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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   Danukem 

  • Duke Plus Developer

#6841

View PostDarkus, on 01 December 2015 - 03:47 PM, said:

I also fixed other things, like you can shoot a red liztroop when they're about to teleport, fixed the height of crouching enemies, or when a monster kills the player with a melee attack, the player's view turn to the monster who killed him, like he was shoot. And there are more...


Good stuff, well worth doing.

View PostDarkus, on 01 December 2015 - 03:47 PM, said:

Fox's version act as a mutator and fixes differents things,


A mutator is exactly what a bugfix package should be. Making it a mutator increases its value, because then it can be combined with other mods or can be the starting point of a new mod.

Also, am I the only person who does not care about whether the kill count number on the bonus screen is correct?
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User is offline   MetHy 

#6842

View PostHendricks266, on 01 December 2015 - 05:01 PM, said:

there are entire games that could better use my attention than giving Duke some extra touch-ups.



View PostMark., on 01 December 2015 - 05:17 PM, said:

Entire games= SWP :)


Yes, we want this :)

Maybe then this will be an incentive to finish my SW usermap since the "official mapping contest" never made it.
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User is offline   Darkus 

#6843

View PostFox, on 01 December 2015 - 06:26 PM, said:

Recently I have write a code that fix the kill count flawlessly. It's different from the one Trooper Dan uploaded.

Tested the version you uploaded.

Quote

- It applies to all circumstances which an actor hit points reaches zero or is deleted. The code in GAME.CON is completely ignored.

When I start a map in Piece Of Cake skill, the enemies that don't appear are counted killed, this is normal?

Quote

- Pig Cops spawned by a vehicle or a Protozoid Smiler spawned by an egg count as a single entity. That means that destroying an egg is only included before it hatched.
- Assault Troopers/Captains faking death or enemies that respawn in Damn I'm Good skill decrease the count.

I did the same thing for the slimer/egg and pig cop/recon/tank.
But I don't let the kill count decrease (exept for liztroop faking death) because the max number of monsters don't appear in Damn I'm Good skill (unless you start the game by the command line), so I think it's voluntary.

Quote

- The max kill count never change. Spawning enemies add to the count when you start the level.
- Protector Drones spawned by the Alien Queen are ignored. It seems appropriate to not count these enemies to completing 100% of a level.

I think I let the counter increase, maybe you can't achieve 100% in the final map, but I think it's better that way.

Quote

- Subsequent smilers spawned after an egg is frozen are ignored since this is a bug.

I corrected this in a better way:
Posted Image

Also the eggs can be shrunk in the same way, and they can be destroyed or frozen while being shrunk too. Same thing for all of the other monsters.

View PostTrooper Dan, on 01 December 2015 - 10:05 PM, said:

A mutator is exactly what a bugfix package should be. Making it a mutator increases its value, because then it can be combined with other mods or can be the starting point of a new mod.

I agree with you that a mutator can be used with other mods, add features, etc... But I think that it can have a better use rather than bugfixing the original game. That's why I prefer to modify the game.con, since it's possible.

Quote

Also, am I the only person who does not care about whether the kill count number on the bonus screen is correct?

Here's what you can achieve in the original game:
Posted Image
1

User is offline   Inspector Lagomorf 

  • Glory To Motherland!

#6844

Duke can't be too proud of a kill count like that.
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User is online   Danukem 

  • Duke Plus Developer

#6845

View PostDarkus, on 02 December 2015 - 09:04 AM, said:

Here's what you can achieve in the original game:


Oh, man, that's so wrong! Now I care about killcount. Oh, wait. No I don't. The only thing that would make me care would be some actual gameplay consequences -- like getting a special item for the next level if you killed all the enemies.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#6846

View PostDarkus, on 02 December 2015 - 09:04 AM, said:

When I start a map in Piece Of Cake skill, the enemies that don't appear are counted killed, this is normal?

Nope. Just me being retarded.

View PostDarkus, on 02 December 2015 - 09:04 AM, said:

But I don't let the kill count decrease (exept for liztroop faking death) because the max number of monsters don't appear in Damn I'm Good skill (unless you start the game by the command line), so I think it's voluntary.

Good point.

New version:

Attached File(s)

  • Attached File  EDUKE.CON (9.19K)
    Number of downloads: 175

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User is offline   Inspector Lagomorf 

  • Glory To Motherland!

#6847

View PostTrooper Dan, on 02 December 2015 - 09:56 AM, said:

Oh, man, that's so wrong! Now I care about killcount. Oh, wait. No I don't. The only thing that would make me care would be some actual gameplay consequences -- like getting a special item for the next level if you killed all the enemies.


Didn't you attempt a feature similar to that in one of your mods? A more arcade-style gameplay? Or am I thinking of something else...
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User is online   Danukem 

  • Duke Plus Developer

#6848

View PostSpastic Lagomorph, on 02 December 2015 - 01:12 PM, said:

Didn't you attempt a feature similar to that in one of your mods? A more arcade-style gameplay? Or am I thinking of something else...


In my Attrition mod, if you play the War of Attrition mode (similar to invasion), then you have to kill waves of enemies, and the next wave doesn't start until all of the monsters have spawned and are killed. That's the closest thing I can think of. But in that case, all of the monsters are spawned by my own code, so it (in theory at least) it's much simpler to track.
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User is offline   Kyanos 

#6849

Recoding all the weapons to draw different tile numbers, to avoid some hard coding issues like timing and number of frames available. I also got multiple guns that use the same ammo working.
Attached Image: duke0007.png
4

User is offline   Jolteon 

#6850

I haven't been working much on my level (I need to get off my lazy butt :) ). But i did made some progress with the level though.

Attached Image: capt0008.png Attached Image: capt0009.png Attached Image: capt0012.png

I think the main area is too open though. I'll probably need to fix that.

Also, Toys! :P

Attached Image: capt0010.png

Plus, There's a snake in the toilet. :)

Attached Image: capt0011.png

Credit goes to jet_nick, and Fantinaikos for the snake head sprites.

This post has been edited by Jolteon: 08 December 2015 - 12:58 PM

5

User is offline   Maarten 

#6851

Hi! Looking good here! Nice :)

Remember this one? https://www.youtube....h?v=ybKnncNnV8s

It's under beta testing right now.... :)

Cheers, Maarten
4

User is offline   Sixty Four 

  • Turok Nukem

#6852

I know a lot about Duke now but wth I never knew Nuclear Winter offers elf pigs lol!

Posted Image
1

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#6853

They moved the Pig Cop tile, I guess it's because the Santa boss movement would not interpolate otherwise. So Pig Cops don't scale automatically in Nuclear Winter.
1

User is offline   FistMarine 

#6854

edit

This post has been edited by FistMarine: 11 December 2016 - 07:19 AM

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#6855

Maybe creating a brand new enemy for Santa would have taken too much space for the CD to stand ... or maybe they just didn't know how to do otherwise since they were not the original creator of the Build Engine, it would have been different if 3D Realms themselves had developed the pack.

But since it's considered a shovelware I suppose they just did that out of laziness or out of a rush for deadlines :/
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User is offline   FistMarine 

#6856

edit

This post has been edited by FistMarine: 11 December 2016 - 07:20 AM

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User is offline   Lunick 

#6857

Has anyone thought of remaking the Nuclear Winter levels in some sort of vein like "Doom the Way id Did" etc?
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User is offline   Micky C 

  • Honored Donor

#6858

Are the levels really worth an attempt like that? IIRC issues aside, the levels weren't anything to write home about.
1

User is offline   FistMarine 

#6859

edit

This post has been edited by FistMarine: 11 December 2016 - 07:20 AM

1

User is offline   LkMax 

#6860

 FistMarine, on 12 December 2015 - 07:19 AM, said:

Funnily enough, I also had the idea but of making Nuclear Winter The Way Sunstorm Would Have Done or something like that. There are a couple of excellent winter styled levels done by the community but it would be nice to see a full winter-themed episode that uses NW assets or just entirely new assets.

The number of snow themed maps in Duke Nukem 3D is inversely proportional to the number of desert canyon maps. I wouldn't mind an entire episode with custom snow maps at all!

 FistMarine, on 12 December 2015 - 07:19 AM, said:

I know someone few years ago asked if someone made a Duke3D The Way 3DRealms Did and it actually has been done in some way or another. FM3X replicates that:
http://www.scent-88....opic,306.0.html
At least the first episode which imitates the design seen in original E1 and E3, while the second episode barely imitates original E2. Third episode is entirely new with very few references to original episodes.

Why I've never heard about this episode before?
Downloading.
1

User is offline   FistMarine 

#6861

edit

This post has been edited by FistMarine: 11 December 2016 - 07:20 AM

0

User is offline   Mark 

#6862

Most mappers use the stock set of textures that don't have a lot of good snow covered stuff. That is probably the biggest reason there are not more of that style of map. BTW, if you want to do one, Trooper Dan's WGR mod is one of the ways. It has at least 15-20 snow related textures to use. In the pic I quickly slapped on some of them in a map I'm working on.

Attached thumbnail(s)

  • Attached Image: WINTER.jpg


This post has been edited by Mark.: 13 December 2015 - 04:23 AM

2

User is offline   DotK3D 

#6863

Really nice, snowy trees and architecture make me think of might and magic 6-7.
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User is offline   Perro Seco 

#6864

 David B., on 21 November 2015 - 07:59 AM, said:

here is quickly a screenshot to show it in situ
That Blade Runner mod looks great. I can't run polymer in my computer, but I'll try it on someone else's when you finish it.
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User is offline   Steveeeie 

#6865

Talk of a new renderer has got me excited so made this:

Yep, not really like the original. but meh.

Attached thumbnail(s)

  • Attached Image: scanner.jpg

10

User is offline   TON 

#6866

 Steveeeie, on 16 December 2015 - 07:39 PM, said:

Talk of a new renderer has got me excited so made this:

Yep, not really like the original. but meh.


It would be nice: animated displays :thumbsup:
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User is offline   Jolteon 

#6867

I decided to make this just for fun!

Attached Image: capt0024.png

Enforcer: Alright I have an announcement to make!

Lizard captain: The new spatulas are here?!

Enforcer: No! There are no new spatulas!

Snake Head: How disappointing.

(I tried to make a spongebob reference :thumbsup: )
Some more pics.

Attached Image: capt0016.png

TOYS!!! Wait somethings not right, where are the duke nukem toys themselves.

Attached Image: capt0017.png

Oh... Those aliens scum! Duke's not gonna like this...
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User is offline   Mark 

#6868

 Steveeeie, on 16 December 2015 - 07:39 PM, said:

Talk of a new renderer has got me excited so made this:

Yep, not really like the original. but meh.

Did you ever finish camera model 621? I think that was you working on it a long time ago.
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User is offline   DotK3D 

#6869

Hello, I am working on easy voxels now : the cups and tree trunk are done and the next is neon5 sprite.

Bye,
DotK3D

Attached thumbnail(s)

  • Attached Image: capt0000.png
  • Attached Image: capt0001.png

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User is offline   Steveeeie 

#6870

 Mark., on 17 December 2015 - 04:00 PM, said:

Did you ever finish camera model 621? I think that was you working on it a long time ago.


Sort Of.

It needs some polishing and I never got it into the engine.

I am on Christmas holiday for two weeks from tomorrow so might dig out some of the older models I was working on and finish them up.

I planned on redoing all of the switches, they are probably all going to be too far away from the originals to be HRP worthy but I will make them available.
2

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