What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#8071 Posted 08 October 2017 - 05:27 AM
But it's very unfinished, and they act funny in some situations, for example when they jump each other to climb a wall:
Or they're trying to make the palm tree fall to reach the shotgun:
Anyway, I still have a lot of things to do before it's finished.
#8072 Posted 08 October 2017 - 07:30 AM
#8073 Posted 10 October 2017 - 09:22 AM
Also, here's how one of my enemy sprites have evolved over the years.
Left being the oldest.
Hopefully they look good now.
Learning the right rendering, texture, modeling and lighting technique was/is one hell of a road. Hell, even the poses are incredibly important when working on a new enemies. You can't have 'em stand straight or they look absolutely horrible in-game and etc.
This post has been edited by Jenz/Amaka: 10 October 2017 - 09:23 AM
#8074 Posted 14 October 2017 - 02:38 AM
#8075 Posted 14 October 2017 - 02:59 AM
Merlijn, on 14 October 2017 - 02:38 AM, said:
theyallfloat.png
Hahahaha nice! First time seeing a easter egg of this movie Looks promising!
#8076 Posted 14 October 2017 - 03:05 AM
Jenz/Amaka, on 10 October 2017 - 09:22 AM, said:
Also, here's how one of my enemy sprites have evolved over the years.
Left being the oldest.
Hopefully they look good now.
Learning the right rendering, texture, modeling and lighting technique was/is one hell of a road. Hell, even the poses are incredibly important when working on a new enemies. You can't have 'em stand straight or they look absolutely horrible in-game and etc.
Hey are you still working on this project? This is something you don't see in every mod.. Looks good!
#8077 Posted 14 October 2017 - 03:06 AM
Merlijn, on 07 October 2017 - 06:44 AM, said:
Also really digging the screenshots from ezepov and darkcaleb.
Have been working for a loooong time Still trying to keep it going!
#8078 Posted 15 October 2017 - 12:26 PM
darkcaleb, on 14 October 2017 - 02:59 AM, said:
Thanks! Yeah, I think it's a first.
Map is nearly done btw, I'm closing in on the wall limit and finished every major location.
So now I have to finetune the gameplay and find some beta testers hehe.
#8079 Posted 16 October 2017 - 01:48 AM
Merlijn, on 15 October 2017 - 12:26 PM, said:
Map is nearly done btw, I'm closing in on the wall limit and finished every major location.
So now I have to finetune the gameplay and find some beta testers hehe.
Good to hear! Can't wait to play it. Good luck!
#8080 Posted 06 November 2017 - 04:11 PM
experimenting with the combination of 64 and vanilla stuff.
#8081 Posted 09 November 2017 - 05:34 PM
Never mind the ceilings, I haven't even gotten there yet. This is what usually stops me dead in my tracks. As for now, the red and brown looks ugly together. I tried with the white carpet on the sides, but it's way too bright.
This post has been edited by BestViking: 09 November 2017 - 05:35 PM
#8082 Posted 09 November 2017 - 07:57 PM
#8083 Posted 09 November 2017 - 08:25 PM
Probably longest coding soo far, one of coolest boss effect I've ever made soo far.
#8084 Posted 10 November 2017 - 10:27 AM
#8085 Posted 10 November 2017 - 02:19 PM
For now this is the only image i can provide but later ill provide more.
This post has been edited by Maisth: 10 November 2017 - 02:20 PM
#8086 Posted 18 November 2017 - 08:03 PM
#8087 Posted 18 November 2017 - 10:29 PM
#8088 Posted 19 November 2017 - 05:32 AM
#8089 Posted 21 November 2017 - 07:52 PM
mutilated trooper corpse. In the 64 port you could shoot bodies of fallen enemies until they gibbed. I'm implementing that in my mod but with the added bonus of little incremental sprites so you can admire your handiwork.
#8090 Posted 22 November 2017 - 02:56 PM
Paul B, on 06 October 2017 - 08:07 PM, said:
That's not classic in that screenshot. Look at the lines, they're perspective correct, not perfectly vertical. That's polymost or polymer.
This post has been edited by Striker: 22 November 2017 - 02:56 PM
#8091 Posted 22 November 2017 - 03:55 PM
#8092 Posted 18 December 2017 - 03:26 AM
#8093 Posted 18 December 2017 - 07:02 AM
Hendricks266, on 18 December 2017 - 03:26 AM, said:
Got some random CTD(crash to desktop)s after keeping hit F2 and F3 to save and load the game, then using ESC back to menu from save/load screen, using 64bit debug build but no tracelog file appeared, only a exit message in eduke32.log around the time CTD happens.
exit(0) at source/build/src/cache1d.cpp:1081 in kopen4load()
Attached File(s)
-
eduke32.log (2.77K)
Number of downloads: 113
This post has been edited by Player Lin: 18 December 2017 - 07:02 AM
#8094 Posted 18 December 2017 - 04:46 PM
G_SavePlayer: failed opening "àlÛ" for writing: Invalid argument
If I save the game rewriting an used slot instead of writing a new one it works fine.
#8097 Posted 19 December 2017 - 06:10 PM
SO. Little update, i made some rearrangements to the weapons I'd already completed even though i told myself I wouldn't do that. This whole time it's been bugging me that my mod didn't have any double smg's and I also couldn't find any satisfactory graphics for the plasma gun that I'd had in the freezethrower's slot. Last week I caved in and got rid of it completely then replaced it with the PDW I had in the chaingun weapon's slot, then replaced that with the dual MP's in the video. It was a lot of extra work that I really didn't want to do, but now that it's (mostly) done I'm glad i saw it through.
*edit* you can also see how the mod's custom hud works, though something about the way I've got it coded kicks fraps' ass. In the game's regular time it slides out much faster than that.
This post has been edited by CruX: 19 December 2017 - 06:11 PM
#8098 Posted 20 December 2017 - 04:31 AM
#8100 Posted 20 December 2017 - 11:12 AM
RichardStorm, on 20 December 2017 - 05:50 AM, said:
yeah, Mike12 did all of the editing on the gun itself, you can tell he used the dn64 SMG as a base, but I've got no idea how he went about making the frames that are used in the reloading animation, i can't imagine it was a quick or easy job though. About the most i did with the graphics was putting the dn64 hands back over them and making a few extra frames to match the gun to the muzzleflash I'd picked for it. On my end what took the most work was getting a new reloading animation worked out. Doing that stuff right is always a big arduous pain in the ass.
This post has been edited by CruX: 20 December 2017 - 11:13 AM