What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#3661 Posted 09 June 2012 - 04:41 AM
Can't wait to play your mod and fight this thing!
#3662 Posted 13 June 2012 - 11:45 PM
This post has been edited by Fox: 13 June 2012 - 11:45 PM
#3663 Posted 14 June 2012 - 07:07 AM
It's only a sample, I will make no map, but i'll release the sprites/tiles once I ripped the all of I can (i'm working on it about some months).
The problem is that I can't get the sprites from some monsters when they are shooting from back or side, so I'm afraid that I release it incomplete (I only managed to get full walking animations).
Now I'm trying to get fully CyberKeef... I think it will be finished all sprites/tiles before the end of the month.
Another little sample:
#3665 Posted 14 June 2012 - 09:12 PM
(You might be able to get shooting animations by utilizing multiplayer with monsters enabled, but I don't know if that's feasible via your methods.)
This post has been edited by Captain Awesome: 14 June 2012 - 09:13 PM
#3667 Posted 15 June 2012 - 03:54 AM
Lunick, on 14 June 2012 - 01:11 PM, said:
Congratulations Lunick, you won... A pig-in-a-dress!
Captain Awesome, on 14 June 2012 - 09:12 PM, said:
I would like to be a wizard, so things would done faster... But seriously, I'm currently using a program to see and ripping directly the contents of the Video RAM of the save states. If ripping map tiles is easy, getting monsters sprites is much more difficult...
There is a small area in the VRAM that always change into the monster's frame that is displayed near the player. To get it, I must make sure that he take all possible poses in all directions and quickly using save state (this is like taking a screenshot). Then I use the VRAM viewer to get the sprite at correct size and color.
As you see, I can't get the frame while he's diving from back, because he turn towards you too quick that the frame is not displayed. I even tried tricky thing like using holoduke, pushing him against a wall while shooting him, and mirrors don't help at all. This is the same thing for the other pigs monsters.
For now, it's CyberKeef that gives me trouble, because I have difficulty to get the 4th walking animation frames (2655 to 2659 in Mapster). CyberKeef behavior is identical to BattleLord, and these frames are only displayed when he's charging at you.
However, some other monsters are complete like Octabrain, recon vehicle and the shark-drone (probably because they don't have a lot of frames).
#3669 Posted 15 June 2012 - 11:33 AM
Anyway here is what I have been working on now. It's not Duke, but heavily based on it. The port is going to the right direction. Redneck haven't died yet :-)
#3671 Posted 15 June 2012 - 04:59 PM
One of the coolest thing you can make is 2 gears turning. But they're above eachothers and the 2 turns diff ways. One counter-clockwise and clockwise.
#3672 Posted 17 June 2012 - 07:21 PM
All the textures are truecolor .PNGs referenced by a .def file, and they kind of work, but something quickly became apparent -- the scale on the GBA would be difficult to replicate accruately. Leave everything at default scale, and Duke's too small. Use 50% scale, and duke's suddenly too big. I could probably use something like 75% scale, but I fear that would make the vertex coords a lot less friendly. Normally I'd just resize things like Duke to make it fit better, but the Duke Nukem engine started resisting all my efforts to do so, with the hardcoded aspects of Duke's size. I tried just shifting the view point a bit, but my logic for that didn't work very well and it still didn't solve the problem that Duke's bounding box was still too small. There might be workarounds for these issues, but I'm not aware what they are.
My latest project has been trying to reverse engineer the map format, which has been a pipedream, because I haven't a clue what the structures will be like, and there's no "clues" where to look. I basically have to guess what the structures might look like and try to find a way to verify it. What that way is? I'm not sure yet.
tl;dr: InsanityBringer tries to replicate Duke Nukem Advance in EDuke and fails. heh
#3673 Posted 17 June 2012 - 07:23 PM
Those textures don't look bad either
#3674 Posted 17 June 2012 - 10:52 PM
Lunick, on 17 June 2012 - 07:23 PM, said:
Those textures don't look bad either
Welcome at Duke4, InsanityBringer! Yeah, that guy who asked you about those Duke Advance Textures was me, haha. I wanna thank you again for your great work. Those textures helped A LOT! And indeed the scale is totally different from the Advance version. But I'm getting there I guess. Here are some screenshots. Oh and before I forget, I used the HUD from Nuclear Showdown and changed the code here and there, re-ripped the HUD textures (so they had the real GBA colors), and used the Duke Advance font, which was a lot of work to fit it exacly in the little blue boxes.
This post has been edited by Simon_Croes: 17 June 2012 - 10:55 PM
#3675 Posted 17 June 2012 - 11:34 PM
#3676 Posted 18 June 2012 - 01:16 AM
I hope this gets somewhere, though I guess not before a long long time considering that even the port of Duke Nukem 64 is the new DNF I'm waiting for
good work guys and good luck
#3677 Posted 18 June 2012 - 05:05 AM
James, on 17 June 2012 - 11:34 PM, said:
#3678 Posted 18 June 2012 - 05:19 AM
#3680 Posted 18 June 2012 - 08:06 AM
This post has been edited by Simon_Croes: 18 June 2012 - 08:07 AM
#3681 Posted 18 June 2012 - 08:27 AM
InsanityBringer, on 18 June 2012 - 05:05 AM, said:
much appreciated, thanks!
#3682 Posted 18 June 2012 - 10:49 AM
InsanityBringer, on 18 June 2012 - 05:05 AM, said:
Thanks for sharing, but what about the HUD and other stuff?
#3683 Posted 18 June 2012 - 10:59 AM
EDIT: actually, I found them in two seconds after loading the .ROM into tilemolester, but I'll have to play with the palettes manually to get it working.
This post has been edited by InsanityBringer: 18 June 2012 - 11:03 AM
#3684 Posted 18 June 2012 - 01:07 PM
An access panel (can't tell rest don't wanna spoil it).
Added few things and 2 giant gas tanks that can make a massive explosion / firestorm and fill the room with many fires "BURNING2" sprites.
#3685 Posted 19 June 2012 - 02:12 AM
So many years and we have DN Total Meltdown sprites. Now we have GBA stuff. Then it's time for Duke Nukem Mobile for Tapwave Zodiac... What I really liked in DNA and DNM is their simplicity and coolness, the locations were small and neat, just like my dog 9 years ago
#3687 Posted 21 June 2012 - 08:35 AM
Elevators that are huge to bring storage boxes, small carts etc.
Long as hell but cool. Similar to the Elevator in the first level accept slightly more complex.
#3688 Posted 26 June 2012 - 10:23 AM
#3689 Posted 26 June 2012 - 02:51 PM
Also worked on more effects one after the others. Just that Steel mill level alone has hiked the GAME.CON doubled its size.
Now is almost 1MB in size when used to be ~500kb before steel mill.
In the pic num1 I finished a laser beam similar to the SNES game Mighty Morphin' Power Rangers.
The stage with this huge laser canon you must try not to get hit.
Also second pic are blocks that emit electrical currents randomly. (note blocks are red ingame)
This post has been edited by Zaxtor: 26 June 2012 - 02:53 PM