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What are you working on for Duke right now?  "Post about whatever Duke related stuff you're doing"

User is offline   oasiz 

  • Dr. Effector

#8851

It is quite cumbersome, yes :lol:
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..
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User is offline   Mark 

#8852

I've used TROR in almost every project. Not nearly as extensively as others use it, but its usually in my maps. Maybe because its mostly used in interiors it doesn't sap framerate much if at all.

This post has been edited by Mark: 21 April 2019 - 10:58 AM

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User is offline   Nuke.YKT 

#8853

TROR code calls drawrooms function twice for each bunch, so i'll not be surprised if performance drops
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User is offline   Micky C 

  • Honored Donor

#8854

View PostNukeYKT, on 21 April 2019 - 01:09 PM, said:

TROR code calls drawrooms function twice for each bunch, so i'll not be surprised if performance drops


I take it there’s a good reason for that?
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User is offline   Zaxtor 

#8855

Added stuff in the mining house
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

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User is offline   Merlijn 

#8856

Small sneak peak (WIP) :lol:

Attached Image: duke0042.png
10

#8857

Shaky Grounds pt.3 ? :lol:

This post has been edited by RichardStorm: 21 April 2019 - 11:40 PM

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User is offline   Merlijn 

#8858

No point in deflecting that one; yes it is.
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User is offline   Mark 

#8859

Zaxtor, very cool. I used to own the same radio shown at the start of the video. The floor and the tabletop versions.
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User is offline   Zaxtor 

#8860

What year is from that tabletop u used to own?

and what happened to it?
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User is offline   Mark 

#8861

Its from 1940. I sold mine a few years ago to another collector. The radio in the link was not mine but it looked just as good.
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. :lol:

Attached thumbnail(s)

  • Attached Image: TV AND RADIO.jpg


This post has been edited by Mark: 22 April 2019 - 06:29 AM

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User is offline   ck3D 

#8862

View PostHigh Treason, on 21 April 2019 - 08:57 AM, said:

The original ROR implementation is far better to work with, but is far too limited to be of much use due to no slopes. [...]


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

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User is offline   MetHy 

#8863

View Postck3D, on 22 April 2019 - 12:10 PM, 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.


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

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User is offline   MetHy 

#8864

Also joined is Nukeyt's testmap, the one that showed SE40 working in 1.5 DOS. Double post because I wanted his permission to post it. You can thank him :lol:

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)

  • Attached File  se40.rar (388bytes)
    Number of downloads: 130

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User is offline   ck3D 

#8865

Thank you very much for all the info. I could only locate very sparse bits online and was ready to start from nothing, but that'll save me a lot of time of trial and error. Also thanks a lot of that test map, I'll download it soon.

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

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User is offline   MetHy 

#8866

If your intention is to keep things 1.5 compatible you should be interested in this as well. Like I said the original 1.5 is only intended to work with tile13, but this can be tricked and you can use any tile on the ror surface (with transparency, too) if you give the ror surface a tile13 seem, and that seem can be so thin it can't be seen.

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)


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User is offline   ck3D 

#8867

Amazing. I'll be nerding out on all that. Thank you.
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User is offline   king karl 

#8868

View PostZaxtor, on 21 April 2019 - 07:29 PM, said:

Added stuff in the mining house
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?
1

User is offline   Zaxtor 

#8869

View Postking karl, on 02 May 2019 - 09:34 PM, said:

wait, oblivion? I love that old mod are you updating it?



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

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User is offline   Mark 

#8870

A better way has been found to animate Duke and company. Stiff anims was one of the complaints about models. Hopefully some of those complaints will disappear. I don't have a Youtube account to post this video so you have to view it the old fashioned way. Download it and view. Its only 1.5MB and about 5 seconds long.
https://www.dropbox....eanim1.avi?dl=0

This post has been edited by Mark: 10 May 2019 - 04:32 PM

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User is offline   LeoD 

  • Duke4.net topic/3513

#8871

View PostMark, on 10 May 2019 - 04:30 PM, said:

A better way has been found to animate Duke and company. Stiff anims was one of the complaints about models. Hopefully some of those complaints will disappear. I don't have a Youtube account to post this video so you have to view it the old fashioned way. Download it and view. Its only 1.5MB and about 5 seconds long.
Hoe Lee Sheet. But what does this imply to existing models and the EDuke32 executable?
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#8872

View PostMark, on 10 May 2019 - 04:30 PM, said:

A better way has been found to animate Duke and company. Stiff anims was one of the complaints about models. Hopefully some of those complaints will disappear. I don't have a Youtube account to post this video so you have to view it the old fashioned way. Download it and view. Its only 1.5MB and about 5 seconds long.
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
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User is offline   Mark 

#8873

IIRC most of the HRP and HHR models are available in their original Blender format and can be reanimated. Same thing with other custom models from my other projects. I have many of them before they were converted to md3. Of course to get the best out of the new anims with existing characters, cons and defs would need to be tweaked. Thats why I'm actually more excited about using this new anim system on new models or existing ones in a TC. Having to conform to conventional limits in vanilla maps and cons would take the shine off.

LeoD: The end result is still an md3 model.

This post has been edited by Mark: 10 May 2019 - 05:47 PM

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User is offline   Forge 

  • Speaker of the Outhouse

#8874

View PostMark, on 10 May 2019 - 04:30 PM, said:

A better way has been found to animate Duke and company. Stiff anims was one of the complaints about models. Hopefully some of those complaints will disappear. I don't have a Youtube account to post this video so you have to view it the old fashioned way. Download it and view. Its only 1.5MB and about 5 seconds long.
https://www.dropbox....eanim1.avi?dl=0

incoming porn
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User is offline   Seb Luca 

#8875

View PostMark, on 22 April 2019 - 06:05 AM, said:

Posted Image

Nice work <_<
This place reminds me a bit of the "Medal Of Honor" game ^^


1

User is offline   OpenMaw 

  • Judge Mental

#8876

"Duke Nukem Lives"

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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!
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User is online   Gambini 

#8877

This page is awesome!

Specially love Zaxtor´s TV!

here´s what i am working on right now:

2013:

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2019:

Posted Image
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User is online   brullov 

  • Senior Artist at TGK

#8878

Ok, my turn. Still WIP.

Posted Image

This post has been edited by brullov: 27 May 2019 - 05:34 AM

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User is online   Mike Norvak 

  • Music Producer

#8879

View PostGambini, on 26 May 2019 - 05:32 AM, said:

This page is awesome!

Specially love Zaxtor´s TV!

here´s what i am working on right now:

2013:

Posted Image

2019:

Posted Image



Are you sure this is not a model? :0
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User is online   Danukem 

  • Duke Plus Developer

#8880

Gambini has been using his own models in DNF now for some time since he switched over to polymost. He makes them with Duke palette skins and uses clipshapes so they integrate well into the world.
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