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What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#8281 Posted 14 March 2018 - 12:35 PM
I'm sure some more modern feature of HRP will come in the future with more fluidistic movements etc for shotgun animation etc.
The L.A.R.D were former pigcops of LA.
Some unknown event happened and they became "more evil" than normal pigcops.
Similar to Event Horizon event.
Extreme sadism, cannibalism, sadomasochism, torture etc.
And they gouged their own eyes out and more.
This post has been edited by Zaxtor: 14 March 2018 - 12:36 PM
#8284 Posted 14 March 2018 - 02:39 PM
Trooper Dan, on 14 March 2018 - 02:20 PM, said:
This would be awesome to use in Atomic Crisis! It would be nice to have this roaming the streets of NYC.
#8285 Posted 14 March 2018 - 04:14 PM
Trooper Dan, on 14 March 2018 - 02:20 PM, said:
Does it use locators to move like the recon vehicle?
#8286 Posted 14 March 2018 - 06:14 PM
Perro Seco, on 14 March 2018 - 04:14 PM, said:
Does it use locators to move like the recon vehicle?
Yes, it has its own type of sprite similar to locators. You could actually have PIGSUV and RECON in the same map.
The size of the sprites does make it more challenging, but there are some tricks and things to keep in mind. First, the angle must be under careful control at all times. If it looks jittery then the illusion is spoiled. So no hardcoded seekplayer stuff, or allowing it to instantly face what is shooting at it, and so on. Second, the smoke sprites when the tires skid and sound effects connect it to the rest of the world so it doesn't seem like it's just floating -- also distracts from the fact that the tires don't animate. Third, by making it move fast, the player doesn't get an opportunity to walk around it and see the abrupt sprite angle transitions; but those abrupt transitions seem fine when it is speeding past.
The sprite sheet had a huge number of tiles, mainly because it had the pigcop in the sun roof facing every possible angle and shooting in every possible angle -- and it had all of those angles for each angle the SUV could be facing, and more. There were about 155 tiles in it! I ended up using only 16 for the SUV, plus a few of the debris tiles (license plate and wheel so far). Making the pigcop constantly face towards the player whenever he pokes his head out made life much easier.
#8287 Posted 14 March 2018 - 06:43 PM
Is the pig cop on top a seperate sprite then?
#8288 Posted 14 March 2018 - 06:52 PM
Micky C, on 14 March 2018 - 06:43 PM, said:
Is the pig cop on top a seperate sprite then?
No, that would be glitchy.
5 angles of the SUV with all pigcops inside (using view mode 5, not 8, because the car has bilateral symmetry)
5 angles of the SUV with a pigcop on the roof and facing the player, not shooting
5 angles of the SUV with a pigcop on the roof and facing the player, shooting
The destroyed SUV
I'm not counting the license plates, wheel, etc
#8289 Posted 19 March 2018 - 05:57 PM
Sand liztroops
They're like sand and we can see through em.
Their attacks are like the normal one but they have special abilities (will be a surprise when played).
#8291 Posted 23 March 2018 - 12:35 PM
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@ Crux : poor pig
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@ Zaxtor : cool idea
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@ Trooper Dan : Excellent ! I like the sound of the bullets hitting the cabin
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This post has been edited by Seb Luca: 23 March 2018 - 12:44 PM
#8292 Posted 25 March 2018 - 04:23 PM
I'd say kinda missed the whole tileset, since I didn't make regular Duke3D map in quite a long time.
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#8293 Posted 25 March 2018 - 04:54 PM
Sanek, on 25 March 2018 - 04:23 PM, said:
I'd say kinda missed the whole tileset, since I didn't make regular Duke3D map in quite a long time.
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Looks very good, although given your track record, maybe wait more than one day before announcing something
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#8294 Posted 25 March 2018 - 06:09 PM
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This post has been edited by Seb Luca: 25 March 2018 - 06:10 PM
#8295 Posted 27 March 2018 - 05:05 PM
Micky C, on 25 March 2018 - 04:54 PM, said:
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Thanks. I know that I had numerous closed projects. Howerer, with this map I made about 40% of what I planned already! Seriously, I'd never enjoyed mapping that much ever since Winterfall was released. When you jump right into mapster the minute you got home that certainly means something, right?
@Seb Luca thanks, I'll fix it!
#8297 Posted 01 April 2018 - 05:35 AM
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Working on unarmed Duke sprites.
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This post has been edited by Commando Nukem: 01 April 2018 - 06:13 AM
#8298 Posted 01 April 2018 - 01:48 PM
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Nice withdrawal of the jetpack!
This post has been edited by Seb Luca: 01 April 2018 - 01:49 PM
#8299 Posted 02 April 2018 - 02:07 AM
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Revised the rotation a little bit.
Second row are some custom edits of Duke sitting on his lazy boy.
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"Hooo-Lee shit!"
#8305 Posted 06 April 2018 - 04:21 PM
This post has been edited by Mark.: 06 April 2018 - 04:22 PM
#8308 Posted 07 April 2018 - 04:53 AM
Mark., on 06 April 2018 - 04:21 PM, said:
Ho-lee shiiit. Good lord, man. I can't even believe that's the same engine! The top left one gives me an Unreal vibe. Very nice, indeed.
TURBOKID, on 02 April 2018 - 10:52 AM, said:
Raptor Trooper?
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TURBOKID, on 02 April 2018 - 04:53 PM, said:
I'm diggin' this Bombshell. Gives me a cyberpunk/Strogg vibe!
Jolteon, on 06 April 2018 - 10:39 AM, said:
Really nice! Those arms remind me of the Cyberdemon. Big bulky rocket cannons.
#8310 Posted 13 April 2018 - 05:49 PM
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