What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#5011 Posted 26 August 2013 - 04:59 AM
This post has been edited by Mblackwell: 26 August 2013 - 09:29 AM
Reason for edit: Removed links that didn't allow people to see the original sized image when clicking.
#5012 Posted 26 August 2013 - 06:53 AM
#5014 Posted 26 August 2013 - 02:19 PM
t800, on 26 August 2013 - 06:53 AM, said:
Indeed,
Ms. Radar, on 26 August 2013 - 07:16 AM, said:
Sorry mate, this one's for episode 3
Now I'm going to go away and not show any more of it for a year.
#5015 Posted 26 August 2013 - 02:42 PM
Mikko C, on 26 August 2013 - 02:19 PM, said:
Interesting development plan. I sure hope that means episode 2 is close to completion.
This post has been edited by Ms. Radar: 26 August 2013 - 02:43 PM
#5016 Posted 26 August 2013 - 02:58 PM
#5019 Posted 27 August 2013 - 04:57 AM
It's not going well though as I can't see where to enable it any of the .cfg or .con files.
I've found the stalker audio file and have converted to a .wav format as that's what format all the audio files are on the iOS version of this game, converted it to 8bit and reduced its size to 328.910 bytes. I renamed it to grabbag (the game plays intro music only) to see if it plays OK, and the game immediately played 'stalker' during start up so I think the file is OK, but if I rename it back to stalker nothing happens and there's still no background music!
I know this doesn't technically belong here but I don't know where else to go for duke expertise and I figure that if more people play it on iOS they may be tempted to try other versions of the game.
Thanks
#5020 Posted 27 August 2013 - 05:08 AM
The port doesn't come with level music, and since it's probably shoddily coded I don't think any amount of meddling on the user side is going to change that. It's not worth the effort anyway.
Maybe if eduke32 was ported to iOS...
#5021 Posted 27 August 2013 - 05:15 AM
Deeper Micky, on 27 August 2013 - 05:08 AM, said:
The port doesn't come with level music, and since it's probably shoddily coded I don't think any amount of meddling on the user side is going to change that. It's not worth the effort anyway.
Maybe if eduke32 was ported to iOS...
Ha ha, thanks for the reply I thought I was going to get completely ignored lol.
Yes, I am referring to the official port but I'm playing it in conjunction with a PS3 controller so the controls are spot on, touch screen to aim/look around and use the PS3 controller to move/strafe, jump, duck and use etc.
But you think that any meddling I do won't make a blind bit of difference though? I assumed it wouldn't be too hard but.....
Thanks again
#5022 Posted 27 August 2013 - 05:21 AM
#5023 Posted 27 August 2013 - 05:32 AM
Centaurious, on 27 August 2013 - 05:21 AM, said:
From my personal experience, the game was pretty bad until the latest v1.4 update. It now plays fine, most of the problems were due to the awful controls it had but they were updated and are much better now, especially when played with a gamepad via blutrol.
It's just not the same game without the background music!
#5024 Posted 27 August 2013 - 05:52 AM
Centaurious, on 27 August 2013 - 05:21 AM, said:
Well I only started the map about a week ago, and it's at least 2 years off given various factors.
I imagine that with occasional weak enemies wandering around, plus closet ambushes from stronger enemies, with a battle lord or other mini boss providing constant distraction and necessity for cover, it could prove interesting. This would only be one part of the map of course.
#5025 Posted 27 August 2013 - 06:11 AM
macaque6711, on 27 August 2013 - 05:32 AM, said:
It's just not the same game without the background music!
He wasn't talking to you...
#5026 Posted 27 August 2013 - 06:29 AM
TerminX, on 27 August 2013 - 06:11 AM, said:
I know, I just realised now!
#5028 Posted 30 August 2013 - 11:43 AM
#5029 Posted 30 August 2013 - 06:35 PM
#5030 Posted 31 August 2013 - 01:01 AM
Commando Nukem, on 30 August 2013 - 06:35 PM, said:
I agree. The contrast of the bright solid primary colours against the darkness is quite jarring.
#5031 Posted 07 September 2013 - 06:35 PM
This post has been edited by Fox: 07 September 2013 - 06:51 PM
#5033 Posted 07 September 2013 - 07:30 PM
#5035 Posted 08 September 2013 - 11:53 PM
<Daedolon> here's something simple <Daedolon> Map PStart X PStart Y PStart Z PAng Sect Unknown Nsect Nwall Nspri <Daedolon> E4L1 Nightmare Zone 6E FF FF FF D2 ED 00 00 00 F8 FF FF F1 05 00 00 __ __ __ __ __ __ 70 02 D4 0F 23 03 <Daedolon> E4L2 Trackside Tragedy ED 29 00 00 79 3E 00 00 00 F8 FF FF FB 07 81 02 __ __ __ __ __ __ 8B 02 0B 0F 3F 03 <Daedolon> E4L3 Gates Motel F7 FA FF FF 22 24 00 00 00 F8 FF FF 00 06 73 02 __ __ __ __ __ __ E6 02 6B 14 30 03 <Daedolon> E4L4 Duke Royale 1F 0B 00 00 64 2D 00 00 FF D7 FF 7F F7 05 FE 01 __ __ __ __ __ __ 02 02 B1 0D C6 02 <Daedolon> E4L5 Alien Rendezvous 69 FC FF FF 03 00 00 00 00 9C 02 00 F3 07 00 00 __ __ __ __ __ __ 6E 01 78 0A 0F 02 <Daedolon> E4L6 Ministry of Fear FE 25 00 00 03 40 00 00 00 F8 FF FF FE 05 00 00 __ __ __ __ __ __ 78 01 09 0A 17 02 <Daedolon> E4L7 Faces of Death F5 A2 00 00 44 82 00 00 84 B5 FF FF 95 02 04 00 __ __ __ __ __ __ D7 00 06 06 0A 01 <Daedolon> I need the help of oasiz here too
Also, I wrote this tool: (link removed because old version yo)
Example:
Map: E2L10.MAP Map Format Player X Player Y Player Z Player Ang Player Sector 07 00 00 00 B9 A4 FF FF FF D8 FF FF 00 F8 FF FF 62 01 3B 00 NumSectors Sectors NumWalls Walls NumSprites Sprites 69 00 [1068] AE 04 [95C0] 07 01 [2D34]
This post has been edited by Hendricks266: 20 January 2014 - 11:27 AM
#5037 Posted 11 September 2013 - 09:24 AM
At the moment i work on a full conversion, called Project Con.
It will be a trilogy.
Project Con - First Cut
Project Con - Full Cut
Project Con - Final Cut
I uploaded an early beta.
In the full Version you will have Custom Textures, Enemies, Sounds, Speech, Gameplay and Menü.
Everyone who wants to test the beta is invited.
Check this thread:
http://forums.duke4....or-project-con/
Thanks from Germany
This post has been edited by Nukem1982: 11 September 2013 - 09:25 AM
#5038 Posted 15 September 2013 - 05:04 AM
#5039 Posted 15 September 2013 - 05:09 AM
I take it that the first two and last two screens are from the two different maps?
#5040 Posted 15 September 2013 - 05:27 AM
Deeper Micky, on 15 September 2013 - 05:09 AM, said:
I take it that the first two and last two screens are from the two different maps?
Thanks.
First three are from the same map. The fourth one is from the one I'm currently working on (not a whole lot to take screenshots off when it's so unfinished unfortunately).