What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#3961 Posted 30 October 2012 - 03:11 PM
It can be activated or desactivated using the "Turn Around" key.
Notice also that I made the flashlight 'right-handed' instead of being centered on the player:
Problem: I can only use the flashlight on maps that been designed for (a map containing a SE with lotag of 50).I tried to program it to make it compatible with other maps, but there are a weird bug that project the APLAYER sprite on wall instead of normal light...
#3962 Posted 30 October 2012 - 05:08 PM
Darkus, on 30 October 2012 - 03:11 PM, said:
That is the problem my old flash light mod had, the normal pointlight worked fine but the spotlight would cast the APLAYER on the walls.
Of course most people didn't bother reading that when I was stating it was a bug, I think the same thing may also happen in the Fusion Redux mod as well.
It happened after something was changed on the source code of the Polymer lights.
#3963 Posted 30 October 2012 - 05:42 PM
Cage, on 30 October 2012 - 05:08 AM, said:
That is beautiful.
#3964 Posted 31 October 2012 - 06:10 AM
#3965 Posted 31 October 2012 - 12:04 PM
#3966 Posted 31 October 2012 - 12:51 PM
Cody, on 30 October 2012 - 05:08 PM, said:
Of course most people didn't bother reading that when I was stating it was a bug, I think the same thing may also happen in the Fusion Redux mod as well.
It happened after something was changed on the source code of the Polymer lights.
That's because the light is being spawned by the player. That means the 'owner' of the sectoreffector is thus an APLAYER sprite, and it projects that texture. I haven't found a way to overcome it other than replacing the APLAYER with a transparent tile. That's how I fixed it in the Fusion revamp that is in the works.
I'm guessing you could make the player spawn a dummy actor with a transparent tile, then have that dummy actor spawn the actual sectoreffector instead of the player.
This post has been edited by Diaz: 31 October 2012 - 01:09 PM
#3968 Posted 31 October 2012 - 02:55 PM
#3969 Posted 31 October 2012 - 02:57 PM
I had already ripped it from Bulletstorm to HL2 so bringing it into Duke was a matter of minutes! A very nicely designed gun. Bulletstorm rocked...
#3970 Posted 31 October 2012 - 03:20 PM
#3971 Posted 31 October 2012 - 11:08 PM
Edit: I just opened it up and ran around a bit... and it was glorious
This post has been edited by Micky C: 31 October 2012 - 11:18 PM
#3973 Posted 03 November 2012 - 09:51 AM
Now imagine how this would look with higher resolution textures!
This post has been edited by Diaz: 03 November 2012 - 09:53 AM
#3974 Posted 03 November 2012 - 10:11 AM
Diaz, on 03 November 2012 - 09:51 AM, said:
Now imagine how this would look with higher resolution textures!
... but would this not take even more time? - Man, your stuff stands out! I am quite impressed the way it looks right now.
#3975 Posted 03 November 2012 - 02:00 PM
#3976 Posted 03 November 2012 - 02:02 PM
#3977 Posted 04 November 2012 - 07:46 AM
#3978 Posted 07 November 2012 - 04:18 PM
UPDATE to frame 2:
The 2nd frame is of course a WIP, and the death sequence is from DNTM (I give thanks to Darkus for ripping them). I plan to edit the 2nd frame more to make it look like he actually shot himself, and the chaingun needs to be edited some.. I will add more blood to it though, was also thinking it'd be good to have some blood on the barrels when he falls. If anyone else wants to take a shot at this, by all means go ahead
TO DO:
- Make the death sequence color match the PC Enforcer.
- Make the 2nd frame more convincing.
- Add more gore.
This post has been edited by gerolf: 07 November 2012 - 04:38 PM
#3979 Posted 07 November 2012 - 04:31 PM
gerolf, on 07 November 2012 - 04:18 PM, said:
yea, why?
#3980 Posted 07 November 2012 - 04:36 PM
This post has been edited by gerolf: 07 November 2012 - 04:37 PM
#3981 Posted 07 November 2012 - 04:39 PM
gerolf, on 07 November 2012 - 04:18 PM, said:
The 2nd frame is of course a WIP, and the death sequence is from DNTM (I give thanks to Darkus for ripping them). I plan to edit the 2nd frame more to make it look like he actually shot himself, and the chaingun needs to be edited some.. I will add more blood to it though, was also thinking it'd be good to have some blood on the barrels when he falls. If anyone else wants to take a shot at this, by all means go ahead
TO DO:
- Make the death sequence color match the PC Enforcer.
- Make the 2nd frame more convincing.
- Add more gore.
In case anyone needs a refresher:
#3982 Posted 07 November 2012 - 05:29 PM
gerolf, on 07 November 2012 - 04:36 PM, said:
You earn rep points for all eternity.
#3983 Posted 07 November 2012 - 05:57 PM
gerolf, on 07 November 2012 - 04:18 PM, said:
I love how violent and gory the death animations are in TM. I kinda miss the old sprite animations from those days especially the detailed ludicrously bloody deaths (evisceration, exploding heads, entrails/eyeballs/limbs flying about etc.).
#3984 Posted 08 November 2012 - 05:42 AM
Commando Nukem, on 07 November 2012 - 04:39 PM, said:
I never actually saw that before, I guess I always killing them as soon as I encountering them......
But sometimes I wonder why my kills counter +1 or more and only see the corpses when I leave them alone for some reasons...
#3985 Posted 08 November 2012 - 05:52 AM
This post has been edited by Diaz: 08 November 2012 - 05:53 AM
#3986 Posted 08 November 2012 - 01:27 PM
#3987 Posted 08 November 2012 - 01:40 PM
I am still working in the sounds, because there is a lot to do. Other than that I removed most of the values that are not used in the original game.
#3988 Posted 14 November 2012 - 04:51 AM
#3989 Posted 14 November 2012 - 05:39 AM
One idea I had for Decay, that I never got to implement, was to make some sprites for lit-up windows, which would be fullbright on the map - so the darker areas were more interesting (Polymer didn't exist at the time