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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   Scott_AW 

#4531

View PostZaxtor, on 15 March 2013 - 08:37 AM, said:

you cannot press 1 3 2.
you cannot press 2 3 1
you cannot press 3 2 1
only 1 2 3 style.


So in other words a less frustrating puzzle? As in you can hide the switch in random places, but they can only be pressed a certain order, but also not pressed incorrectly thus preventing constant revisiting?
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User is offline   Zaxtor 

#4532

Nope.

Con trick.

Switch has no switch, its a sprite with an effector that makes the switch work.

Puzzle is damn simple in game but fairly complex in con editing. The Mutual friend gives you almost all the switch code.
Except the last one to press because he is not sure.

yes the switches has to be pressed in order or the others does different behavior.

Let say you have a room with fire.

You have 2 switches,

You press No2 first.
Room opens and you burn to death.

Switch 1 disable the fire and then switch 2 safely opens the room (no fire).

Btw no fire room. is just an example.

This post has been edited by Zaxtor: 15 March 2013 - 11:40 AM

2

User is offline   Scott_AW 

#4533

Now I get what you're doing there.
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User is offline   Micky C 

  • Honored Donor

#4534

I've added the SE 13 thing to the TROR mapping guide on the wiki, plus some information about TROR water creation and manipulation.

http://wiki.eduke32....m_Mapping_Guide
5

User is offline   Mikko 

  • Honored Donor

#4535

View PostZaxtor, on 15 March 2013 - 11:40 AM, said:



Puzzle is damn simple in game but fairly complex in con editing.


I've been coding stuff for only maybe three months and that trick sounds pretty simple.
0

User is offline   Scott_AW 

#4536

View PostTrooper Mick, on 15 March 2013 - 06:59 PM, said:

I've added the SE 13 thing to the TROR mapping guide on the wiki, plus some information about TROR water creation and manipulation.

http://wiki.eduke32....m_Mapping_Guide


Sweet, this is very helpful...of course now I'm going to redesign a few maps...
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4537

Aaahhhhh, it feels like working on Duke 64 never ends. Until now I haven't bothered in replicating the closing credits sequence, but it took only a few hours to make it.

Posted Image
7

User is offline   Scott_AW 

#4538

A simple test in some simple shopping. Also means I need to redesign my weapon store a little.


4

User is offline   Zaxtor 

#4539

Still working on that switches thing.
Has insane con editing, well pretty complex and puzzling-like to make it work properly. Con editing it is like a complex puzzle to make em work.

Switch thing is probably about half finish.

There is 6 switches and like other post said, is very complex to make em work.
Room with those switches is loaded with interesting things.

Only spoiler I will show is the switches and shield generator.

Spoiler

0

User is offline   Kyanos 

#4540

Attached Image: SL6D0001.pngAttached Image: overlord_sprites.png

This guy needed a ton of work, I've baked all his surfaces to one model with one skin, for poly2vox. Then I've edited this skin to better match the sprite. I only used colors from the 8bit sprite, not even the full duke palette. I changed the model skin for white teeth and brown claws/spikes, also trying to be more like the original sprite art.

Added: On to some death animations;
Attached Image: SL6D0006.pngAttached Image: 2803.png

This post has been edited by Drek: 23 March 2013 - 11:06 AM

4

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4541

Finally made that goddamn multiplayer score work. I know there is no multiplayer support in Eduke32, but at least you can kill some idle bots.

Posted Image
4

User is offline   Lunick 

#4542

You are getting me really excited for this Fox.
1

User is offline   Hendricks266 

  • Weaponized Autism

  #4543

I was working on adding new screen-drawing related stuff to EDuke32 (for Fox and/or Resurgence) when I found that the digitalnumberz and gametextz functions introduce rounding errors into the scaling calculations. It took some code wrestling but I eliminated them.

In these images, the nuke icon at the bottom is simply rotatesprited and is used as a frame of reference for proper scaling. My gifs are a little jumpy due to my slow computer but the change is illustrated despite this.

before:

Posted Image

after:

Posted Image

I will commit this soon. Committed.

Here is the CON code to display this test:

Spoiler


This post has been edited by Hendricks266: 24 March 2013 - 08:36 PM

14

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4544

I noticed that problem before. I tought it was some limitation with text displaying.
0

User is offline   Helixhorned 

  • EDuke32 Developer

#4545

View PostHendricks266, on 24 March 2013 - 04:40 PM, said:

I was working on adding new screen-drawing related stuff to EDuke32 (for Fox and/or Resurgence) when I found that the digitalnumberz and gametextz functions introduce rounding errors into the scaling calculations. It took some code wrestling but I eliminated them.

Nice, precision FTW!

Quote

Here is the CON code to display this test:

Feel free to add CON tests to source/lunatic/test, either into an already existing file, or if the test is too large or doesn't fit anywhere, into a new file.
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User is offline   Zaxtor 

#4546

Finally finished that switch puzzle thing with hard and confusing con codes.

Switch does many diff things.
Just like a puzzle.

Is not those puzzle that does 2 diff things.
This one does like over 20 diff things. when you mix dif switch numbers by pressing them.
0

User is offline   Mikko 

  • Honored Donor

#4547

No doubt that works well in practice...
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4548

Posted Image
7

User is offline   Jenz/Amaka 

#4549

Restarting Direct System Campaign once again.
This time, with proper documentation and no random ideas while mapping.
0

User is offline   Mia Max 

#4550

Working again on my map Frauenstein.

Attached thumbnail(s)

  • Attached Image: capt0000.jpg

8

User is offline   Daedolon 

  • Ancient Blood God

#4551

That looks really moody.
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User is online   Danukem 

  • Duke Plus Developer

#4552

Very nice work, Mia Max!
0

User is offline   Micky C 

  • Honored Donor

#4553

Good to see you're working on that again, I was starting to get worried.
0

User is offline   Scott_AW 

#4554

Posted Image

Mini-boss for OCD, LeeHas

Or, Limited Edition Enemy Hover Assault Ship for long.

Single front mounted chaingun, wing-side rocket/morter launchers(undecided). I'll figure it out when I test it out.
10

User is offline   Gambini 

#4555

Looks like a toy, an expensive one you´d get on christmas!
0

User is offline   Micky C 

  • Honored Donor

#4556

Angry Dukes!

"Those pigs are gonna pay for stealing our babes! Time to go say hello..."

Level 1:
(not an actual game)

Posted Image

This post has been edited by Trooper Mick: 28 March 2013 - 12:44 AM

4

User is offline   Stabs 

#4557

ummm hello, been awhile, doing stuff been a hell of a ride, anyway started dicking around in mapster/dukeplus again, gunna see how much of the shrapnel city episode i can cram into one map, totally diff layouts and looks only real similarity will be the locations. Think ive stuck a solid 24 hours into so far at 6000 walls / 800 sectors, shit ton of ROR.

Attached Image: pic01.jpg Attached Image: pic02.jpg Attached Image: pic03.jpg Attached Image: pic04.jpg Attached Image: pic05.jpg

so polymer seems a bit more faster ( or is that the sixcore and gtx680 SLI ? ) also, the visibility seems different, fog pal colors seems to blend together better when using different pals next to each other, and the vis is just not so heavy anymore, i like it.

This post has been edited by DanM: 31 March 2013 - 10:01 AM

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User is offline   Helixhorned 

  • EDuke32 Developer

#4558

Welcome back. These shots look great!

View PostDanM, on 31 March 2013 - 09:58 AM, said:

(...) and the vis is just not so heavy anymore, i like it.

The visibility has been reworked to look almost exactly like classic, and that has been the default for a while.
1

User is offline   Stabs 

#4559

ahh only slight problem i had with it was 241 - 255 seem to act like normal vis levels now, 240 only does that now, before they were extreme levels that were really good for tweaking fog in big areas.
1

User is offline   Tea Monster 

  • Polymancer

#4560

DanM - That is looking amazing. The only crit I would have is to try to add some more detail. Especially in shot 3, you can really see the sectors coming through in the light fixtures and the work tops. Good to see some Polymer goodness again!

Scott_AW that is a great design.
1

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