What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#7471 Posted 24 November 2016 - 07:02 AM
#7472 Posted 24 November 2016 - 07:18 AM
This grass for instance is only 14Kb:
#7473 Posted 24 November 2016 - 07:25 AM
#7474 Posted 24 November 2016 - 11:38 AM
#7476 Posted 24 November 2016 - 01:50 PM
This post has been edited by Mark.: 24 November 2016 - 01:51 PM
#7481 Posted 24 November 2016 - 09:59 PM
#7482 Posted 25 November 2016 - 05:24 AM
HiPolyBash, on 24 November 2016 - 09:59 PM, said:
I am the main artist (and more than likely be doing the whole expansion myself)
I might commision comic style remakes of the title screen and story boards (Like Duke Advenced)
And as soon as i figure how to change the aspect ratio that will be fixed, deagle needs to be a bit bigger as well (and should probably be translated on the Y a bit too as its a little low on the screen) Also need to figure how to add more weapons.
#7483 Posted 25 November 2016 - 06:17 AM
Micky C, on 24 November 2016 - 01:54 PM, said:
Noodling up a texture
#7484 Posted 25 November 2016 - 04:00 PM
#7485 Posted 25 November 2016 - 04:21 PM
#7486 Posted 25 November 2016 - 04:35 PM
#7487 Posted 26 November 2016 - 04:58 AM
Today ill be doing some more busty poster girls, some babes (pod and others), some inventory items, and some textures. If any mappers are interested I'm looking to make some improvements to the maps (windows and rooms in the buildings etc) PM me
Update
This post has been edited by TURBOKID: 26 November 2016 - 12:36 PM
#7488 Posted 26 November 2016 - 11:57 PM
Judges?
EDIT:
Looking good Turbo!
This post has been edited by xMobilemux: 27 November 2016 - 12:01 AM
#7490 Posted 27 November 2016 - 10:23 AM
xMobilemux, on 26 November 2016 - 11:57 PM, said:
Judges?
EDIT:
Looking good Turbo!
Thanks bro
Update, still working on the mod but dividing up the time between Duke and my Doom Project
#7491 Posted 27 November 2016 - 02:37 PM
I started working on modifying the AI of Ichwill and got to the point where I was able to make AI controlled hostages that will follow the player. Hostages can't jump as high as the player and don't want to fall so they walk around where I jump up and down.
#7492 Posted 27 November 2016 - 02:41 PM
#7493 Posted 27 November 2016 - 02:45 PM
Mark., on 27 November 2016 - 02:41 PM, said:
Yeah, women tend to do that :-P
#7494 Posted 27 November 2016 - 02:53 PM
Jaap, on 27 November 2016 - 02:37 PM, said:
I started working on modifying the AI of Ichwill and got to the point where I was able to make AI controlled hostages that will follow the player. Hostages can't jump as high as the player and don't want to fall so they walk around where I jump up and down.
https://www.youtube....h?v=pLGG_4cr_bw
Cool, how did you do that? I know Dukeplus has something where the player leaves a trail of invisible sprites for the enemy to follow, but this seems a bit smarter?
#7495 Posted 27 November 2016 - 02:53 PM
#7496 Posted 27 November 2016 - 02:54 PM
Mark., on 27 November 2016 - 02:41 PM, said:
Well, at least you then know you did something right...maybe?
#7497 Posted 27 November 2016 - 05:06 PM
Before
after, with the lights on
Before, with superior work from Redneck Rampage
after, with Genetica ,
added
Did not like the look of the second image to be honest. Below is then my very first wall in polymer.
This post has been edited by Hank: 27 November 2016 - 09:43 PM
#7498 Posted 28 November 2016 - 02:29 AM
Micky C, on 27 November 2016 - 02:53 PM, said:
I use an A * (ish) algorithm based on sectors in the map. There are a few rules when going from one sector to another the wall can't be too high/low and the wall can't be blocking etc. There is still a lot of room for improvement but so far npcs can move around relatively okay.
I have seen other mods with AI bots that follow you around but they tend to get stuck behind walls or just straight on run off a cliff :-P
P.S. I haven't checked out Dukeplus, gonna do so soon because I am curious now.
#7499 Posted 28 November 2016 - 03:01 AM
#7500 Posted 28 November 2016 - 04:00 AM
Micky C, on 28 November 2016 - 03:01 AM, said:
Exactly, just sectors. I did use sprites in Ich will (where this all started) to sort of guide bots to take a certain path. I would put up an alpha but I am currently using a con command to remove a range from an array that isn't (yet) part of the standard commands of EDuke. (I have asked Hendricks266 to look into making it part of EDuke).
Using just sectors does have some limits but I still have some ideas on how to get around that or improve on it.