What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#32 Posted 15 June 2009 - 05:24 PM
This post has been edited by Timian: 15 June 2009 - 05:25 PM
#33 Posted 17 June 2009 - 12:56 PM
I've found it a good way to learn: Blender, Gimp, Sibelius, and CON scripting.
#34 Posted 17 June 2009 - 02:25 PM
This post has been edited by Rusty Nails: 17 June 2009 - 02:25 PM
#35 Posted 17 June 2009 - 03:11 PM
#36 Posted 17 June 2009 - 03:44 PM
Todd, on Jun 18 2009, 07:26 AM, said:
I've found it a good way to learn: Blender, Gimp, Sibelius, and CON scripting.
Stop mirroring my current situation you bastard!
#38 Posted 20 June 2009 - 07:22 AM
#39 Posted 20 June 2009 - 08:20 AM
WedgeBob, on Jun 20 2009, 05:22 PM, said:
Dude, you're awesome! Can't wait!
#40 Posted 20 June 2009 - 10:24 AM
I've been working on it over a year, and now i'm halted by my own hate/love of the slimer. I want them in my map but I hate to playtest the map with them in So I kinda delay my map release lol.
#41 Posted 20 June 2009 - 11:25 AM
I'm making a new episode what includes seven (7) maps.
Maps are like from "real life", famous buildings / places from Tampere Finland.
Here's a few screenshots:
Map 7 in build:
Map 5 in game:
Also I like to make some "nice" cars to my Episode:
But this project is freezed, due this: http://forums.duke4....?showtopic=1113
This post has been edited by pmw: 20 June 2009 - 11:27 AM
#42 Posted 20 June 2009 - 12:16 PM
The limits of Eduke32 can not be increased any more, instead of using so many walls in the next map try do use other things in there place like sprites.
#44 Posted 20 June 2009 - 12:22 PM
The Commander, on Jun 20 2009, 11:16 PM, said:
The limits of Eduke32 can not be increased any more, instead of using so many walls in the next map try do use other things in there place like sprites.
Why the limits of Eduke32 can not be increased any more? I think this project will be frozen for a long time or I just quit from this, if I can't continue with one map, sad but true.
Little offtopic, but I'm just curious, if Eduke raised limits so much, why it is impossible to increase more from 16384?
For me, this case sounds like "wall array table" is getting too big. But 16384? What's that? Like, 32767 or 65535 sounds more standard for overflow.
Just asking.
#45 Posted 20 June 2009 - 03:18 PM
It was already possible to build giant levels within the original duke3d limits, and now with these new extended eduke32 limits you should have no problem,
This post has been edited by William Gee: 20 June 2009 - 03:19 PM
#46 Posted 22 June 2009 - 04:05 AM
I'm also working on The Gate HRP, but I'm really far to end it : I have to study modeling (Done), texturing (If you know good tutorial, in french if possible ^^), maphacks making (Will use links of NightFright from 3DRealms thread), and skyboxes (PiterPlus know how make them no ?).
#47 Posted 22 June 2009 - 04:23 AM
This post has been edited by Sangman: 22 June 2009 - 04:24 AM
#48 Posted 22 June 2009 - 04:24 AM
#49 Posted 22 June 2009 - 08:23 AM
GTA 1 Taxi
My attempt so far, im no good at creating textures so I don't have decent looking sides/back/front.
This post has been edited by The Commander: 22 June 2009 - 11:50 PM
#51 Posted 22 June 2009 - 09:38 AM
HellFire, on Jun 23 2009, 05:28 AM, said:
lol, that could work. Plus they don't need to be highly detailed or anything as well.
#53 Posted 22 June 2009 - 11:13 AM
This post has been edited by Captain Awesome: 22 June 2009 - 11:14 AM
#55 Posted 22 June 2009 - 04:17 PM
pmw, on Jun 20 2009, 03:22 PM, said:
Little offtopic, but I'm just curious, if Eduke raised limits so much, why it is impossible to increase more from 16384?
For me, this case sounds like "wall array table" is getting too big. But 16384? What's that? Like, 32767 or 65535 sounds more standard for overflow.
Just asking.
Seriously, do a con edit and use the HUB system and it will make your life a lot easier. You can then have multiple maps and make it seem to the player like a single map. My suggestion would be to do this with interiors: simply cut them out of your current map (although leave the main entrances/hallways), paste them into a new map. Then just transition between them. DeeperThought's example should show you how to build the transition.
Because of the way EDuke32 (and Duke in general) works, variables in the code have a specific sized array they can manage. They max out at a value of 16384. This can't be changed without recoding... well... everything. So it won't be done. Use HUBs.
This post has been edited by Mblackwell: 22 June 2009 - 04:18 PM
#56 Posted 22 June 2009 - 04:39 PM
The Commander, on Jun 22 2009, 11:23 AM, said:
My attempt so far, im no good at creating textures so I don't have decent looking sides/back/front.
Well at least its a chevy!
#57 Posted 22 June 2009 - 11:01 PM
Captain Awesome, on Jun 23 2009, 07:13 AM, said:
Yup, i know bout the taxi sign. I was actually thinking about removing the first person view from cars altogether and making it go straight to third person when you get in a car. Though I will keep first person for one mission I was thinking of.
oakman, on Jun 23 2009, 12:39 PM, said:
Its meant to be a 1988 Plymouth Caravelle. Just using that front as something temporary.
This post has been edited by The Commander: 22 June 2009 - 11:10 PM
#58 Posted 25 June 2009 - 06:19 PM
#59 Posted 26 June 2009 - 07:08 AM
This post has been edited by Mblackwell: 26 June 2009 - 10:04 AM
Reason for edit: repaired broken links
#60 Posted 26 June 2009 - 12:42 PM
zykov eddy, on Jun 26 2009, 07:08 AM, said:
I can only repeat myself: Supercool!
Eddy, how far are you with this mod?