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

User is offline   Hendricks266 

  • Weaponized Autism

  #2701

View Postrasmus thorup, on 04 August 2011 - 01:24 PM, said:

angel

angle

View Postrasmus thorup, on 04 August 2011 - 01:24 PM, said:

Any tips? It has to be possible.

setactor[THISACTOR].ang <gamevar/value>
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User is offline   Micky C 

  • Honored Donor

#2702

Posted Image
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User is offline   Gambini 

#2703

View PostDeeperThought, on 03 August 2011 - 08:06 PM, said:

:)


If it wasn´t getv. then it was geth. The point is that adding that word to the AI line or within its brackets would make the actor pushable in all directions. ;)
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User is offline   XThX2 

#2704

I don't think it's that simple, notice you can actually "pull" the object.
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#2705

Yea i know about setactor[THISACTOR].ang gamevar. The thing is that for some reason, the actor wont accept that i change the ANGLE when it already has a move. Thanks for your concern still :) Need moar help ;)
And gambini. What are you talking about? Am i missing something?

This post has been edited by rasmus thorup: 04 August 2011 - 04:46 PM

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User is offline   Hendricks266 

  • Weaponized Autism

  #2706

Are you sure you don't have an angle-modifying characteristic, such as randomangle, faceplayer, faceplayersmart, faceplayerslow, or spin?
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#2707

The angle modifier i am using is getv. Would any other work better?

This post has been edited by rasmus thorup: 05 August 2011 - 11:52 AM

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User is offline   Kyanos 

#2708

I am going to spend the weekend working on some models for duke. I am making a winding staircase and a roof with a chimney.
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#2709

That's nice. I wish i could do models. I have to make it up with sprites, the staircase thing :)
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User is offline   Hendricks266 

  • Weaponized Autism

  #2710

View Postrasmus thorup, on 05 August 2011 - 11:52 AM, said:

The angle modifier i am using is getv. Would any other work better?

getv is not an angle modifier. It's an AI command that tells the actor to move vertically.
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#2711

Yea your right. But that's why i use it, because it doesn't control the angle.

Edit: I finally found the problem. It was ofcourse some of my own coding that i messed up with. All of my actor coding was in a ifmove 0 { } which was pretty stupid.

This post has been edited by rasmus thorup: 05 August 2011 - 01:46 PM

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User is offline   Kyanos 

#2712

View Postrasmus thorup, on 05 August 2011 - 12:05 PM, said:

That's nice. I wish i could do models. I have to make it up with sprites, the staircase thing :)


Here's my newest model. An open rise solid oak staircase. ;)
Posted Image
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User is offline   Zaxtor 

#2713

Working on video store in my city of my mod/tc
Collecting (Movie VHS / DVS) pics for a video store movie shelves.

Long as hell but will be rewarding when done.
Soo far made 9 lines of several movies VHS and DVD,

Will pic screenies when video store is done.

This post has been edited by Zaxtor: 06 August 2011 - 07:30 PM

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User is offline   Danukem 

  • Duke Plus Developer

#2714

View PostZaxtor, on 06 August 2011 - 07:30 PM, said:

Will pic screenies when video store is done.


If that turns out to be a large number of screens, would you mind posting a link to a gallery rather than embedding them all in your post?
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User is offline   Zaxtor 

#2715

Will probably have few screenies not much.

You can fit an entire movie shelf in a pic.
If the video store give you enough room to walk back and take screenie.

This post has been edited by Zaxtor: 06 August 2011 - 08:46 PM

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User is offline   Zaxtor 

#2716

Still working on the video store of the city.
The shelves are about 60% done.

Made 1 sprite of several movies instead of tons of tiles for each movies.
Sprite pal on them doesn't change color, it change the movies line (makes diff movies).
Is like 20 tiles in 1. pretty economical D:

Finished the horror and sci-fi sections.
Shelves aren't stereotypical and boring standard shelves they have nice structure.
Here is 3 shots of it.
Posted Image

This post has been edited by Zaxtor: 06 August 2011 - 11:36 PM

5

User is offline   DavoX 

  • Honored Donor

#2717

Excellent :)
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User is offline   Kyanos 

#2718

^ Yeah Zaxtor, awesome movie collection too :)

Here's what I've been up to today. I plan on working the Eduke logo into my map somehow and needed a higher resolution.
edit : removed pic

This post has been edited by Drek: 07 August 2011 - 11:13 AM

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User is offline   The Commander 

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

#2719

View PostDrek, on 07 August 2011 - 06:58 AM, said:

I plan on working the Eduke logo into my map somehow and needed a higher resolution.

Posted Image

EDIT: Not sure if TX approves of me posting this. :)

This post has been edited by The Commander: 07 August 2011 - 10:47 AM

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User is offline   Kyanos 

#2720

^ Thank you. Just what I needed.
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User is offline   Zaxtor 

#2721

Nice.
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User is offline   Kyanos 

#2722

I made a circular staircase model. That's it on the left with it stacked and turned on the right to form a full 360.
Posted Image
I think with sprite clipping I can make this infinitely climbable :)
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User is online   Mike Norvak 

  • Music Producer

#2723

Another blurry random shot:

Attached thumbnail(s)

  • Attached Image: WGRNorvak.jpg

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User is offline   ReaperMan 

#2724

View PostNorvak, on 07 August 2011 - 07:48 PM, said:

Another blurry random shot:


Is it a canyon with fog?
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User is offline   Micky C 

  • Honored Donor

#2725

View PostReaperMan, on 08 August 2011 - 01:08 AM, said:

Is it a canyon with fog?


It's a canyon with fog, with a tower in the middle.

While we're on the subject of revealing non-revealing screenshots:

Posted Image
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#2726

I like your staircase drek. If i saw it ingame, i would think that you made out of sprites because it looks like it, which is good.
To micky and Norvak. I think it's a bit too hard to see your pictures. If you take the picture ingame wouldn't it brighter?
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User is offline   Micky C 

  • Honored Donor

#2727

It's very easy to alter the brightness in mapster to take good screenshots, but I'm not going to show any proper screenshots until my map is finished, I'm guessing Norvak is doing the same. His shot really makes you want to know what's at the end of that canyon....
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#2728

Nah, not really. And the wall to the left looks overstretched ^^ But i think it looks great.
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User is offline   Kyanos 

#2729

View Postrasmus thorup, on 08 August 2011 - 04:08 AM, said:

I like your staircase drek. If i saw it ingame, i would think that you made out of sprites because it looks like it, which is good.


Thanks, I am trying to stick with textures from the HRP so it still "feels right"

Now I am attempting to make an Alien Weapon... My 1st real artistic model. I will share it when I finish.
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#2730

Well, you did that staircase perfect. So i trust you on the weapon too :)
I did something today too. I changed the order of the weapons in the game. IMO there are too many shooting weapons in duke3d, i never used at least 3 of the weapons. So what i did is that i turned pipebomb, tripmine, and the shrinker into a buff "weapon". In all the mods i've played i also hated those weapons the most, and they just felt lame. So i had to change the devestator to key number 6 and freezer to key number 7. But then i had to change the weapon model into buff looking weapons. I ended up with some kind of bioshock thing, a magical hand that gives duke powers >.> well it fits better than it sounds. It's just the pipebomb throwing tile that repeats 3 times. Right now i just don't know what buffs i should put in. This may be the last thing about duke that i need to code ;) Then i need maps and monsters. But there are always more to do.

This post has been edited by rasmus thorup: 08 August 2011 - 02:25 PM

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