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What are you working on for Duke right now?  "Post about whatever Duke related stuff you're doing"

User is online   Sangman 

#4801

View PostForge, on 14 May 2013 - 02:33 PM, said:

ck games or ck3d?
(ck3d was MRCK @ DN-R)
the similar names always screw me up


Wait what I didn't know they were two different people ;)
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User is offline   Mark 

#4802

More messing around while being bored.

Attached thumbnail(s)

  • Attached Image: lava2.jpg

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User is offline   Micky C 

  • Honored Donor

#4803

That's a good pic, the Duke model looks really good from that angle.

Spoiler

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User is offline   Mark 

#4804

yup.

Attached thumbnail(s)

  • Attached Image: joke2.jpg


This post has been edited by Mark.: 18 May 2013 - 06:36 AM

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User is offline   pmw 

#4805

Just a little teaser of my episode's secret level.



I just finished my episode's last map. Just needs some betatesting....Maybe I'm gonna publish this in this summer?
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#4806

;)

Attached thumbnail(s)

  • Attached Image: duke0004.png
  • Attached Image: duke0008.png

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User is offline   pmw 

#4807

View PostMister Sinister, on 19 May 2013 - 09:29 AM, said:

;)


Try to shrink your textures, especially those bookshelfs and side of that wood table.
Try to keep everything pretty much same size, too big scaled textures look smoothy and strange... IMHO.
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User is offline   Merlijn 

#4808

As stated elsewhere, I picked up working on the Red1 remake again. Progress is actually going very steady now, I hope to finish it this spring/summer.I don't want to show too much yet, but here are 2 screenshots (one old, one new).

Attached Image: red1jeep.jpg
Attached Image: broken bridge.jpg

It's probably worth mentioning that I started this level from scratch, I only used the old redduke as a guidline. Also, it will be very different to the original. You'll recognize some stuff (the restaurant will be there, for example) but the level will be a lot bigger and will have more dynamic, "red-like" gameplay as well.
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User is offline   Gambini 

#4809

Oh yeah!
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User is offline   DavoX 

  • Honored Donor

#4810

Yes! Can't wait man, I love the red series.
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User is offline   Daedolon 

  • Ancient Blood God

#4811

View PostMark., on 17 May 2013 - 04:40 PM, said:

More messing around while being bored.


You've got a hit there.


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User is offline   pmw 

#4812

Now I have a good "final fight" in my episode..

Posted Image
Posted Image
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4813

Kill one of the bosses and the episode ends.
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User is offline   pmw 

#4814

View PostFox, on 22 May 2013 - 01:32 PM, said:

Kill one of the bosses and the episode ends.


No, I edited con code and now game continues after bosses are killed.
1

User is offline   Mark 

#4815

I sure hope there is a lot more ammo to be dropped by the enemies. You're not going to survive in that screen pic. ;)

This post has been edited by Mark.: 22 May 2013 - 02:56 PM

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User is offline   Micky C 

  • Honored Donor

#4816

My god, even the devastator might not be enough.
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User is offline   Inspector Lagomorf 

  • Glory To Motherland!

#4817

Four hundred angry heavily-armed alien bastards versus Duke Nukem?

Odds for Duke look pretty good. ;)

This post has been edited by Comrade Major: 23 May 2013 - 05:55 AM

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User is offline   Radar 

  • King of SOVL

#4818

Those screens made my day Merlijn!
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User is online   Paul B 

#4819

View Postpmw, on 22 May 2013 - 12:58 PM, said:

Now I have a good "final fight" in my episode..


There's something about those screen shots that just give me the urge to kill something! This looks like a lot of fun can't wait for the release!
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User is offline   DavoX 

  • Honored Donor

#4820

If you like those screenshots then you should play Weapons of mass destruction from Deeperthought ;)
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User is online   Sangman 

#4821

Haha nice ;)
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#4822

Posted Image

Working on the layout... finding a good theme was a pain, and even so I did a lot of changes to the one I am using. I choose the simplest title picture.

This post has been edited by Fox: 24 May 2013 - 03:42 PM

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User is offline   Minigunner 

#4823

Working on a couple MIDI's.
I also have done the full-length CD version of Grabbag in MIDI form, but until I feel comfortable with releasing it, have a rendition of what I have so far.
Please keep note that I'm pretty much going by ear, so there is bound to be some errors which may be more difficult to fix.

This post has been edited by Minigunner: 25 May 2013 - 07:05 PM

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User is offline   GreenTea 

#4824

Hey guys, this is my first time posting here on duke4rums and thought I'd share what I'm working on now.

It's a simple batch file listing most of the available Duke mods, since the latest eduke32 causes problems with some mods. So I decided to throw in different versions of eduke32 to max out compatibility.
I am not a programmer and working with a batch file is the best I can do.

It basically looks like this:

Posted Image
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User is offline   Micky C 

  • Honored Donor

#4825

You forgot WGRealms 2 and the AMC TC, which absolutely must be included. As well as Starship Troopers TC.

I think some other people are also working on mod compilations with new features of eduke32 that make playing mods easier.
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User is offline   GreenTea 

#4826

View PostLunick Prime, on 26 May 2013 - 03:59 AM, said:

You forgot WGRealms 2 and the AMC TC, which absolutely must be included. As well as Starship Troopers TC.

I think some other people are also working on mod compilations with new features of eduke32 that make playing mods easier.

Well I guess this should be just for personal use then. But if people want to use this, I'm willing to release it.

Yes they are included, just need to scroll down to see the rest of them.

Posted Image
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User is offline   DavoX 

  • Honored Donor

#4827

Nice man, good work!
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User is offline   Helixhorned 

  • EDuke32 Developer

#4828

View PostGreenTea, on 26 May 2013 - 03:44 AM, said:

It's a simple batch file listing most of the available Duke mods, since the latest eduke32 causes problems with some mods. So I decided to throw in different versions of eduke32 to max out compatibility.

Please report these issues instead of including outdated and potentially buggy EDuke32 versions. We aim to make EDuke32 able to run previously released mods, being faithful to the original where possible, provided that their resources like CON/DEF code, maps etc. are sane.
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User is offline   GreenTea 

#4829

There are some mods that use modified eduke32 exe's, is it really possible to add compatibility for those mods in later releases of eduke32?

This post has been edited by GreenTea: 26 May 2013 - 11:34 AM

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#4830

Some old mods just run the classic duke3d.exe through the .bat file... so i copied eduke32.exe and renamed as duke3d.exe in my folder to run both modern and old mods

However i would select the HRP after the mod selection itself, with a compatibility check, instead of double chooses for hrp y/n in that list...
Anyway, very nice idea !

This post has been edited by RichardStorm: 27 May 2013 - 01:54 AM

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