What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#2733 Posted 09 August 2011 - 04:35 PM
#2734 Posted 09 August 2011 - 05:01 PM
Meh... Can someone please tell me why exactly enhance.con is broken? The unedited one that comes with eduke32 I mean. It doesn't load.
#2735 Posted 09 August 2011 - 05:07 PM
This post has been edited by Micky C: 09 August 2011 - 05:08 PM
#2736 Posted 09 August 2011 - 05:09 PM
Micky C, on 09 August 2011 - 05:07 PM, said:
Actually, I intended to adjust a few of the variables for the weapons. Seems to have been broken.
#2737 Posted 09 August 2011 - 05:18 PM
Use this: http://wiki.eduke32....efined_gamevars
#2738 Posted 09 August 2011 - 06:00 PM
Hendricks266, on 09 August 2011 - 05:18 PM, said:
Use this: http://wiki.eduke32....efined_gamevars
Thanks. That worked much better now.
#2740 Posted 09 August 2011 - 08:47 PM
DavoX, on 09 August 2011 - 07:24 PM, said:
I remember your Freerunner maps, and I'm sure you could make some amazing puzzles with the gravity switchers. It seems to fit better in the magical world of WGR2 than in regular Duke 3D, though.
#2741 Posted 09 August 2011 - 11:58 PM
#2742 Posted 10 August 2011 - 03:05 AM
zykov eddy, on 09 August 2011 - 11:58 PM, said:
Exactly the same way. He replaced did with do and now it's upside down
#2743 Posted 10 August 2011 - 09:17 AM
zykov eddy, on 09 August 2011 - 11:58 PM, said:
How do you did that?
There's a lot of things about the player that have to be manipulated to override the normal behavior. The main ones are poszv and rotscrnang, but there's much more than that. One tricky thing is to reverse most of the player's controls while making it feel the same.
#2744 Posted 10 August 2011 - 09:54 AM
#2745 Posted 10 August 2011 - 11:03 AM
Spiker, on 10 August 2011 - 03:05 AM, said:
I'm not sure who downvoted you. But the person doesn't have humor. I guess the person got upside down >.>
This post has been edited by rasmus thorup: 10 August 2011 - 11:16 AM
#2746 Posted 10 August 2011 - 03:07 PM
Myself, on 08 August 2011 - 01:21 PM, said:
Ok, so it's all WIP. But here is a sneak peak.
Just squint real hard, and say "Come get some!" I can't wait to fire this bitch.
#2749 Posted 10 August 2011 - 06:22 PM
DeeperThought, on 09 August 2011 - 08:47 PM, said:
Heh definitely If I would do something like that, it would be a small patch of maps like Portal. Not full blown full lenght maps like I made for FreeRunner. And it would be easier to maintain motivated. Have you tried mixing it with the mantling code? do you think it would conflict or work fine?
#2750 Posted 10 August 2011 - 06:27 PM
Captain Awesome, on 10 August 2011 - 05:21 PM, said:
Commando Nukem, on 10 August 2011 - 05:25 PM, said:
Chuck Jones Kicks Ass!!!!
LOL I knew somebody would reconize it. Has it been done?? Does anyone want to help me get this thing off the ground?? PM me. A lot of work still, only 2 days in.
#2751 Posted 10 August 2011 - 07:43 PM
DavoX, on 10 August 2011 - 06:22 PM, said:
It would take some work to make mantling work upside down, but more importantly it would conflict like crazy with the existing maps, plus I don't believe it would feel right in WGR2.
However, we do have ladders (which do work upside down) and lots of other cool stuff.
I have an idea for a map which I would call "Chaos Cathedral", and it would be about 50% puzzles and 50% action, almost all indoors. It would be designed so that more than half of the areas had stuff to do on both the floor and the ceiling, so switching back and forth to get through the map would be a major theme. But of course, if you want to do some mapping you can do whatever you want, I have faith in your abilities. The only thing I would ask is that I and perhaps other mappers have permission to add gameplay or make modifications to your work as needed, after you are done with it. I don't want to be left with unfinished stuff that I'm not allowed to finish and release.
#2752 Posted 10 August 2011 - 10:00 PM
Drek, on 10 August 2011 - 06:27 PM, said:
What exactly do you have in mind for the projectiles?
Either way, I would like if it was relatively like the Shrinker, silver with some tech look. Also I think the crystal would look good as blue.
#2753 Posted 10 August 2011 - 10:30 PM
Fox, on 10 August 2011 - 10:00 PM, said:
It's a sonic weapon,so imo the projectiles should be fast moving, vibrating waves that have a small impact radius. If I were coding it, enemies that got hit would vibrate for a moment (easy to do with small random changes to their tsprite coordinates every frame) with stun on weaker enemies. It would be more of a stream type weapon, like a flamethrower.
#2754 Posted 10 August 2011 - 10:34 PM
#2755 Posted 11 August 2011 - 05:44 AM
#2756 Posted 11 August 2011 - 07:41 AM
Fox, on 10 August 2011 - 10:00 PM, said:
Either way, I would like if it was relatively like the Shrinker, silver with some tech look. Also I think the crystal would look good as blue.
My early thoughts on the projectiles are to do a variations on the octabrains. And as for coloring right now I have a green metal body in mind, everything else is undecided. I am still tweaking a full size UV unwrap. (1024x1024) I think I should find a volunteer for the skin. LOL
DeeperThought, on 10 August 2011 - 10:30 PM, said:
My longterm plan was to fit this gun into Duke Plus with a cool powerful Alt-fire.
I love your idea DT, it's way beyond my (current ) capabilities though.
I am still new at all of this everyone, so feel free to offer any advice.
Another pic
#2757 Posted 11 August 2011 - 08:17 AM
Drek, on 10 August 2011 - 06:27 PM, said:
I tried making a HUD sprite for it once.
Fox, on 10 August 2011 - 10:00 PM, said:
Either way, I would like if it was relatively like the Shrinker, silver with some tech look. Also I think the crystal would look good as blue.
Actually, you can see a pick up sprite for it in LameDuke. It's black with a light orange crystal.
#2758 Posted 11 August 2011 - 09:37 AM
Captain Awesome, on 11 August 2011 - 08:17 AM, said:
Thanks for that info. I didn't know it made it into LameDuke. Makes my color choice easier
This post has been edited by Drek: 11 August 2011 - 09:40 AM