What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#10232 Posted 07 March 2022 - 08:16 AM
dandouglas, on 06 March 2022 - 08:35 AM, said:
Wow, 10/10 Build stuff
#10233 Posted 07 March 2022 - 08:35 AM
@Aleks: I was quite pleased with a lobby I put together for an old wip map, but that screenshot just screams some dang fine mapping and now looking back at my own lobby feels underwhelming by comparison, haha. You've really been dishing out all the punches with Build lately from technical to visuals, good stuff.
This post has been edited by quakis: 07 March 2022 - 08:35 AM
#10234 Posted 07 March 2022 - 12:11 PM
#10236 Posted 08 March 2022 - 02:31 PM
#10238 Posted 08 March 2022 - 10:32 PM
NightFright, on 08 March 2022 - 02:31 PM, said:
#10239 Posted 09 March 2022 - 10:41 AM
#10241 Posted 09 March 2022 - 12:19 PM
NightFright, on 09 March 2022 - 10:41 AM, said:
The description is stored in a JSON file, along with several other properties, like which CON and DEF files to load, as well as which map to start after reboot.
For grpinfo files, it simply imports what's available in the grpinfo format currently, which isn't a lot of info, but it suffices to load the content.
For the hardcoded addons like Duke Caribbean or Nuclear Winter, I defined a few descriptions myself.
#10242 Posted 09 March 2022 - 12:59 PM
#10243 Posted 09 March 2022 - 01:48 PM
Ninety-Six, on 09 March 2022 - 12:59 PM, said:
Loading grpinfo files is just a compatibility feature of the menu, its main purpose is to allow defining and combining mods much more flexibly than what was possible before.
I will provide more details on it once it's more finalized.
#10244 Posted 09 March 2022 - 02:30 PM
Doom64hunter, on 09 March 2022 - 01:48 PM, said:
oh
#10245 Posted 09 March 2022 - 02:40 PM
Now we only need to make EDuke32 fully compatible with all these addons (again). But one step at a time.
#10246 Posted 10 March 2022 - 04:54 AM
I took each frame from the walking animation of my N64-style liztroop upscale/edit, and processed with the following frame. I then downscaled the result in my standard fashion and put together with the "normal" frames.
Now don't expect to see this in the ERP, at least not in the next version, this is just one of five directions of one animation, and there's no fullbrights applied (easy) or opacity mask (very time consuming and something I suspect would have to be done manually)
#10247 Posted 10 March 2022 - 07:46 AM
#10249 Posted 12 March 2022 - 02:56 PM
I just wanted to show the first three screenshots from my new project.
At first I wanted to continue my White Noise mod and already started to rebuild some sections and replace textures. But at some point I changed my mind because I can't realise all my ideas due to my lack of scripting. The try and error method is very time consuming and very frustrating.
So I decided to abandon the WN project and make a single user map with minor changes and new textures & sounds instead.
The lighting is brighter and it will focus on action gameplay instead of horror. But it's still gloomy and polymer lighting is still essential for the atmosphere. Also there is a whole new storyline. Hope to show more soon :-)
#10250 Posted 14 March 2022 - 12:06 AM
#10251 Posted 14 March 2022 - 08:52 AM
Also there will be remains on the floor.
Some enemies will have much more details to fit in the map. turrets will have a case which gets destroyed after shooting it and eggs will have goo on the floor.
Don't give too much attetion to the surroundings. The outdoor area for example isn't nearly half complete and the excavator design will revised
#10252 Posted 15 March 2022 - 01:03 PM
#10254 Posted 19 March 2022 - 06:49 AM
#10255 Posted 19 March 2022 - 07:15 AM
dandouglas, on 19 March 2022 - 06:49 AM, said:
https://www.youtube....h?v=WTZ23Yls6_g
https://www.youtube....6&v=nmBX0miNpHM
#10257 Posted 20 March 2022 - 11:53 AM
jimbob, on 20 March 2022 - 10:39 AM, said:
#10258 Posted 20 March 2022 - 12:08 PM
#10259 Posted 20 March 2022 - 12:26 PM
Perro Seco, on 20 March 2022 - 11:53 AM, said:
the dog was a model from sketchfab, its nearly impossible to get all the correct photographs from an actual dog, especially because i dont have one, and i dont think i could candidly shoot dogs at a park without the owners asking awkward questions like "who are you" and "why are you hiding in the bushes with a salami"
Mark, on 20 March 2022 - 12:08 PM, said:
i didnt think of the taxidermy and or weekend at bernies method yet
[edit] well for now he's done. he's fast, agressive and can do some neat things. evasive too so he's going to be a fire drawer enemy, a few can chew you up good and fast.
This post has been edited by jimbob: 20 March 2022 - 03:22 PM
#10260 Posted 21 March 2022 - 08:10 AM
Aleks, on 29 December 2021 - 10:37 AM, said:
duke0083.png duke0084.png duke0085.png
I've decided to make it possible to enter it through some SOS fuckery. Here's some pictures of the inside of one of the rotundas on the sides. The positions of windows are corresponding to their positions from the outside, also I've used some of my little lighting tricks, so the door to the staircase (the spiral stairs will lead to upper floor) casts a light from the inside of it, also due to the fire being the only lightsource here, I've used the same trick as in The Conundrum final level with slide doors making the shade sectors "flicker".