What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#781 Posted 24 December 2009 - 07:31 PM
This post has been edited by NerdZilla: 25 December 2009 - 03:16 AM
#782 Posted 27 December 2009 - 04:21 PM
some pics of me trying out my map with the space car... XD
now how do i add this into my mod? this thing is awesome.
#783 Posted 27 December 2009 - 04:30 PM
#784 Posted 27 December 2009 - 04:35 PM
#785 Posted 27 December 2009 - 05:43 PM
DeeperThought, on Dec 27 2009, 04:35 PM, said:
its how you'll escape a base.
also if i make that city world map. it'll be your ride as you go from map to map.
#786 Posted 27 December 2009 - 05:46 PM
#787 Posted 27 December 2009 - 05:50 PM
Rusty Nails, on Dec 27 2009, 04:30 PM, said:
no, i did'nt make the hover car... but now that you mention it i did make the laser gun from star wars to replace the RPG. well, it's as close as i can get.
maybe i should make a death star as a map???
#788 Posted 27 December 2009 - 06:07 PM
DeeperThought, on Dec 27 2009, 05:46 PM, said:
i was thinking that... but how would i inport my weapon designs? also my running speed is like cerent games (slower).
and my map will crash in DP+ at times (with a army of 1000 enemys). if i blow up a group of enemys the gore will spawn to meny spites.
now if only the con.file had a spite limit program into it?... but i like your idea anyways. as i mite just work aound the problem in DP+.
This post has been edited by NerdZilla: 27 December 2009 - 06:10 PM
#789 Posted 27 December 2009 - 06:19 PM
NerdZilla, on Dec 27 2009, 06:07 PM, said:
Adjusting running speed is not a problem. At the moment, Duke Plus overrides the USER.CON setting (because at one point I was frustrated with sync issues and I decided to force feed hardcoded values into gamestartup) but it won't do that in the next version.
I'm guessing you are blowing up a large number of enemies at once (using bombs from the skycar perhaps?). I can fix the too many sprites spawned crash without downgrading the jib system, so don't worry about that.
New weapon designs could be a problem, though. I can't say for sure without more information.
#790 Posted 28 December 2009 - 12:43 AM
DeeperThought, on Dec 27 2009, 06:19 PM, said:
I'm guessing you are blowing up a large number of enemies at once (using bombs from the skycar perhaps?). I can fix the too many sprites spawned crash without downgrading the jib system, so don't worry about that.
New weapon designs could be a problem, though. I can't say for sure without more information.
i was thinking of drawing my own player into the game. maybe we could design the guns into that. but, i did a kind of weard thing. but the results where perfict.
gamevar WEAPON1_SHOOTS SHOTGUN 1 <no more perfict hits with shotgun1.
gamevar WEAPON7_SHOOTS SHOTGUN 1 <2 mac10s at a wide burst.
gamevar WEAPON9_SHOOTS SHRINKER 1 <the spirte is made to look like the one from contra... well kinda.
gamevar WEAPON6_SHOOTS SHOTSPARK1 1 <works well as a 6 shooter named Sweatness. sense its slower, more power SHOTPARK1 shots
gamevar WEAPON11_SHOOTS SHOTGUN 1 <AK47..
gamevar WEAPON4_FIRESOUND PRED_ATTACK 1 <i made the firelaser powerful at the range of one hit kills...
gamevar WEAPON4_SHOOTS FIRELASER 1 <like starwars when a storm trooper gets hit (one hit kill).. but sadly like starwars, its easy to avode.
i also did things like make the pimp bombs into ice bombs that do no damage. but well freese all people for a moment within a range of about 4000.
but you can only carry one... so theres no cheaping out with in a battle. so its throw one take cover and take cover.
its all a work in progress...
PS: sorry for the large message.
#791 Posted 28 December 2009 - 01:04 PM
Imperium is an episode for dukeplus. It was dormant for a while, but we've decided to kick it back to life and finish it. Planned release: early 2010.
Some general information:
-it's an episode for dukeplus, also featuring a new weapon (which hasn't been included in the dukeplus code yet)
-it can be played with or without the HRP
-the level design is generally grand and epic: every level has huge, atmospheric locations and different combat situations. Unreal was a big source of inspiration. Also, it's worth noting that none of the levels will take place on Earth.
-there will be a progressive storyline
This post has been edited by Merlijn: 28 December 2009 - 01:06 PM
#792 Posted 28 December 2009 - 05:35 PM
i was wondering how i mite borrow a pigcop's spaceship spite to make into a 2d ship for gameplay? i love the smooth fps and easy aiming in 2d mode.
#793 Posted 29 December 2009 - 02:22 PM
http://www.moddb.com/engines/eduke32
Make sure to add it to your watch list if you are a member and to add nice Polymer render shots or any screen shots for that matter. Videos, Features, Tutorials and Downloads can also be added.
If you have an upcoming standalone mod (I'm not sure how to add mod's to it yet) that is using EDuke32 make sure to add the engine as EDUKE32 instead of Build.
The eventual goal of it is to gain as much spotlight as possible for EDuke32 and to entice new players to either blow the dust off there disk and reinstall it or download it from GOG.
This post has been edited by The Commander: 29 December 2009 - 03:13 PM
#794 Posted 29 December 2009 - 03:52 PM
Rusty Nails, on Dec 27 2009, 05:30 PM, said:
You know if if any want these bike i could upload them.
#795 Posted 29 December 2009 - 05:58 PM
search for "This one has a gravity gun."
replace the link with the correct: http://deeperthought.dukertcm.com/dp/
#796 Posted 30 December 2009 - 02:44 AM
supergoofy, on Dec 30 2009, 02:58 PM, said:
search for "This one has a gravity gun."
replace the link with the correct: http://deeperthought.dukertcm.com/dp/
Thank you for that I have corrected it now. But then that also means the one on http://www.eduke32.com/ is also wrong.
As that summary is basically just a copy and paste of the main page of eduke32.com
I see people have already started to add new downloads to the page etc (they won't show up for a day or so)
This is all very nice and "should" get eduke32 the number one ranked engine on moddb.com in no time. Or maybe I am just feeling to optimistic....
#797 Posted 30 December 2009 - 05:19 AM
I hope that TX and Plagman will find the time to deal with this bug.
#798 Posted 30 December 2009 - 08:38 AM
EDIT: As far as what I got cookin' however, it's going to be a map that I am designing simultaneously for UT2004 and for Duke3D HRP/Polymer. It's called "High Octane." More details to follow. It'll be primarily DukeMatch for Duke3D, but I'll throw it in as a boss map for those of you who want to play solo. That'll make it pretty fun. For DukeMatch and for UT2004, it'll be a four-person Deathmatch/DukeMatch. I'm gonna have to finalize all the drafts before digging ground, but it looks great on paper.
EDIT #2: I was able to find the original version of this map from 12 years ago when I was doing this for Duke 3D Atomic...looks mighty crummy now, but I think I know how to update it towards today's gameplay:
http://img525.images.../2555/imgsz.jpg
Hard to believe that I did this way back in high school, sketching this in study hall with what time I had left after doing some homework, but hey...it worked out.
This post has been edited by WedgeBob: 01 January 2010 - 07:08 PM
#799 Posted 02 January 2010 - 09:16 AM
I'm making more dynamic landscape parts, like i said. thats will start looking alot less plan vary soon...
also, i remeber someone saying water you can go under... and thats a plan in the works,thanks to DukePlus.
#800 Posted 02 January 2010 - 07:20 PM
EDIT: I was looking at the screen shots and realised I wasn't happy with the texture for the low walls by the floor. I'm trying out the different textures that have the bump mapping or whatever its called. It seems that some of them,in my opinion, are a little too exaggerated but I'm sure I'll find one I like. I added a 3rd pic using one of them.
This post has been edited by Marked: 02 January 2010 - 08:19 PM
#801 Posted 03 January 2010 - 02:26 AM
#802 Posted 03 January 2010 - 02:41 AM
#804 Posted 03 January 2010 - 06:20 AM
I'm still searching around for maps I've made from those days that I felt may have potential to be brought back from Duke's glory days, can't really find any 199x dates anywhere.
This post has been edited by WedgeBob: 03 January 2010 - 06:25 AM
#805 Posted 03 January 2010 - 06:41 AM
WedgeBob, on Jan 4 2010, 03:20 AM, said:
What were they called?
#806 Posted 03 January 2010 - 06:46 AM
I know that it was back during the mapping/modding boom of Duke 3D, and a lot of people were very active in Build back then, and trying to find my good ones...whew.
EDIT: I ran into the Sunet FTP, but it seems like that's having trouble connecting for some strange reason...did they take the FTP down or something? That was one of my only hopes of finding anything really from those days.
Even if I don't find where those maps were from way back when, I'll try looking for more sketches of Duke maps I made like the one I posted earlier, there WERE better that I made from the old days. High Octane was rather bland back then, I do remember that.
If I could find some of my better maps from then, I would definitely restore those instead, but until I find them, this seems like one of the only maps from those days I can go by.
This post has been edited by WedgeBob: 03 January 2010 - 07:00 AM
#807 Posted 03 January 2010 - 07:34 AM
This post has been edited by The Commander: 03 January 2010 - 07:34 AM
#808 Posted 03 January 2010 - 08:59 AM
http://dukerepository.com/maps/Duke_Nukem:...ournament_Arena
However, I remember that I was doing maps for both Shadow Warrior and Duke 3D way back when, and I was doing a full episode called "New York Rumble" that replaced LA Meltdown, but I don't even know where that went.
I may probably do something with this one, now that I see it, update it with HRP and Polymer, and the map above will definitely blow UT2004 out of the water, literally.