Duke4.net Forums: What are you working on for Duke right now? - Duke4.net Forums

Jump to content

  • 363 Pages +
  • « First
  • 31
  • 32
  • 33
  • 34
  • 35
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic

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

User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#961

View PostSpiker, on Feb 9 2010, 10:33 PM, said:

http://www.youtube.com/watch?v=9RJQPlPE2yQ...feature=related

Easily the best song in the whole series ;)

I agree, it would be my favorite as well.
But then it's not RA though.

EDIT: There is a in game music track player, so the music can be changed on the fly as such.
I have all of Frank's work from Tib Dawn to RA-Yuri's Revenge (including Dune heh)

This post has been edited by The Commander: 09 February 2010 - 01:38 AM

0

User is offline   Stabs 

#962

you jive turkeys don't know nuffin

http://www.youtube.c...h?v=V-nNchLkej0

Its a song about a man, who, by the sounds of things seems to be mechanical
0

User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#963

View PostDanM, on Feb 9 2010, 10:38 PM, said:

you jive turkeys don't know nuffin

http://www.youtube.c...h?v=V-nNchLkej0

Its a song about a man, who, by the sounds of things seems to be mechanical

Guess ill be adding Tib Dawn tracks it is then...

EDIT: I just noticed that Spiker's version of Act On Instinct isn't the "true" version.
It is missing the vocals.

EDIT 2:
Posted Image

SVN updated with the music as well.
https://edukeredalert.svn.sourceforge.net/s.../RA_data/Music/

This post has been edited by The Commander: 09 February 2010 - 02:01 AM

0

User is offline   VinsaneOne 

#964

 The Commander, on Feb 9 2010, 04:23 AM, said:

That it worse than being Rick Rolled...

Fingers down throat!
0

User is offline   Sangman 

#965

Wow you guys have shitty tastes.

http://www.youtube.c...h?v=e67_7NOBU4M ;)

(well there are prolly better songs but can't think of any atm)
0

User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#966

 Sangman, on Feb 10 2010, 09:31 AM, said:

Wow you guys have shitty tastes.

http://www.youtube.c...h?v=e67_7NOBU4M ;)

(well there are prolly better songs but can't think of any atm)

Sucks. :P
0

User is offline   Sangman 

#967

narh it's just so damn awesome your brain got into a self-defense position and got confused
0

User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#968

Tib Sun music (not Dawn) just doesn't fit the feeling or tempo of Red Alert 1.

Hopefully I don't need to explain what I mean. ;)
0

User is offline   Sangman 

#969

Oh I'm sorry, I thought we were talking about C&C music as a whole ;)
0

User is offline   WedgeBob 

#970

Well, believe it or not, I've actually been busier with Shadow Warrior of late than Duke 3D, considering...however, that being 3DR's other Build-based game, I'm pretty sure that Polymer and HRP will eventually make their way into SW, not sure how, but I'm looking to be involved with that one, too. I'll hook up with ProASM down the road, see if adding optimized WangBang support will really come in handy as well. Should be interesting.

This post has been edited by WedgeBob: 10 February 2010 - 05:30 PM

0

User is offline   EHCB 

#971

I've been wondering if a while if any of the functionality of the later Build Engine games could make it nto Eduke.
I've been watching these videos lately and shiny and beautiful as Mapster is I covet some of those features.
0

User is offline   Stabs 

#972

View PostWedgeBob, on Feb 10 2010, 06:29 PM, said:

Well, believe it or not, I've actually been busier with Shadow Warrior of late than Duke 3D, considering...however, that being 3DR's other Build-based game, I'm pretty sure that Polymer and HRP will eventually make their way into SW, not sure how, but I'm looking to be involved with that one, too. I'll hook up with ProASM down the road, see if adding optimized WangBang support will really come in handy as well. Should be interesting.


Do that and i will make 50 shells in hell 3
0

User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#973

Just some touch ups on the mission briefing and intro.
This plays out in the exact way of RA1 when you click the "restate briefing" button in the options menu.

Posted Image

This post has been edited by The Commander: 10 February 2010 - 06:51 PM

0

User is online   Mark 

#974

View PostWedgeBob, on Feb 10 2010, 07:29 PM, said:

Well, believe it or not, I've actually been busier with Shadow Warrior of late than Duke 3D, considering...however, that being 3DR's other Build-based game, I'm pretty sure that Polymer and HRP will eventually make their way into SW, not sure how, but I'm looking to be involved with that one, too. I'll hook up with ProASM down the road, see if adding optimized WangBang support will really come in handy as well. Should be interesting.


The HRP for Shadow Warrior has been going for a while now already. There were lots of textures already re-made when I started doing some last year. I have added about 70 new ones so far but there is a long,long way to go. Any help would be great. After reading the thread about how Polymer came about for Duke3d I doubt anyone would want to go through it all again for SW. But I could be wrong.

This post has been edited by Marked: 10 February 2010 - 07:24 PM

0

User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#975

Posted Image

Albert Einstein's Chronosphere.

http://www.youtube.c...h?v=SwXtagr_XXw

Posted Image

This post has been edited by The Commander: 14 February 2010 - 07:31 PM

0

User is offline   Spiker 

#976

IIRC it was used to teleport your or enemy units to a different place on a map, but I don't see how this could be used in your mod (yet) ;)
0

User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#977

View PostSpiker, on Feb 15 2010, 10:43 AM, said:

IIRC it was used to teleport your or enemy units to a different place on a map, but I don't see how this could be used in your mod (yet) ;)

It's not in use yet, :P
There is a few buildings etc that I have imported that won't show up at first.
https://edukeredalert.svn.sourceforge.net/s...RA_data/Models/

Quote

Stay Tuned











It's Done

This post has been edited by The Commander: 14 February 2010 - 09:56 PM

0

User is offline   Geoffrey 

#978

Still throwing models in empty, non-shaded rooms I see!

Ok that was a bitchy reply but you did the same thing when you posted those stargate shots, what's stopping you from actually integrating the models in the environment with some sectors? Slopes, bumbs, rocks, whatever?
0

User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#979

View PostGeoffrey, on Feb 16 2010, 01:09 AM, said:

Still throwing models in empty, non-shaded rooms I see!

Ok that was a bitchy reply but you did the same thing when you posted those stargate shots, what's stopping you from actually integrating the models in the environment with some sectors? Slopes, bumbs, rocks, whatever?

If you downloaded the mod you would have answered your own question, or if you read my reply above you may have worked out that I had posted it to show the new building that I had imported to the mod. Not as it is in the map. <_<

Quote

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


This post has been edited by The Commander: 15 February 2010 - 04:35 AM

0

User is offline   Geoffrey 

#980

Yeah but you put that shot in your new thread, too. Shots are like advertising, and based on the stuff you've shown so far I'm not really interested in checking it out (and I wouldn't be surprised if other people feel the same way). Why not post a couple of really awesome shots (since you claim the mod looks better than the images you've released) to show what you've been doing?

No need to quote the name of this thread, you can do whatever you want - and it's up to you what to do with criticism.
0

User is offline   Geoffrey 

#981

Just saw the youtube video you posted on amc, so I got an idea of what the environment was like in-game. But, man, it's a big empty unshaded room. So I can just repeat my first question - why not put some extra work on the environment? Even for a tech demo it wouldn't hurt to spice things up a bit, it won't take long and it'd give a far better idea of what the mod is all about. Just look at the first renegade levels for inspiration, those map merged c&c with FPS perfectly.

EDIT: http://www.youtube.c...h?v=PySkUk8HQ88

This post has been edited by Geoffrey: 15 February 2010 - 04:54 AM

0

User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#982

View PostGeoffrey, on Feb 16 2010, 01:46 AM, said:

Yeah but you put that shot in your new thread, too. Shots are like advertising, and based on the stuff you've shown so far I'm not really interested in checking it out (and I wouldn't be surprised if other people feel the same way).

I put that shot in the thread because I had no other material at the time to go with it. There is a small gameplay video now.

I am not fussed on trying to take eye candy shots to try and make people want to play this like other games do, nor am I going for big mapping detail either. Because this is being designed for online primarily and the less detail and information going on the smoother and better it will be.

View PostGeoffrey, on Feb 16 2010, 01:53 AM, said:

Just look at the first reneGAY levels for inspiration, those map merged c&c with FPS perfectly.

Fixed that for you, I got most of my inspiration from Red Alert: A Path Beyond not ReneGAY. And the maps in that are lacking even more detail then mine, yet thousands of people still play it.
http://www.youtube.c...h?v=VcBtM9PoBxg - This is one of the better designed maps for it.

This post has been edited by The Commander: 15 February 2010 - 05:06 AM

0

User is offline   Geoffrey 

#983

I wouldn't say that - those maps are undetailed but they know how to handle it. Little slopes and an occasional rock here and there are enough to make things just a tad more interesting. In your case: your map has giant rock walls around it, if you lower those a bit with some extra slopes (5 or 6 extra sectors) you've already got a more impressive horizon. You could add a road (one extra sector), have rocks creep up the side of the walls (can help you with blocking, would take around three sectors if you have them slope up to the center of the wall from all visible directions (in the model)), put some extra boulders here and there (depends on the detail but that can take 1 sector), et cetera.

The laptop I'm on right now can't handle anything duke-related but selling your gameplay claims with some simple detail is pretty easy. NES games can still look good - if you don't use it as an excuse but a design choice you can do some pretty interesting things.
0

User is offline   Stabs 

#984

ahh its just starting out, most of the models and gameplay / coding is there, a real focus on the maps should be last in something like this untill a concrete style of gameplay has been layed out, its going to work alot around the maps, particularly if aerial units get introduced.
0

User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#985

View PostGeoffrey, on Feb 16 2010, 02:09 AM, said:

I wouldn't say that - those maps are undetailed but they know how to handle it. Little slopes and an occasional rock here and there are enough to make things just a tad more interesting. In your case: your map has giant rock walls around it, if you lower those a bit with some extra slopes (5 or 6 extra sectors) you've already got a more impressive horizon. You could add a road (one extra sector), have rocks creep up the side of the walls (can help you with blocking, would take around three sectors if you have them slope up to the center of the wall from all visible directions (in the model)), put some extra boulders here and there (depends on the detail but that can take 1 sector), et cetera.

The laptop I'm on right now can't handle anything duke-related but selling your gameplay claims with some simple detail is pretty easy. NES games can still look good - if you don't use it as an excuse but a design choice you can do some pretty interesting things.

I know what you are trying to say, but when MP is more stable etc the plan is to have big open spaced areas, and as you and I are aware the less sectors we have visible the better it is on frame rate. I have tried to compensate for this, if you use Polymer most textures will have bump maps applied to them.
And even on this map, when they are on they kick my frame rates ass. <_<
Although that maybe no excuse...
0

User is offline   Sangman 

#986

View PostThe Commander, on Feb 15 2010, 02:15 PM, said:

I know what you are trying to say, but when MP is more stable etc the plan is to have big open spaced areas, and as you and I are aware the less sectors we have visible the better it is on frame rate.


Have you ever played MP on a big, somewhat detailed map with open spaces? Works pretty well.
0

User is offline   Geoffrey 

#987

View PostThe Commander, on Feb 15 2010, 05:15 AM, said:

I know what you are trying to say, but when MP is more stable etc the plan is to have big open spaced areas, and as you and I are aware the less sectors we have visible the better it is on frame rate. I have tried to compensate for this, if you use Polymer most textures will have bump maps applied to them.
And even on this map, when they are on they kick my frame rates ass. <_<
Although that maybe no excuse...


Won't a few extra sectors have less of a framerate impact than bumpmapped textures and ambient lights? In any case - what strikes me as odd is that your map has a big decorative hole in one of the walls and the overhanging (don't know how to call it) rock (around the place where the pigcops seem to be coming from) has alot of transparant decorative sprites under it - not to mention the sprites already on the ground. Maybe you're finetuning a bit too early - these sprites and sectors could be used for more useful (and better looking) things. If you were to remove these, too, and then say that you're mapping with the framerate in mind would be a whole different story.

I'll be glad to try to work a bit on the map this weekend if you want, just to try and see if I can visualise my criticism.

EDIT spellin

This post has been edited by Geoffrey: 15 February 2010 - 06:45 AM

0

User is offline   Tea Monster 

  • Polymancer

#988

Deathmatch map making is a completely different thing from SP map making.

I'm really looking forward to having deathmatch back with Duke. I used to play a lot of it, but that was years ago.

I think Sangman is talking about something like Halo 3's 'Sandbox' map.
0

User is offline   Mikko 

  • Honored Donor

#989

View PostTea Monster, on Feb 15 2010, 08:10 PM, said:

Deathmatch map making is a completely different thing from SP map making.


And poor design is poor design whether the map is sp or dm.
0

User is offline   Sebastian 

#990

Posted Image

Getting close to open beta!
0

Share this topic:


  • 363 Pages +
  • « First
  • 31
  • 32
  • 33
  • 34
  • 35
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks not owned by Voidpoint, LLC are the sole property of their respective owners. Play Ion Fury! ;) © Voidpoint, LLC

Enter your sign in name and password


Sign in options