey: 02 July 2009 - 09:56 AM
#114 Posted 02 July 2009 - 10:04 AM
Geoffrey, on Jul 2 2009, 10:53 AM, said:
I think the mixing looks ok in this case because the lowercase letters have full height and width. Or maybe I have an underdeveloped aesthetic sense.
#115 Posted 02 July 2009 - 10:57 AM
For me it looks good. I have no problem with that.
This post has been edited by Spiker: 02 July 2009 - 10:57 AM
#116 Posted 02 July 2009 - 12:30 PM
#118 Posted 02 July 2009 - 10:54 PM
#119 Posted 03 July 2009 - 08:27 AM
Here i´ve applyed a bodywork skin, it´s just a placeholder.
#120 Posted 03 July 2009 - 09:19 AM
Gambini, on Jul 3 2009, 06:27 PM, said:
Here i´ve applyed a bodywork skin, it´s just a placeholder.
Nice