What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#8101 Posted 24 December 2017 - 04:12 PM
This post has been edited by Paul B: 24 December 2017 - 04:15 PM
#8102 Posted 24 December 2017 - 04:18 PM
#8103 Posted 24 December 2017 - 05:42 PM
Micky C, on 24 December 2017 - 04:18 PM, said:
Well i know this might be hard to believe but the lower drop ceilings in the commercial building are 9 3/4 -10 feet tall Where as the actual inside roof of the building is 24 feet tall. This just so happens to fit the Duke Engine perfectly. I think the reason why the roof is so high is because of an over sized large shipping door at the back of the building, the door is oversized standing about 16 feet tall. It's like they built the roof around this one massive cargo door.
I have no idea how the game play will turn out as I haven't added any A.I but I figure if I can run around with run mode on and still manage to get around without too many problems then it might be okay. I guess we will just have to see how it plays out. Time will tell maybe the map will play better with Run mode off to allow for easier navigation but i tried not to clutter it too much and keep the main paths true to life and flowing. I can also prove the accuracy with the surveillance video images. They are exactly the same view in real life as they are in the map. It is really cool!
This post has been edited by Paul B: 24 December 2017 - 06:10 PM
#8104 Posted 24 December 2017 - 06:12 PM
Napalm, probably among the strongest addon ever.
#8105 Posted 25 December 2017 - 02:33 PM
#8106 Posted 26 December 2017 - 03:14 AM
This post has been edited by Player Lin: 26 December 2017 - 03:16 AM
#8107 Posted 26 December 2017 - 07:29 AM
Even if it comes from outside the PC it wouldn't do that because is like taking a photo, Same as if you take a photo of an infected thing you don't catch the infection.
Maybe could be an error in the anti-virus program.
If you take screenshots of Eduke maps I'm 100% it has no virus.
This post has been edited by Zaxtor: 26 December 2017 - 07:29 AM
#8108 Posted 26 December 2017 - 01:10 PM
Zaxtor, on 26 December 2017 - 07:29 AM, said:
Even if it comes from outside the PC it wouldn't do that because is like taking a photo, Same as if you take a photo of an infected thing you don't catch the infection.
Maybe could be an error in the anti-virus program.
If you take screenshots of Eduke maps I'm 100% it has no virus.
It says it's Ransomware, and keeps blocking it.
#8109 Posted 27 December 2017 - 09:48 AM
Like this? (from a news site)
Maybe can be another ransomware or something.
#8110 Posted 27 December 2017 - 10:07 AM
#8111 Posted 27 December 2017 - 03:06 PM
#8112 Posted 27 December 2017 - 04:30 PM
This post has been edited by Micky C: 27 December 2017 - 04:30 PM
#8113 Posted 27 December 2017 - 05:24 PM
Micky C, on 27 December 2017 - 04:30 PM, said:
It'll render fast, but voxel enemies take up a lot of game memory. There is a certain limit to how many voxels EDuke can load, it's not a lot, but enough to pull this off if done very efficiently.
#8114 Posted 27 December 2017 - 10:06 PM
#8115 Posted 02 January 2018 - 06:48 PM
What can I say about the project?
1. It will have a space/hi-tech theme.
2. It will be the FPS with lots of platforming. CandyMania don't feature any guns, so...you can figure out what I want to do.
3. Just like in CandyMania, you have to collect a number of points to finish the level. It will allow levels to have non-linear layouts, and with weapons and enemies and other cool tricks it will be a lot of fun!
You can see the screenshot below which features original textures made for the game. Sprites is absent by now, and some sprites and weapons from Duke will be used as a temporary placeholders until the brand new ones will arrive.
Right now I'm still working on textures. Once I'll finish a level or two I'll send it to artists and programmers around the community, and will hope that they'll get intrested in my ideas and will join me in a very peculiar journey.
#8118 Posted 03 January 2018 - 04:53 PM
CruX, on 03 January 2018 - 10:57 AM, said:
Well, if it ain't Bebop! Hehehee
#8119 Posted 04 January 2018 - 12:15 AM
Will undergo tests etc and should release in a few days
#8120 Posted 07 January 2018 - 07:13 AM
This post has been edited by Sanek: 07 January 2018 - 07:16 AM
#8121 Posted 07 January 2018 - 07:15 AM
#8122 Posted 07 January 2018 - 08:54 AM
Sanek, on 07 January 2018 - 07:15 AM, said:
I'm considering, more as a personal challenge than anything else, speed mapping a little 3-piece episode to debut the mod with, but haven't come to a final decision on it yet. I'd hate to have to put off a release anymore than i already have, but that's a ways out no matter how you look at it, so
#8123 Posted 07 January 2018 - 11:15 AM
This post has been edited by TURBOKID: 07 January 2018 - 11:16 AM
#8125 Posted 07 January 2018 - 05:46 PM
TURBOKID, on 07 January 2018 - 11:15 AM, said:
Cool! I like how you made all these strippers look different both from the original and each other
This post has been edited by Sanek: 07 January 2018 - 05:46 PM
#8126 Posted 08 January 2018 - 04:23 AM
TURBOKID, on 07 January 2018 - 11:15 AM, said:
I especially like the high resolution 1911 and Devastator, and the old Duke sprite in hr too
Will these be for your "Atomic Reload" mod ? Or is it canceled ? haven't heard of it for a very long while >_>
#8127 Posted 08 January 2018 - 07:09 AM
TheDragonLiner, on 08 January 2018 - 04:23 AM, said:
Will these be for your "Atomic Reload" mod ? Or is it canceled ? haven't heard of it for a very long while >_>
Thanks And no these are just for something im doing while im limited in hardware, Atomic Reload will resume soon hopefully
#8128 Posted 08 January 2018 - 04:07 PM
Though my sprites seem to be assimilating quite well so silver linings and all
This post has been edited by TURBOKID: 08 January 2018 - 04:15 PM
#8129 Posted 08 January 2018 - 08:32 PM
#8130 Posted 08 January 2018 - 09:15 PM
Hendricks266, on 08 January 2018 - 08:32 PM, said:
Just these
The textures are giving me the business