What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#7862 Posted 27 May 2017 - 02:14 AM
--------
Wall limit is getting closer and closer...
#7864 Posted 30 May 2017 - 11:42 PM
Mixing different texture resolutions in weird ways, or different levels of texture stretching, is something too many usermaps are guilty of, including mine.
Jaap, on 25 May 2017 - 11:09 AM, said:
Slot machines can spawn goodies (using respawnhitag):
They can also operate activators:
Love this. Always thought there was something about slot machines in Build games. Shadow Warrior had some, and then in RR:Rides Again they seemed to want to take all the cool stuff of Shadow Warrior, so they made better slots machines (and better RoR).
So yeah I really like the slot machines in Rides Again, I could spend almost an hour on a level getting ammo and hp fron them, and these look like they could be even better.
#7865 Posted 31 May 2017 - 12:54 AM
MetHy, on 30 May 2017 - 11:42 PM, said:
So yeah I really like the slot machines in Rides Again, I could spend almost an hour on a level getting ammo and hp fron them, and these look like they could be even better.
We had slot machines in Duke Begins, Richard made them. I bet they are the best slot machines I've seen in Build Engine.
#7866 Posted 31 May 2017 - 02:15 AM
brullov, on 31 May 2017 - 12:54 AM, said:
Hah, I get it bro! Nice punch!
#7867 Posted 31 May 2017 - 06:47 AM
brullov, on 31 May 2017 - 12:54 AM, said:
Speaking of which, what happened to this mod?
This post has been edited by LkMax: 31 May 2017 - 06:48 AM
#7868 Posted 31 May 2017 - 06:55 AM
This post has been edited by icecoldduke: 31 May 2017 - 06:57 AM
#7870 Posted 31 May 2017 - 07:40 AM
RichardStorm, on 31 May 2017 - 07:32 AM, said:
Exactly. And I would add because of me.
#7875 Posted 10 June 2017 - 05:50 PM
brullov, on 10 June 2017 - 03:10 PM, said:
Did you base this on Minigunner's render?
Minigunner, on 10 June 2017 - 12:38 AM, said:
Mark., on 10 June 2017 - 05:25 PM, said:
It's the railgun from DNF.
#7876 Posted 10 June 2017 - 05:56 PM
#7877 Posted 10 June 2017 - 11:49 PM
As always some good stuff in here ^^.
I have made some progress on my boulders pack (RGB version).
And following the zip with the art test file in case anyone needs it :
Bye,
DotK3D
Attached File(s)
-
TILES014.zip (5.85K)
Number of downloads: 136
This post has been edited by DotK3D: 10 June 2017 - 11:54 PM
#7878 Posted 11 June 2017 - 01:16 AM
#7879 Posted 12 June 2017 - 10:25 AM
The mod requires Polymer and 3D models.
PM me if you are interested and can run Polymer.
#7880 Posted 13 June 2017 - 01:44 PM
It might be hard to see in the video but the rope moves pretty well. It's made of linked sprites, each displaying a little tube model (the laser model made by TM that I used in Duke Forces).
#7881 Posted 13 June 2017 - 03:47 PM
Tea Monster, on 12 June 2017 - 10:25 AM, said:
The mod requires Polymer and 3D models.
PM me if you are interested and can run Polymer.
What mod?
#7885 Posted 19 June 2017 - 11:12 AM
Trooper Dan, on 13 June 2017 - 01:44 PM, said:
Great work on the physics model there! If you manage to add good-looking ropes into Duke, it could inspire mappers to do really cool levels. To me it always seemed a pain in the ass to code any complex physics in CON language, as you have to do all your vector math in an explicit manner, also restricted only to 32-bit fixed-point arithmetic.
#7886 Posted 19 June 2017 - 11:16 AM
This post has been edited by Jan Satcitananda: 19 June 2017 - 11:17 AM
#7888 Posted 20 June 2017 - 06:48 PM
LkMax, on 20 June 2017 - 04:55 AM, said:
Just drawing the overhead map imported into my engine from Duke. Going to fix texture coordinates and implement Z sorting. After the interface with the Build engine is complete, one could port Duke to this technology.
#7889 Posted 22 June 2017 - 06:46 AM
Jan Satcitananda, on 20 June 2017 - 06:48 PM, said:
Does it handle version 9 of the map format? And how well does it work with version 7 maps that use SOS?
This post has been edited by Paul B: 22 June 2017 - 06:48 AM
#7890 Posted 23 June 2017 - 04:08 AM
Paul B, on 22 June 2017 - 06:46 AM, said:
It will load any contemporary build maps, although room-over-room stuff won't be visible on 2D overhead map. So far I don't dig into the 3D stuff, just had outlined the future renderer architecture some years ago. I'll start a new thread when I make more progress on this.