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

User is online   Mark 

  • Honored Donor

#9331

Darn. I probably knew the exact number at one time but forgot it. So I have been working under the assumption it was 16,000 which sucks because I few times I deleted an area to make room for something better. I might have been able to keep some of those small areas.
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User is online   Trooper Dan 

  • Duke Plus Developer

#9332

View PostMark, on 11 May 2020 - 12:42 PM, said:

Darn. I probably knew the exact number at one time but forgot it. So I have been working under the assumption it was 16,000 which sucks because I few times I deleted an area to make room for something better. I might have been able to keep some of those small areas.


Mapster tells you how many walls you have left.
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User is online   ck3D 

#9333

Oh sorry to hear, that's rough. But does this mean that you use an alternative editor that doesn't let you see the maximum number of walls at all times in 2D mode? Once you go over the original limit of 8196 walls (or any of the original limits, in fact), Mapster32 shows you the 'new' limits where the counter traditionally is at the bottom of the screen. Or maybe you mean you've scrapped ideas because you were underestimating the amount of resources available? Maybe you have back-ups you could copy-paste from. I know I always have hundreds of back-ups laying around for every level I make (realistically, more like thousands that I only delete once the project is actually out). If for some reason I can't use a level part, usually I'll just repurpose it for something else.

edit - Dan beat me to it

This post has been edited by ck3D: 11 May 2020 - 02:52 PM

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User is online   Mark 

  • Honored Donor

#9334

Yeah, you guys are right. I loaded Mapster just now and saw the numbers at the bottom. I had a "senior moment" when I posted earlier. :blink: :lol:

I must have been approaching that real number when I erased sectors and rebuilt.

This post has been edited by Mark: 11 May 2020 - 05:30 PM

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User is offline   11bush 

#9335

A machine gun I'm working on.

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  • Attached Image: 50cal.png

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User is offline   Maarten 

#9336

Nice to see the acitivty is still going strong in here!
Also good to see your map is almost finished, CK3d!

My map's progress slowed down a little bit...BUT! I was recording & mixing music last week for my Duke map project, which to me is a part of the map anyway haha. It contains some very uhmm... electronic elements :P Which to me also seem to fit action packed / adventure games (like Unreal / UT).
Might release the music with some old but also unseen new shots of my map if I (and also you peeps) like..:)

1400 sectors 11250+ walls. The huuuuuge city is 90% finished, still needing more indoor locations..also the gameplay seems to be about 30+ minutes. I guess I'll keep on mapping till I reach the limits :' ) I also made a windmill, fun stuff I never created before.

This post has been edited by Maarten: 13 May 2020 - 09:51 AM

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User is offline   11bush 

#9337

The Short timer.

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  • Attached Image: m16a1.png

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User is offline   Ninety-Six 

#9338

View PostMaarten, on 13 May 2020 - 09:36 AM, said:

Might release the music with some old but also unseen new shots of my map if I (and also you peeps) like..:)


yes please
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User is offline   11bush 

#9339

A vietnam Car-15 I made for fun I guess.

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  • Attached Image: macvcolt.png


This post has been edited by 11bush: 14 May 2020 - 07:59 PM

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#9340

This is a Proof of Concept thing i am working on for a mod named "Kasterborous 3D."
I'm going to keep the project small for now, Since i'm already working on Duke Nukem 3D:Blood And Ice.
Yes, the textures are shamelessly ripped from Doom, (Shareware, 'cause i only need the techbase textures.) And the sky is from Doom's Press Release.
The mod is (supposed to be) a continuation of a Doom project of mine titled "Y.E.E.T:Evil Unleashed!"
Even though it uses Doom Textures, It's a mod for Duke 3D.

Attached Image: dp_008.png

If anyone's interested in this, i'll show more of it. It is VERY UNFINISHED though.
Actual development will begin some time after the release of Blood And Ice. (assuming it will ever be finished.)
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User is offline   Ninety-Six 

#9341

That reminds me a lot of another Doom for Duke mod but I've never been able to find it again... there are quite a few after all.

Anyway I can't say I'm not interested. For some reason I can't pin down, that screenshot is pleasing to my eye.
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#9342

View PostNinety-Six, on 15 May 2020 - 01:13 PM, said:

That reminds me a lot of another Doom for Duke mod but I've never been able to find it again... there are quite a few after all.


It may be the unfinished Hellduke TC by XTHX2? There are some compatibility patches in the last pages of the Forum Thread, but I don't guarantee that they are not dated.

I even did an HRP pack at that time, unfortunately only a link to version 1.0 survived, the 2.0 is gone. Maybe Super Goofy could have a copy of that version of the pack given he contributed.

Good excuse to post even M210's works.
DOOM TC for Eduke32
DOOM weapons for Eduke32
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User is offline   LeoD 

  • Topic #3513

#9343

View PostFantinaikos, on 15 May 2020 - 02:56 PM, said:

I even did an HRP pack at that time, unfortunately only a link to version 1.0 survived, the 2.0 is gone.
Hellduke_HRP_2.0.zip
I can not guarantee at 100% that I did not tamper with it a little for my personal purposes. The Thums.db files still present imply that I left it untouched, though.
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User is offline   Nuke.YKT 

#9344

I've posted this on Discord earlier today and thought to share this here as well.
https://i.imgur.com/tgtXGuL.png
Basically Rednukem is getting DN64 support.
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User is online   Mark 

  • Honored Donor

#9345

From the duke4 forums in an alternate dimension. https://forums.duke4...dpost__p__31417

https://forums.duke4...dpost__p__31341

This post has been edited by Mark: 16 May 2020 - 10:57 AM

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User is offline   11bush 

#9346

I started working on a new M-60, still need to add color, but I'm pretty happy so far.

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  • Attached Image: m60nocol.png

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User is offline   11bush 

#9347

Finished coloring the M-60

Attached thumbnail(s)

  • Attached Image: m60color.png

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User is offline   11bush 

#9348

Sorry to blow up the post, but here is the finished product.

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  • Attached Image: m60color.png

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User is offline   11bush 

#9349

Your ass is grass, and I've got the weed whacker!

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  • Attached Image: theweedwhacker.png


This post has been edited by 11bush: 17 May 2020 - 09:22 PM

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User is online   ck3D 

#9350

Finally done with the layout of the second map in my episode. Attaching a 2D screenshot of the full thing, I don't think it spoils much but feel free to avoid getting a close look if you prefer. First time in my life actually struggling with the wall limit (and not just fearing it), and I never knew Mapster (at least my version of it) could start acting so weird even when one only nears the maximum amount, before they actually hit it. In my case, towards the end the editor wouldn't even let me join some neighboring sectors together to earn some walls back, repeatedly trying to do so yielded some funny results:

- 2D mode insta crash;

- 2D mode automatic insertion of a glitched sprite over one of the nearby vertexes (always) upon the apparently successful joining, randomly green, purple or white with crazy tags and I guess C-stat attributes (I had never seen sprites looking like that in 2D mode before, they looked like dotted lines), I remember getting a lot of them displayed as Masterswitches in 2D mode but in retrospect, maybe it's just that I had the Masterswitch in my Tab key cache and the program would copy that. Moving the vertex then deleting the sprite in 2D mode seemed to either potentially corrupt the map by making the editor super unstable and prone to crash during saves (which nuked three of my back-ups, thankfully I'm always making copies), or just fix the situation like nothing ever happened. Entering 3D mode and coming close to the area containing the glitched sprite would just crash the editor, so I could never actually see the sprite in-game;

- 3D mode random texture swaps: upon joining two specific sectors the map wouldn't exactly crash, but some of the textures in those sectors would get swapped with another at random (e.g.. specific car textures turning into specific Pig Cop still frames, IIRC retaining alignment and palette; I'm assuming the obtained tile is random as the map has no enemies yet and thus has never seen a Pig Cop logged anywhere). Behavior seemed similar to how one gets the textures from the parent sector by default whenever they build a new one till they change them in the new one, except here the walls were already present and textured yet would still get 'reset' that way somehow.

I'm assuming those behaviors are due to some kind of overflow and the walls resetting themselves thing has to do with the editor struggling with the quantity of resources left during whatever calculation it has to make to join two sectors in the most dire conditions, anyway I didn't expect to see so much wonky stuff but in the end I wrapped the level up with only 10 walls left (I reckon something like 16 would have been a safer zone, but past that point the editor wouldn't even let me go back), and thankfully I had planned things correctly so that the very last additions to the map I could always build out of sprites, which I did. Honestly it was kinda fun.

So right now it's pretty much in the same state as the first map, aka. finished with just the gameplay to throw in and some last minute sprite-based cosmetic additions and changes. I'm a bit bummed that the cars cast no shadows, but the general lighting, atmosphere and scale of the level should justify that look.

Probably going to take a small break for a week or two before starting the third map (hopefully a smaller one than those two), although today I also started my part in CBP2020, not sure where it's going but I'm in experimentation mode and so far it's looking funky.

Attached thumbnail(s)

  • Attached Image: blastradius-map2finallayout.png


This post has been edited by ck3D: 21 May 2020 - 06:02 PM

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User is online   brullov 

  • BAZINGA!

#9351

I wish HUB feature was also present in Duke 3D as in Ion Fury. Is it possible to include it into Eduke32?
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User is online   FAGGOT 

  • Duke4.net THOT Patrol

#9352

That's an ancient feature for EDuke32. AMC TC uses it too.
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User is offline   Merlijn 

#9353

Looking good ck3d! I can tell from the screenshot that the scale is going to be pretty big.

I'm still making solid progress with my map, so I decided to show a bit more.
This shows the fallen building in it's context with the map. You can also see hints of alien infestation and alien growth taking over human structures.
This theme will show up more in this level, indicating you're getting closer to the source.

Attached Image: duke0089.png
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User is online   ck3D 

#9354

Damn that scenery with the diagonal building and the bits of alien infestation looks awesome. Loving the variety in terrain height/style, the clean spritework and the style in texture selection.

Yeah that map is large, that's the in-game automap fully zoomed out and it just barely fits the screen height-wise, what one can't tell on the screenshot is that those two side streets are uphill too, the construction at the center is quite monumental, and the outskirts of the map are littered with constructions that are visible from any distance so standing at one end of the map and looking towards the other end towering over the scenery from heights, you really feel like you're part of a big city but without losing the Duke 3D feel, at least that's the effect I get and the one I was going for. I'm also happy that this level I find respects the traditional idea that a Duke 3D map should have a central theme, it's the case to quite an extent here so the progression feels classic yet the scale is many times bigger than, say, a level from episode 1 or 3 under every dimension I could envision and achieve. I'm estimating this one should take a solid hour of playthrough going in blind. First map is about 45 mins, I'm not trying to have every map that thick, but I'm inspired enough that so far they keep degenerating into monsters so what will happen will happen is all I can say for certain for the rest. Honestly, now I'm at the point where I'm almost tempted to extend that second map with a secret map given that I ran out of resources to implement the entirety of what I had in mind for it.

This post has been edited by ck3D: 22 May 2020 - 02:45 PM

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User is online   brullov 

  • BAZINGA!

#9355

View PostMARTYR, on 22 May 2020 - 08:28 AM, said:

That's an ancient feature for EDuke32. AMC TC uses it too.


Oh, I did not know about that. How do I use it?
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User is offline   oasiz 

  • Dr. Effector

#9356

View Postbrullov, on 23 May 2020 - 01:32 AM, said:

Oh, I did not know about that. How do I use it?


You need to utilize this in CON, the infrastructure is there.
Many think that Fury has it's own tweaks to build but no, every effect you see in fury can just as well be done in duke as long as you write the CON for it.

This does make me think that there should be some add-on for duke that does zero game play changes and implements a bunch of new effects/etc.. that could be utilized by mappers.
There have been various mods over the years but not really anything that acts as a baseline, giving fully vanilla experience but i.e. new trigger system / SEs to work with.

It's a bit of a shame to see the wheel re-invented time and time again.
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#9357

View Postbrullov, on 23 May 2020 - 01:32 AM, said:

Oh, I did not know about that. How do I use it?

https://wiki.eduke32...ki/Savemapstate
https://wiki.eduke32...ki/Loadmapstate

These are the commands you'll need.
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User is offline   Sangman 

#9358

View PostMerlijn, on 22 May 2020 - 12:03 PM, said:

Looking good ck3d! I can tell from the screenshot that the scale is going to be pretty big.

I'm still making solid progress with my map, so I decided to show a bit more.
This shows the fallen building in it's context with the map. You can also see hints of alien infestation and alien growth taking over human structures.
This theme will show up more in this level, indicating you're getting closer to the source.

duke0089.png



How did you do that sloped building in the background? I can't seem to wrap my head around how you were able to rotate the texture in that way.
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User is online   ck3D 

#9359

View PostSangman, on 23 May 2020 - 08:13 AM, said:

How did you do that sloped building in the background? I can't seem to wrap my head around how you were able to rotate the texture in that way.


I don't think he did 'rotate' it, there's a diagonal version of that texture (two, actually, IIRC) in the original .art (see: Freeway) which I'm assuming is what he's using.

This post has been edited by ck3D: 23 May 2020 - 08:42 AM

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User is offline   Merlijn 

#9360

Yes the side of the building uses the rotated building texture from Freeway, and the texture underneath it is the regular one.
Then there's also an actual rooftop, not visible from this angle but it's there to mess with your head even more. ;)

Thanks for your feedback ck3d, glad you like it! Your map sounds really interesting, having a diagonal/uphill layout is pretty unique for Duke.
EDIT: also, an hour of gameplay? wow!

This post has been edited by Merlijn: 23 May 2020 - 08:54 AM

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