What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#2971 Posted 30 October 2011 - 11:29 PM
That's somewhere in NZ after the flood!
Just got word that series episode will not be released as previously mentioned. Sorry for the mix up folks.
Think of it as just another Duke delay curse!
Just got word that series episode will not be released as previously mentioned. Sorry for the mix up folks.
Think of it as just another Duke delay curse!
This post has been edited by VinsaneOne: 31 October 2011 - 12:57 AM
#2972 Posted 31 October 2011 - 03:07 AM
DanM, on 30 October 2011 - 11:05 PM, said:
posted this awhile ago in the polymer thread but that's one of the more "hostile" environments planned
Nice architecture, layout, and texturing. Solid design all around.
#2973 Posted 01 November 2011 - 05:28 AM
think hexen, think strife, think sotn, trying to do something beyond my usual super rambo doom guy gameplay
#2974 Posted 04 November 2011 - 11:27 AM
just wanted to pass by and say "HELLO".
i'm working currently with a gamestudio on some new shooter (natural selection 2), and scrapped all my plans for duke3d, duke4. i remembered recently how much i enjoyed to be part of the duke3d community, so here i post
i'm working currently with a gamestudio on some new shooter (natural selection 2), and scrapped all my plans for duke3d, duke4. i remembered recently how much i enjoyed to be part of the duke3d community, so here i post
#2976 Posted 04 November 2011 - 04:33 PM
Cool, Unknown Worlds is pretty neat. I assume you're contracting for them?
#2977 Posted 04 November 2011 - 04:45 PM
ReaperMan, on 04 November 2011 - 01:21 PM, said:
So what were you working on that involved Duke Nukem?
Duke Army, IIRC.
So welcome back, kenia!
#2978 Posted 04 November 2011 - 10:12 PM
I always find it sad that people stop working on their Duke projects if they find something else to work on, but I guess it's just a fact of life.
#2979 Posted 05 November 2011 - 12:22 AM
Pretty sure they would keep doing it if they could live off it.
#2980 Posted 06 November 2011 - 03:18 PM
I'm making my version of the doom level - tower of babel with the pc music. I already done most of the cyperdemon It will be more detailed than the original doom map ofcourse. already close to being done with the inner part of the map at the start, still need the texturing.
#2981 Posted 06 November 2011 - 05:32 PM
This has always been one of my favorite threads.
- We've got a TL;DR "Cool story bro" post below this line;
I've got nothing to show yet, but I'm in the process of trying to figure out how practical it would be to make a small (Single level) survival horror mod for EDuke32, there probably wouldn't be any new resources, just new (And probably dysfunctional and unbelievably bad) con code and a single new map, it would feel more like Japanese horror games. Reasons for this idea are that I feel like trying to make another map, but I can't make my mind up wether to go industrial, urban or alien. My idea being that survival horror allows for ambiguity (Silent Hill anyone?) and I could make one big map (Like in Clock Tower 3 / Haunting Ground) of say, a city, that incorporate several themes.
The basic idea would be - and I admit some inspiration comes from the A.Dream maps, let's face it, they are awesome - that Duke wakes up and discovers that he is not familiar with the surroundings, it's a typical dark, end of the world location (A town?) and he starts to explore, the player would be able to read things (Books, notes and the like) and would be given a weak weapon (Holy Water or maybe just kick) - then, just as he's getting used to this dreadful place, something evil starts to chase him (probably just the battlelord with his gun disabled, maybe a new skin and other tweaks, you probably wouldn't be able to see much more than his outline though.) and the game is on, Duke must hide from and evade the enemy, he would also have to solve puzzles and find items to progress. It wouldn't be particularly long, nor would the story be very well developed. At the moment I am toying with the idea of fixed camera (I prefer fixed cameras in Survival Horror) and inventory. Hopefully, I get around to making this thing.
Have to admit, I'm a little survival horror obsessed lately, after playing Haunting Ground, I was so impressed (Dare I admit to crying?) that I am determined to play every other survival horror game I can obtain, I'm broke right now from ordering several more games from eBay.
Yeah, sorry for a long post that's just ideas, I'm sure everyone here knows how bad I am at actually executing my ideas, as in, they don't happen
Edit: Oh, and I think I should stop kidding myself, I'm going to have to say that Duke Nukem 2D is officially dropped from now on.
- We've got a TL;DR "Cool story bro" post below this line;
I've got nothing to show yet, but I'm in the process of trying to figure out how practical it would be to make a small (Single level) survival horror mod for EDuke32, there probably wouldn't be any new resources, just new (And probably dysfunctional and unbelievably bad) con code and a single new map, it would feel more like Japanese horror games. Reasons for this idea are that I feel like trying to make another map, but I can't make my mind up wether to go industrial, urban or alien. My idea being that survival horror allows for ambiguity (Silent Hill anyone?) and I could make one big map (Like in Clock Tower 3 / Haunting Ground) of say, a city, that incorporate several themes.
The basic idea would be - and I admit some inspiration comes from the A.Dream maps, let's face it, they are awesome - that Duke wakes up and discovers that he is not familiar with the surroundings, it's a typical dark, end of the world location (A town?) and he starts to explore, the player would be able to read things (Books, notes and the like) and would be given a weak weapon (Holy Water or maybe just kick) - then, just as he's getting used to this dreadful place, something evil starts to chase him (probably just the battlelord with his gun disabled, maybe a new skin and other tweaks, you probably wouldn't be able to see much more than his outline though.) and the game is on, Duke must hide from and evade the enemy, he would also have to solve puzzles and find items to progress. It wouldn't be particularly long, nor would the story be very well developed. At the moment I am toying with the idea of fixed camera (I prefer fixed cameras in Survival Horror) and inventory. Hopefully, I get around to making this thing.
Have to admit, I'm a little survival horror obsessed lately, after playing Haunting Ground, I was so impressed (Dare I admit to crying?) that I am determined to play every other survival horror game I can obtain, I'm broke right now from ordering several more games from eBay.
Yeah, sorry for a long post that's just ideas, I'm sure everyone here knows how bad I am at actually executing my ideas, as in, they don't happen
Edit: Oh, and I think I should stop kidding myself, I'm going to have to say that Duke Nukem 2D is officially dropped from now on.
This post has been edited by High Treason: 06 November 2011 - 05:36 PM
#2982 Posted 10 November 2011 - 04:06 PM
#2983 Posted 12 November 2011 - 03:30 PM
I've started work on my Survival Horror mini-mod, this will only be single level with simplistic puzzles, if the project does well at it's time of release, I might make a larger and more complex mod. Anyway, here's some shots, keep in mind that the detail hasn't been added yet, but it should at least give you the idea of what I am trying to do and also keep in mind that it will require polymer - the framerates are low in some of those shots, but I am working on never dropping below 25 (my machine is dying though) and anyway, the screen will never be full of enemies.
Images, left to right.
1. This is the small village of Loudmoor, I've only just started this area, you will encounter it about 1/3 of your way through.
2. This is an area in the village, obviously you will be able to go down here in the game, that is indeed an arched transparent glass roof.
3. Small wooded area, there will be a statue here.
4. I always have to include a bridge. Might remove this as it is causing a few problems.
Other notes; The camera system is proving a challenge, and enjoyable challenge, my original system used simple AI to face the player at all times, this won't work now that they are activated with tags instead of distance, I can't figure it out so I am trying to implement a second camera system that works on distance which would be restricted to certain sections, these would have selectable AI which could follow the player in a "camera track" sector, move away from the player or do something else.
Images, left to right.
1. This is the small village of Loudmoor, I've only just started this area, you will encounter it about 1/3 of your way through.
2. This is an area in the village, obviously you will be able to go down here in the game, that is indeed an arched transparent glass roof.
3. Small wooded area, there will be a statue here.
4. I always have to include a bridge. Might remove this as it is causing a few problems.
Other notes; The camera system is proving a challenge, and enjoyable challenge, my original system used simple AI to face the player at all times, this won't work now that they are activated with tags instead of distance, I can't figure it out so I am trying to implement a second camera system that works on distance which would be restricted to certain sections, these would have selectable AI which could follow the player in a "camera track" sector, move away from the player or do something else.
#2984 Posted 12 November 2011 - 04:16 PM
Some of those shots look nice and moody. What problems are you having with your bridge?
#2985 Posted 12 November 2011 - 04:18 PM
I see your trademark bridge in that last shot.
Dark and creepy. Good job.
Dark and creepy. Good job.
#2986 Posted 12 November 2011 - 05:34 PM
I know is still WIP but I don't really like the texture selection from most of the pics, anyway is just an opinion.
Do you already know about TROR, right?
High Treason, on 12 November 2011 - 03:30 PM, said:
4. I always have to include a bridge. Might remove this as it is causing a few problems.
Do you already know about TROR, right?
#2987 Posted 12 November 2011 - 06:46 PM
@Micky C; Thanks, the problems are that it either causes lights to stop working or Duke falls through it and walk on the top of the archway (would make sense, as the archway is actually the floor of that sector. Luckily, most of the map relies on a teleporter of sorts for Duke to get around (If you have played a few survival horrors, you will be familiar with doors either not opening or just leading to blackness that becomes another room when you walk in) so at the moment, it causes him to appear in the next location when he reaches halfway - the bridge only really acts as a transition from one area to the next and the player is never allowed back there.
@Marked; Thanks... (Questions the idea of stealing from your graveyard map... )
@Norvak; Yeah, texture selection always takes me a while, some of it will likely change once I do my second sweep of those areas. I know about TROR, but I can not seem to make it do what I want it to do as it seems I can only use it within the entirety of the white walls, it does not allow me to make sloped sectors and I changing the height of a floor changes the ceiling height too - chances are I am doing something wrong, certainly wouldn't be the first time.
@Marked; Thanks... (Questions the idea of stealing from your graveyard map... )
@Norvak; Yeah, texture selection always takes me a while, some of it will likely change once I do my second sweep of those areas. I know about TROR, but I can not seem to make it do what I want it to do as it seems I can only use it within the entirety of the white walls, it does not allow me to make sloped sectors and I changing the height of a floor changes the ceiling height too - chances are I am doing something wrong, certainly wouldn't be the first time.
#2988 Posted 12 November 2011 - 11:10 PM
High Treason, on 12 November 2011 - 03:30 PM, said:
I've started work on my Survival Horror mini-mod, this will only be single level with simplistic puzzles, if the project does well at it's time of release, I might make a larger and more complex mod. Anyway, here's some shots, keep in mind that the detail hasn't been added yet, but it should at least give you the idea of what I am trying to do and also keep in mind that it will require polymer - the framerates are low in some of those shots, but I am working on never dropping below 25 (my machine is dying though) and anyway, the screen will never be full of enemies.
Looks great, I love creepy mods. Good luck!
#2989 Posted 13 November 2011 - 01:13 AM
@High Treason; I highly recommend that if you're going to do any kind of ROR tricks, that you instead make them with TROR. That bridge is a perfect example of something that can easily be made with it.
#2990 Posted 13 November 2011 - 03:17 PM
Just messing around again with something, like most of my stuff, that will probably never see completion. But it's still lots of fun to make.
#2991 Posted 13 November 2011 - 08:00 PM
I made a personal trailer showcasing my WGRealms 2 map, as a parody of the DNF reveal trailer.
Video description:
Video description:
Quote
This is an 'off the books' 'fan made' trailer for my map, likely to be released in the next update, called 2.0 for lack of a better name at the moment. Don't let the name stick or Jedrick will get medieval on your asses!
This trailer also serves as a parody of the Duke Nukem Forever reveal trailer, from where the audio was ripped.
This trailer also serves as a parody of the Duke Nukem Forever reveal trailer, from where the audio was ripped.
This post has been edited by Micky C: 13 November 2011 - 08:00 PM
#2992 Posted 14 November 2011 - 09:28 AM
I'm making a 3D Jet using the subway system and TROR now you really could make things to float in the air!
#2993 Posted 14 November 2011 - 11:19 AM
What things are going to float Norvak? You can make most things float with coding.
#2994 Posted 14 November 2011 - 11:36 AM
rasmus thorup, on 14 November 2011 - 11:19 AM, said:
What things are going to float Norvak? You can make most things float with coding.
I mean sectors, you know....
#2996 Posted 18 November 2011 - 12:15 PM
I was going to post screenshots of progress, such as with my new TROR bridge (the original is gone), but here's something else;
Still got to finish the stalker code, item code and some puzzle code too.
Still got to finish the stalker code, item code and some puzzle code too.
#2997 Posted 21 November 2011 - 02:12 PM
#2998 Posted 21 November 2011 - 07:38 PM
This area is now finished;
And, although Duke might not have time to play with himself, he does have time to play with his new remote-control bulldozer;
Actually, that's quite important, you actually have to use it to finish the level. The map has turned out reasonably small, but even knowing where everything is, it still takes at least 3 min to beat. At the moment, my stalker AI is incomplete, a few sound effects need adding in and something (my crappy AI I believe) is causing a crash on occasion. I could theoretically be ready to release in 24 hours, but the map is underdetailed, I don't know what to add as further detail, so I'm going to sit around looking at other games and Google images for a week - possibly longer - and try to improve it, that should also give me time to figure out why some text doesn't display and fix the doors that occasionally malfunction - oh, and I keep forgetting about those damn jump-scare actors I haven't added yet.
I've decided not to include any medkits in the level, so if the stalker hurts you, you can't heal yourself, I may set it so that hurting the stalker lets you regain some health if the correct conditions are met.
Another thing I wish to point out, is that I have added a semi-interactive soundtrack, the music will change depending on what area you are in, I may also have it set to play faster music when you are chased and then go back to what was previously playing (or the music for the area you have moved to) when the stalker is no longer chasing you.
And, although Duke might not have time to play with himself, he does have time to play with his new remote-control bulldozer;
Actually, that's quite important, you actually have to use it to finish the level. The map has turned out reasonably small, but even knowing where everything is, it still takes at least 3 min to beat. At the moment, my stalker AI is incomplete, a few sound effects need adding in and something (my crappy AI I believe) is causing a crash on occasion. I could theoretically be ready to release in 24 hours, but the map is underdetailed, I don't know what to add as further detail, so I'm going to sit around looking at other games and Google images for a week - possibly longer - and try to improve it, that should also give me time to figure out why some text doesn't display and fix the doors that occasionally malfunction - oh, and I keep forgetting about those damn jump-scare actors I haven't added yet.
I've decided not to include any medkits in the level, so if the stalker hurts you, you can't heal yourself, I may set it so that hurting the stalker lets you regain some health if the correct conditions are met.
Another thing I wish to point out, is that I have added a semi-interactive soundtrack, the music will change depending on what area you are in, I may also have it set to play faster music when you are chased and then go back to what was previously playing (or the music for the area you have moved to) when the stalker is no longer chasing you.
#2999 Posted 21 November 2011 - 08:38 PM
High Treason, on 21 November 2011 - 07:38 PM, said:
Another thing I wish to point out, is that I have added a semi-interactive soundtrack, the music will change depending on what area you are in, I may also have it set to play faster music when you are chased and then go back to what was previously playing (or the music for the area you have moved to) when the stalker is no longer chasing you.
It would be cool make use of dynamic music in other mods and maps.
#3000 Posted 23 November 2011 - 02:04 AM
Marked, you were talking about making modular game assets, there is guy on Polycount showing off how to do just this, I thought it might give you some ideas:
http://www.polycount...ead.php?t=89682
That's some good looking stuff High Treason.
http://www.polycount...ead.php?t=89682
That's some good looking stuff High Treason.