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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   Zaxtor 

#4231

Nah, Will release in 1 shot.

Is a mod with 1 ep but has like 16 levels.

14 + 2 secret.
Before was gonna be 12 + 2 secrets but decided to make an extra level. plus a sub-level. like Oblivion has 2 sub-levels, "maps too small to be levels"
After the last we head toward the ship with all the enemies responsible for invading / raiding the bionic planet Trequonia.

Levels are longer to make than Oblivion's lev cus.

1, they are larger, more detailed, many has hardcore conhack and neat effects etc.
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User is offline   Player Lin 

#4232

View PostZaxtor, on 21 January 2013 - 09:13 AM, said:

Nah, Will release in 1 shot.
Is a mod with 1 ep but has like 16 levels.

...

Levels are longer to make than Oblivion's lev cus.
1, they are larger, more detailed, many has hardcore conhack and neat effects etc.


OK, sounds like neat, and...this time, is it will not as hard to beat as Oblivion TC, right? I like your mods have big, mega-detailed, cool effects and designs of maps but not want get my ass kicked again. :P

This post has been edited by Player Lin: 22 January 2013 - 02:14 AM

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User is offline   Micky C 

  • Honored Donor

#4233

Yeah, it would be nice to actually be able to navigate all the levels and at least have a general idea of where to go.
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#4234

A little progress on the ship and started on the mechanical gate area.

Attached Image: capt0013.png Attached Image: capt0012.png
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4235

Zero Hour style

Posted Image

I could add this as a hidden function, too bad the artwork for a single SMG doesn't exist
1

User is offline   Lunick 

#4236

Does that mean the Duke 64 TC is almost almost almost finished? :P
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4237

This one is for the CON coders

Spoiler

The deal with the image above is that I am using orientation 1024, and adjusted the position of the sprite to the edge of the screen manually. This way I can take advantage of setaspect to make sprites with a different horizontal or vertical zoom, so I can stretch a sprite.

I tried to make it the simpliest as possible, so I can use a code as simply as this:

    setvar x -104
    setvar y 84
    setvar z 65536
    setvar z2 65536
    setvar ang 0
    setvar orientation 0
    setvarvar shade gs
    getsector[THISACTOR].floorpal pal
    setvar POSX 0
    setvar tilenum KNEE
    state rotatesprite


Note how I have two different variables for the zoom.
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User is offline   Zaxtor 

#4238

Made a neat effect.
When I was going to the Pharmacy to get these delicious giant chocolate bars (Lindor my fav).
An idea came up to my head. I was lil skeptical and thought wouldn't work.

Actually it worked.

Is 2 doors.
When you open door1, door2 closes.
When you close door1, door2 opens.
It is possible to pass right because the switch is too far?

The idea is we can jam the door.
Neat trick involved sector trick and conhack.
Rest will be seen when playing the mod.

This post has been edited by Zaxtor: 26 January 2013 - 04:36 PM

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User is offline   The Commander 

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

#4239

View PostZaxtor, on 26 January 2013 - 04:35 PM, said:

When you open door1, door2 closes.
When you close door1, door2 opens.

An air lock?
I thought this was always possible...
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4240

Isn't that used in Dark Side level?

I remember that in the Last Reaction / Chimera TC there was a very good decompression chamber effect.
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User is offline   Zaxtor 

#4241

Not an air lock.

Oblivion had an airlock tho that if we don't close the exterior door we die as soon we open the door to the airlock room.

But this is something else.
2 doors functioning at the same time.
If one of them get stuck, the other get stuck.
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User is offline   Jimmy 

  • Let's go Brandon!

#4242

View PostFox, on 25 January 2013 - 11:16 PM, said:

Zero Hour style

I could add this as a hidden function, too bad the artwork for a single SMG doesn't exist

You mean a pickup sprite? I've told you before man, I can do whatever artwork you need. I support this project 100%, but I can't help if you don't tell me whats up. Never hesitate to send me a request.
1

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4243

Hahaha, I could do it myself, but I don't want custom artwork in this mod. :P
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User is offline   pmw 

#4244

Trying to make my shore/beach as interesting as possible.. I'm just out of ideas.

Posted Image
Posted Image
6

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4245

I dunno, maybe you could take a look at Caribbean's first levels and see if they inspire you.
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User is offline   Daedolon 

  • Ancient Blood God

#4246

Shouldn't be afraid to use more of the sandy texture, now it seems a bit too mountainy and feels like it's lacking a proper shore.
1

User is offline   Jimmy 

  • Let's go Brandon!

#4247

View PostFox, on 28 January 2013 - 01:09 AM, said:

Hahaha, I could do it myself, but I don't want custom artwork in this mod. :P

Fair enough.
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User is offline   HellFire 

#4248

That texture doesn't really look like sand though. Try 4347 or 4348 with pal5.
2

User is offline   Gambini 

#4249

View Postpmw, on 28 January 2013 - 09:49 AM, said:

Trying to make my shore/beach as interesting as possible.. I'm just out of ideas.


It´s looking good. As a start I´d replace that concrete+dirt texture by the dirt only one.
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User is offline   Mark 

#4250

If that building is just an isolated outpost on an island or coastline your terrain is a good idea. If its actually part of an urban area maybe a more uniform cement wall at the land's edge would work. I would also recommend shrinking the size of your pics before posting them or maybe bump up the compression a little more. The file sizes were very big.

This post has been edited by Mark.: 28 January 2013 - 03:51 PM

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User is offline   Jimmy 

  • Let's go Brandon!

#4251

PMW, your map is looking good. Here's some quick examples on just how simple detailing could make it look better. Cheers man, hope it inspires you in some manner.

Dirt/sand road
Posted Image

Beach
Posted Image

Shore
Posted Image
5

User is offline   Micky C 

  • Honored Donor

#4252

Maybe there should be a beach themed CBP.
3

User is offline   Jimmy 

  • Let's go Brandon!

#4253

Marvelous idea. I'm down.
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User is offline   Loke 

#4254

View PostMicky C, on 29 January 2013 - 05:05 AM, said:

Maybe there should be a beach themed CBP.


Omaha Beach-style; Duke storming the beach riddled with alien strongholds and bunkers near the shore.
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User is offline   Micky C 

  • Honored Donor

#4255

So who would be interested in taking part in such a CBP?
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User is offline   Forge 

  • Speaker of the Outhouse

#4256

View PostMicky C, on 29 January 2013 - 11:42 PM, said:

So who would be interested in taking part in such a CBP?


you should point the re-direct

http://www.scent-88....sg4185.html#new


or start a new thread here
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User is offline   Alan 

  • Hellspawn

#4257

View PostBloodshot, on 11 January 2013 - 10:44 AM, said:

Also tried making a new shotgun but this one shows up wrong in game, the background doesn't become transparent for some reason:
...
If anyone can help me out as to what is wrong with the background on the new sprite I would greatly appreciate it.


I don't know if you ever fixed it, but the reason for that is that there is an exact duplicate of that color in the palette that isn't treated as transparent. The only ways to get around that are to edit the palette so that color isn't used or to open the tile in EditArt and replace it with the transparent color.
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User is offline   pmw 

#4258

View PostHellFire, on 28 January 2013 - 03:32 PM, said:

That texture doesn't really look like sand though. Try 4347 or 4348 with pal5.


Wow, I didn't know that. It looks pretty cool, but it also feels abit too nice beach for finland......But I'll think about that tile -- it doesn't even change the player's skin colour!

And thanks for nice tutorial. But how about that curvy beach next to water. I think there will be some edges on it? Between water and the beach?
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User is offline   zykov eddy 

#4259

More stuff from Sonic 3D.
I think I'm gonna release a new version soon.

Posted Image
Posted Image
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User is offline   Bloodshot 

#4260

View PostAlan, on 30 January 2013 - 06:53 AM, said:

I don't know if you ever fixed it, but the reason for that is that there is an exact duplicate of that color in the palette that isn't treated as transparent. The only ways to get around that are to edit the palette so that color isn't used or to open the tile in EditArt and replace it with the transparent color.


I actually figured out the problem but I solved it by copying the pixels from existing sprite art of the background and scaled them to fit the background of my sprites.
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