BTW, thanks, Merlijn! Well, there's still some more tiny areas, as you can see on the screenshot, but most of the combat will be limited to the wider areas
What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#9811 Posted 25 March 2021 - 04:27 AM
BTW, thanks, Merlijn! Well, there's still some more tiny areas, as you can see on the screenshot, but most of the combat will be limited to the wider areas
This post has been edited by Aleks: 25 March 2021 - 04:30 AM
#9812 Posted 25 March 2021 - 06:47 AM
might aswell post a few build screencaps
#9813 Posted 02 April 2021 - 02:32 AM
I finally made some progress. God damn it, that map set was supposed to be one in June!
#9814 Posted 16 April 2021 - 02:40 PM
TerminX, on 14 June 2009 - 04:36 PM, said:
I'm replacing COMMIT.EXE
In other words, I'm going to make Duke Nukem 3D for DOS playable on the internet for as many operating systems as possible without modifying the game itself.
I pulled this off in the far past for Windows systems with using winsock library interrupt functions in DOS but I knew that would die quick so now I'm gonna make my own internet library for Duke Nukem.
This means people who use DOSBOX and linux to play duke nukem will benefit because I have that setup now and I can access websites in DOSBOX with little work on the linux end, and those who use Windows ME or earlier will also benefit because DOS is already included in those os'es. As for Windows 7/8/10, It may be possible if special priviledges or linux emulation is used. I don't use new windows so I'm not 100% sure.
I might even have to take it one step further and make a multi-player DOS chat client too. then I would replace yang and friends.
If I could pull this all off, then you gamers won't need so much storage for backup purposes. Just enough storage for the duke nukem game itself plus DOS packet drivers for your network card. Put that all on a bootable media with a DOS image, then you will have an ultra-fast duke nukem experience (unless of course your computer is some old 386, but even then, it might be a tad faster than some games today).
#9815 Posted 16 April 2021 - 03:08 PM
[edit]
no context, just gore
This post has been edited by jimbob: 16 April 2021 - 03:46 PM
#9816 Posted 16 April 2021 - 10:19 PM
jimbob, on 16 April 2021 - 03:08 PM, said:
It can.
Excuse my technical-ness for those who are not technically inclined, but I need to explain something.
Tech rant....
Like other duke nukem setups, my code will use the UDP/IP protocol to help with speed.
I dug into source code of commit, and I estimate the normal packet size for Duke Nukem is 2 KB (2048 bytes). For some connections, this is considered a large packet and I read IP fragmentation can be a bad thing. In fact, for just about any connection, this is bad unless you are lucky to have an ethernet card that supports jumbo frames.
This means if someone by chance is (still) on a dial-up connection or uses a standard ethernet connection, then data has to be divided into smaller chunks to be passed over the network. This might be the reason why people complained about lags during gameplay in the past because maybe all the pieces aren't sent as one.
For reference, dial-up maximum data size per send is 548 bytes, and maximum size of ethernet per send is roughly 1420 bytes. For jumbo frames, its well over 8000 bytes.
Now that I said that, and since I can't expect everyone to try to upgrade their hardware to support jumbo frames, I will have to also introduce fragmentation somehow just to allow all data to be sent.
...End of Tech rant
Having said all that, I could implement a game client that would be run completely in DOS. I can enable mouse support in the client. Fortunately for DOSBOX users, the mouse driver is pre-loaded when the DOS session is started, but for those who want to use the client with a mouse from real DOS will need to load a mouse driver (which can be found on many DOS boot disks).
A text-based (yang-replacement) client with colour will be very easy to implement.
One with graphics will take much more work.
Anyway I'll keep working at the commit replacement while dealing with my other obligations. Hopefully I'll come with a testable product in May.
Also, if anyone wants to dedicate their server (preferably a linux one) for the client then that would be awesome because like other chat clients, it will need to connect somewhere to register who is in what lobby and when someone new joins, etc.
Other alternative would be gut-wrenching because it will involve a player's computer constantly scanning every IP address in the universe to see what players are active on the network at any given time.
#9817 Posted 20 April 2021 - 06:30 PM
Mister Sinister, on 02 April 2021 - 02:32 AM, said:
I finally made some progress. God damn it, that map set was supposed to be one in June!
I always like how your maps still retain that 3DR-1996 look. Don´t think translucent fire looks well there though.
#9818 Posted 20 April 2021 - 11:46 PM
#9819 Posted 21 April 2021 - 08:24 AM
#9820 Posted 21 April 2021 - 11:19 AM
Those enemy sprites have the best perspective angles I've seen in a long time. Especially the death one. I had to watch again to see if it was a model.
This post has been edited by Mark: 21 April 2021 - 11:20 AM
#9821 Posted 21 April 2021 - 12:59 PM
Mark, on 21 April 2021 - 11:19 AM, said:
Those enemy sprites have the best perspective angles I've seen in a long time. Especially the death one. I had to watch again to see if it was a model.
Yes I have to admit I was pretty impressed too, considering from screenshots it looks like they've just been ripped from a photo
#9822 Posted 21 April 2021 - 11:06 PM
MC84, on 21 April 2021 - 12:59 PM, said:
they are indeed 'ripped' from photographs, i digitised an actor to get all the frames, wich took considerable time
#9823 Posted 22 April 2021 - 01:40 PM
jimbob, on 21 April 2021 - 11:06 PM, said:
What exactly do you mean digitized an actor? Like rotoscoping from live action footage?
This post has been edited by MC84: 22 April 2021 - 01:41 PM
#9824 Posted 23 April 2021 - 06:12 AM
MC84, on 22 April 2021 - 01:40 PM, said:
even more archaic, i simply used a tripod, dslr and had the guy strike poses for all positions and animations. a 3d setup would have made things much easier but is way out of my budget.
so i spent the better part of a full weekend going frame by frame making the backgound transparent, importing everything and calculating the prefered size for the in game sprite, they are roughly 100 * 310
did the same for the weapon sprites, fps weapons except for the flamethrower and grenades because it is unfortunatly illegal to have those here, but some photoshop magic and 3d models that where rendered thanks to Nfsfan83 made them available.
most of the work is done for episode 1, just ironing out bugs, adding some audio, one liners, mission speech and audio finetuning, making music and adding things i come up with and its done, then for episode 2 i'd like to expand the team to ease the workload for myself, and because i want to do some things that are way out of my league in terms of coding. maybe get a small budget, get more uniforms and make more variations in both allies and axis.
#9825 Posted 23 April 2021 - 10:24 AM
#9826 Posted 05 May 2021 - 10:38 AM
This post has been edited by Merlijn: 05 May 2021 - 10:40 AM
#9828 Posted 05 May 2021 - 12:16 PM
Merlijn, on 05 May 2021 - 10:38 AM, said:
Wow, great use of space and textures! Can't wait, good luck!
#9829 Posted 06 May 2021 - 06:20 AM
ck3D, on 05 May 2021 - 12:16 PM, said:
Thanks! Although at this point I don't think SG4 will be a separate release, I'll create the boss map first so I can release the whole series in episode format.
#9830 Posted 09 May 2021 - 04:16 AM
-------------------------------
Got lots of progress as well on AAP2 (sequel of AAP1 Woudrichem War):
-About 500 walls to go (I even deleted a lot of walls since last update - just parts of AAP1..will get back on that later!).
-Wrote & recorded a music track. It's a mix of AAP1 / E1L4 mood. At least, that's what I was aiming for
-This project is 97% finished!!
Having a very small holiday now, but after that I'll get back on finishing this & give you more information!
This post has been edited by Maarten: 09 May 2021 - 04:23 AM
#9831 Posted 09 May 2021 - 09:22 AM
@ Maarten: good to see you're so far in, and yeah walls can be a bitch at this moment! Nice architecture, it seems so simple, yet at the same time it's all the closer to the reality than all the super intricate buildings out there. Also I see another (?) bell tower. And the nukebutton pizza is a nice detail, funnily enough I've also been making a Build pizza slice, but from another tile.
Anyway, I've started a new city map, so far there's nothing really to show - I've got most of the basic street layout done, but without proper texturing etc. yet. It's gonna be more spacious, classic-styled level with more straightforward progression, but I'll still throw some puzzles and weird effects there. Got it all planned on a sheet of paper so far
#9832 Posted 09 May 2021 - 11:12 AM
#9833 Posted 09 May 2021 - 02:08 PM
#9834 Posted 10 May 2021 - 01:15 AM
This post has been edited by ck3D: 10 May 2021 - 01:16 AM
#9835 Posted 11 May 2021 - 01:58 AM
Bit by bit I'm getting closer to finishing the maps.
You're gonna get your asses handed to ya.
This post has been edited by Mister Sinister: 11 May 2021 - 01:59 AM
#9836 Posted 11 May 2021 - 02:10 AM
#9837 Posted 17 May 2021 - 04:27 AM
@ck3D: I actually started AAP2 exactly where AAP1 ends: this means some of AAP1 is still visible & will get more in screen later on this map. Actually, you'll get to the other side of the bridge which you've seen in AAP1!
Soon, very soon... more information/music/screens will be released! Just finished a 7 minute soundtrack which needs to be mastered
#9838 Posted 21 May 2021 - 11:12 AM
but on the plus side, there wil be a luger. and a grease gun. and the garand now properly ejects a clip when empty
This post has been edited by jimbob: 21 May 2021 - 11:17 AM