What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#8851 Posted 21 April 2019 - 10:40 AM
CTRL J and CTRL U are your friends (join / unjoin bunches) but rest is pretty much learning how it doesn't work like you think it does.
I wouldn't say that one mistake ruins it but you absolutely need CTRL + A to make the whole map visible after adding it once as the "per layer" edit mode is barely usable.
I think the perf should be better than Blood/SW ROR as those simply render areas twice and do additional fuckery.
Anyway, I would say it's best used as a tool to augment things, just like that vent or manhole example. Cool vertical interconnections in a way that makes game play elements play out a bit better and reliably. Of course it still allows a lot more to be done with proper design..
#8852 Posted 21 April 2019 - 10:57 AM
This post has been edited by Mark: 21 April 2019 - 10:58 AM
#8853 Posted 21 April 2019 - 01:09 PM
#8854 Posted 21 April 2019 - 05:18 PM
NukeYKT, on 21 April 2019 - 01:09 PM, said:
I take it there’s a good reason for that?
#8855 Posted 21 April 2019 - 07:29 PM
Also made a pretty neat trick.
We can turn on an old RCA Victor tv, works for a brief time until blows up a fuse
#8857 Posted 21 April 2019 - 11:40 PM
This post has been edited by RichardStorm: 21 April 2019 - 11:40 PM
#8859 Posted 22 April 2019 - 04:16 AM
#8860 Posted 22 April 2019 - 05:02 AM
and what happened to it?
#8861 Posted 22 April 2019 - 06:05 AM
https://radioattic.c...m?radio=1230482
Here is a pic from Decay of an old 1939 Zenith radio I still own and use. There is an old TV in the backround too. Your's look better but I was first.
This post has been edited by Mark: 22 April 2019 - 06:29 AM
#8862 Posted 22 April 2019 - 12:10 PM
High Treason, on 21 April 2019 - 08:57 AM, said:
I only heard about the original ROR being a thing and those undocumented SE's very recently and they've been low-key fascinating me to the point where I want to start toying around with the possibilities. Is the no slope thing the only limitation about it? Are there others I should be aware of? Graphical glitches maybe? (their existence would put me off devoting any more time to the idea)
Again I wish more documentation regarding those undocumented SE's were available. I don't get that much mapping time (exactly just like most people in this community who are fully devoted to the creative aspect vs. commentary on it); before I start figuring out how that effect works by myself, is there anything that's more or less common knowledge that I should know beforehand that would optimize the quickness of my process?
Very naively, I'd guess it may share similarities with above water / underwater sectors and teleporters (maybe one needs to get familiar with the clearwater effect for things to render properly?), with the appropriate sector Z coordinates (?) and that both locations should have a SE40 in the exact same place that share a hi-tag or something of the sort? Or maybe it's completely different, or more complex?
I'll probably start toying around with those possibilities soon, but if some quick, very basic pointers are available that would save me a lot of time I'd appreciate them (thanks in advance). I've lurked around the web for info recently, but really couldn't find much.
This post has been edited by ck3D: 22 April 2019 - 12:12 PM
#8863 Posted 22 April 2019 - 01:07 PM
ck3D, on 22 April 2019 - 12:10 PM, said:
Again I wish more documentation regarding those undocumented SE's were available. I don't get that much mapping time (exactly just like most people in this community who are fully devoted to the creative aspect vs. commentary on it); before I start figuring out how that effect works by myself, is there anything that's more or less common knowledge that I should know beforehand that would optimize the quickness of my process?
Very naively, I'd guess it may share similarities with above water / underwater sectors and teleporters (maybe one needs to get familiar with the clearwater effect for things to render properly?), with the appropriate sector Z coordinates (?) and that both locations should have a SE40 in the exact same place that share a hi-tag or something of the sort? Or maybe it's completely different, or more complex?
I'll probably start toying around with those possibilities soon, but if some quick, very basic pointers are available that would save me a lot of time I'd appreciate them (thanks in advance). I've lurked around the web for info recently, but really couldn't find much.
Check EDuke32's sample folder for ror.map which has an example of SE40 used for clearwater.
Some pointers:
- the original SE40 in 1.5 only works with tile13 which works as the invisible surface, or rather the ror surface has to see tile 13. In EDuke32 this is changed and any tile works as ROR surface
- the original SE40 needs an SE in each sector surrounding the ROR from which you can see through the ROR, SE42 to SE45 are used iirc, I don't think there is any difference in any of them. In EDuke32 you shouldn't need them.
- To be able to see through the RoR with no hom, there must be physical space on the other side, corresponding to where you stand, the example maps shows that quite clearly
- The SE works as an anchor and physically brings the other side on the same X/Y coordinates. SE40 is the anchor for SE41 on the other side, or vice versa, I can never remember. The Z of the SE also matters iirc
- Remember that is only cosmectic, so if you want the player to be able to go through, you'll need to combine with SE7, SE7 which teleports projectiles but not hitscan, this is quite a big limit there compared to Blood or SW's RoR.
This post has been edited by MetHy: 22 April 2019 - 01:08 PM
#8864 Posted 22 April 2019 - 11:30 PM
Also about tile13, being a non existent tile, only a certain way works to select it but I don't remember how right now except that clipboard pasting works.
In short, if you want to make it 1.5 compatible, SE40 is more painful and more limited. Or, you can take advantage of EDuke32's improvement on the effect, but well, in that case why not use TROR instead?
Attached File(s)
-
se40.rar (388bytes)
Number of downloads: 194
#8865 Posted 23 April 2019 - 03:08 AM
1.5 compatible is ideally what I would be going for. I take it that SE42 to SE45's are used for optimization purposes to tell the game whether and when to load and render the ROR sectors. I'm glad the effect is SE7 compatible, hitscan not going through shouldn't matter much if no enemies are present in the settings, at least pipebomb puzzles are possible. It's crazy how SE40 will literally bring the other side to its coordinates, I didn't suspect Build could do that although I guess mirrors have to work in a similar way.
It's just so crazy to me all those mapping tricks people learn to exploit. I remember how mind-blowing the classic Billy Boy SOS tricks were to me when I first learned about them (many moons ago, I remember JBlade explaining to me how to implement those, on AMC perhaps?). That's why I'm intrigued by people like Zaxtor's mapping so much. There seems to be so many nerdy ways to possibly exploit the engine that wasn't pushed as much as we were given to see in the original game, as a relative profane and generally quite basic mapper I'm impressed every time.
This post has been edited by ck3D: 23 April 2019 - 03:09 AM
#8866 Posted 23 April 2019 - 03:33 AM
The test map edit is mine but the seem idea was Oasiz', all of this was shared publicly elsewhere so might as well share it here.
Also small correction but I was wrong about the SE40 physically bringing the other side on the same X/Y coordinates. The Z of SE40 and 41 however determine the height of what you will see through the RoR, like a camera point.
Attached File(s)
-
se40test2.rar (456bytes)
Number of downloads: 205
#8868 Posted 02 May 2019 - 09:34 PM
Zaxtor, on 21 April 2019 - 07:29 PM, said:
Also made a pretty neat trick.
We can turn on an old RCA Victor tv, works for a brief time until blows up a fuse
wait, oblivion? I love that old mod are you updating it?
#8869 Posted 02 May 2019 - 10:01 PM
king karl, on 02 May 2019 - 09:34 PM, said:
yes
improving it/ fixing
boss will have HP bars
making it HRP, still playable in classical but better results in HRP. (polymost)
Some older levels will have expansion (exploring extras) but level will be same length.
Scrap brain will have an alternate route only accessible if you "find a way to skip the boss in the previous level" etc
adding several extra levels.
You know when you beat the mod, the black gem is missing.
But we retrieve it in the Purgatory or Episode 6.
only accessible by episode 4.
I have a thread with screenies etc.
PS
So like a good ending.
This post has been edited by Zaxtor: 02 May 2019 - 10:02 PM
#8870 Posted 10 May 2019 - 04:30 PM
https://www.dropbox....eanim1.avi?dl=0
This post has been edited by Mark: 10 May 2019 - 04:32 PM
#8871 Posted 10 May 2019 - 05:16 PM
Mark, on 10 May 2019 - 04:30 PM, said:
#8872 Posted 10 May 2019 - 05:33 PM
Mark, on 10 May 2019 - 04:30 PM, said:
https://www.dropbox....eanim1.avi?dl=0
Oh, Nice! There's always someone that will complain, does not matter what, just keep it up .
Also, if you have no accounts and you'll upload videos anonymously, i suggest Streameable
#8873 Posted 10 May 2019 - 05:38 PM
LeoD: The end result is still an md3 model.
This post has been edited by Mark: 10 May 2019 - 05:47 PM
#8874 Posted 10 May 2019 - 06:10 PM
Mark, on 10 May 2019 - 04:30 PM, said:
https://www.dropbox....eanim1.avi?dl=0
incoming porn
#8875 Posted 10 May 2019 - 11:30 PM
Mark, on 22 April 2019 - 06:05 AM, said:
Nice work
This place reminds me a bit of the "Medal Of Honor" game ^^
#8876 Posted 26 May 2019 - 01:28 AM
Very very early right now. I'd say i'm on par with LameDuke right now in terms of dev process. Getting the basic layout set up and just beginning to get a set of textures laid out.
Also a Chaingun model I made very roughly sprited and put into the game.
This map is, essentially, a celebration of Hollywood Holocaust and Red Light District in one go, with little bits of Farenheit and LA Rumble. The two main concepts are to have Duke starting surrounded and under siege, and (structurally) to build an over pass that goes aorund the map as a backdrop piece.
More to follow.
UPDATE:
Tweaked the Ripper's positioning. Looks much more authentic!
#8877 Posted 26 May 2019 - 05:32 AM
Specially love Zaxtor´s TV!
here´s what i am working on right now:
2013:
2019:
#8878 Posted 27 May 2019 - 05:29 AM
This post has been edited by brullov: 27 May 2019 - 05:34 AM
#8879 Posted 28 May 2019 - 10:33 AM
Gambini, on 26 May 2019 - 05:32 AM, said:
Specially love Zaxtor´s TV!
here´s what i am working on right now:
2013:
2019:
Are you sure this is not a model? :0