What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#9331 Posted 13 May 2020 - 01:44 PM
#9332 Posted 13 May 2020 - 02:44 PM
Maarten, on 13 May 2020 - 09:36 AM, said:
yes please
#9333 Posted 14 May 2020 - 07:59 PM
This post has been edited by 11bush: 14 May 2020 - 07:59 PM
#9334 Posted 14 May 2020 - 11:21 PM
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.
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.)
#9335 Posted 15 May 2020 - 01:13 PM
Anyway I can't say I'm not interested. For some reason I can't pin down, that screenshot is pleasing to my eye.
#9336 Posted 15 May 2020 - 02:56 PM
Ninety-Six, on 15 May 2020 - 01:13 PM, said:
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
#9337 Posted 15 May 2020 - 05:45 PM
Fantinaikos, on 15 May 2020 - 02:56 PM, said:
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.
#9338 Posted 16 May 2020 - 03:23 AM
Basically Rednukem is getting DN64 support.
#9339 Posted 16 May 2020 - 10:52 AM
https://forums.duke4...dpost__p__31341
This post has been edited by Mark: 16 May 2020 - 10:57 AM
#9340 Posted 16 May 2020 - 04:05 PM
#9342 Posted 17 May 2020 - 07:01 AM
#9343 Posted 17 May 2020 - 09:22 PM
This post has been edited by 11bush: 17 May 2020 - 09:22 PM
#9344 Posted 21 May 2020 - 05:21 PM
- 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.
This post has been edited by ck3D: 21 May 2020 - 06:02 PM
#9345 Posted 22 May 2020 - 04:45 AM
#9347 Posted 22 May 2020 - 12:03 PM
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.
#9348 Posted 22 May 2020 - 01:46 PM
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
#9349 Posted 23 May 2020 - 01:32 AM
MARTYR, on 22 May 2020 - 08:28 AM, said:
Oh, I did not know about that. How do I use it?
#9350 Posted 23 May 2020 - 01:44 AM
brullov, on 23 May 2020 - 01:32 AM, said:
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.
#9351 Posted 23 May 2020 - 08:03 AM
brullov, on 23 May 2020 - 01:32 AM, said:
https://wiki.eduke32...ki/Savemapstate
https://wiki.eduke32...ki/Loadmapstate
These are the commands you'll need.
#9352 Posted 23 May 2020 - 08:13 AM
Merlijn, on 22 May 2020 - 12:03 PM, said:
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.
#9353 Posted 23 May 2020 - 08:41 AM
Sangman, on 23 May 2020 - 08:13 AM, said:
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
#9354 Posted 23 May 2020 - 08:53 AM
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
#9355 Posted 23 May 2020 - 11:10 AM
ck3D, on 23 May 2020 - 08:41 AM, said:
Oh right. Been a while since I looked at vanilla textures
#9356 Posted 23 May 2020 - 01:33 PM
Merlijn, on 23 May 2020 - 08:53 AM, said:
EDIT: also, an hour of gameplay? wow!
Yeah the map has a lot of terrain to cover on not just the horizontal but also the vertical axis, there's quite a lot of SOS action going on with multiple layers of level in parts that don't really translate over to 2D mode. Also the scale will allow the implementation of some quite epic firefights, which I reckon alone should take the player quite some time, as well as some puzzles, scripted sequences and various exploration tasks to make sure the player covers most of the available ground.
One thing I haven't mentioned so far is I'm trying to stay close to the ratio of secret places per map the original maps used here, too. So as my maps for this get bigger, the number of secrets in them grows exponentially too. I haven't tagged them all in both maps yet, but I'm comfortable estimating that they have between 15 and 20 each (I might retcon some of those areas into non-secret sections though), I kinda want to create a little universe the exploration fans would yearn to move into to if that makes sense (going by my own recollections of playing Duke 64 as a kid and trying to get everywhere in sight with the Jetpack on God mode).
#9357 Posted 23 May 2020 - 02:31 PM
Merlijn, on 22 May 2020 - 12:03 PM, said:
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
I like this one. Are you using TROR or doing tricks with the original engine? Any ETA for the map?
#9358 Posted 23 May 2020 - 11:54 PM
pmw, on 23 May 2020 - 02:31 PM, said:
Thanks! No TROR involved, just using sectors and spritework to create the illusion of actual 3D space.
I don't know when the map will be finished, I'm making good progress but there are no deadlines.
I'm currently at 1378 sectors and 10351 walls. Map should be done by July/August.
#9360 Posted 27 May 2020 - 04:43 PM
This post has been edited by ck3D: 27 May 2020 - 05:51 PM