What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#10741 Posted 05 January 2024 - 12:03 AM
It's one of those where posting screenshots would spoil too much, but here's one last snippet:
#10742 Posted 05 January 2024 - 06:02 AM
#10744 Posted 05 January 2024 - 11:04 PM
Post Note: Also, this might be a mistake on my part. But I might be on to something. I just don't know right now.
This post has been edited by Graphics: 06 January 2024 - 12:33 AM
#10745 Posted 06 January 2024 - 10:54 PM
action PJUMPING 50 4 5 1 30 action PFALLING 65 1 5
It is curious that the jumping animation is defined as having 4 frames, but the art slots for the 4th frame are empty. The empty slots are the same ones defined for PFALLING, which means that one frame animation overlaps with PJUMPING. What I think actually happens is the game displays the nearest non-empty previous frame, so when asked to display the final frame of PJUMPING, or the single frame of PFALLING, it shows the third jumping frame which is Duke falling. We see a version of this phenomenon on enemy tiles in some cases. Animatoins usually include all five angles but sometimes the art only has 3 of them, but the game displays the last two angles of the enemy anyway, by showing those angles from the previous frame. For example if you look at the pigcop art, tiles 2038 and 2039 are missing, which would have been the 4th and 5th angles of his second shooting frame; the game shows the 4th and 5th angles of his 1st shooting frame instead, which looks fine. However, if you did fill the missing tiles with something, it would show that instead.
But that would mean that you are displaying the Duke crouching frame when he is falling, which seems like an odd choice.
#10746 Posted 07 January 2024 - 09:00 AM
This post has been edited by Graphics: 07 January 2024 - 09:04 AM
#10747 Posted 07 January 2024 - 03:52 PM
#10748 Posted 08 January 2024 - 05:42 PM
Also, to everyone here, I just had an idea for adding multiple player skins to my mod, without adding any extra code that might lag out online. It's simple really. I use the duke3d.def file and use different skins for the pal code. Of course, the dynamics of the player sprite size in the Art file will have to match. But I have a trick around that by making a standard size to the art file player sprite and working within that. The end results would be the ability to change your look in the player menu. Also making use of that menu option in EDuke3d as it doesn't have online mode. But changing your look like in Quake2 is a good trade off. Might even be able to add different player stats to each pal code. So, the option isn't just for looks. It depends on how much code can be added to online. I'll find out if it can be done later.
This post has been edited by Graphics: 08 January 2024 - 05:43 PM
#10749 Posted 08 January 2024 - 09:46 PM
#10750 Posted 09 January 2024 - 12:50 AM
So, I was worried that when the player is frozen, they're turn into a blue Duke Nukem. But a little quick thinking and I found a way around that. Now the Freeze Thrower turns players into ice cubes. This is just an example. But in this screenshot, I froze myself. I'm still working on the adding all the enemies as player skins. But this should give you an idea on how I'm going to work around palette code conflicts. Looks like having 10 different playable characters in multiplayer is kind of easy to do. I'm really enjoying this concept because it'll add a lot more too multiplayer without any extra code to mess up the online game. Overall, I'm happy.
This post has been edited by Graphics: 09 January 2024 - 01:06 AM
#10751 Posted 09 January 2024 - 10:33 AM
This post has been edited by Graphics: 09 January 2024 - 10:33 AM
#10752 Posted 10 January 2024 - 01:58 AM
1: I can have over 15 skins per enemy. Changing their looks around, without adding code, editing the art file or anything like that. Perfect for online gameplay.
2: Over 15 different looks per texture. Say one texture has a sound to it or something you like. Don't add or copy the code from another texture, just give it multiple looks.
3: As you would guess this is any art tile file texture, as well as animated. So that skybox I made with a dust to dawn cycle. Can have many different looks now.
Now some of you might be wondering what would happen if say, the player sprite or enemy stepped into a blue or red light? Would that edit their look because that changes the pal code on the sprite? No, I figured out a way around that by add a tinting code to the def file that was based around the Duke3d HRP mod. Rather than look for the pal image taking over, it just changes the colors of the images being used. So, I've already added a small thank you to the HRP in my ModDB page. Because I kind of copied their work. Finally, multiple assigned pal structures or M.A.P.S for short (name pending). Can add a lot the game without adding code. This is because most of the magic is happening because of EDuke32's way of handling textures. This whole thing wouldn't work for DOS and it's not software compatible. It's a feature of the EDuke32 impartation of the Build Engine, that I happen to be exploiting. So that's why it doesn't need extra code to work. Because it's a feature of EDuke32.
Anyways, thank you for all the support on my mod and stay awesome everyone.
Take care for now.
This post has been edited by Graphics: 10 January 2024 - 02:21 AM
#10753 Posted 11 January 2024 - 10:42 AM
I've come up with a simple name for this trick to making multiple skins without using game code. Simply put, I just call them Multi-Textures. Now on that topic, I created my first Multi-Texture today. A modified Dukebutton that becomes invisible when you change the color pal to a curtain number. This is so, the normal game can have Dukebuttons you can see, and the modded game will have ones you can't see. I've also almost finished making the multiple skins patch for my mod and the normal game. It'll be the first multiplayer mod that has multiple skins and the first one player mod that has multiple skins without adding an edited game.com or user.com file. Perfect if anyone that plan on adding this to their mod. I'll be releasing it to the public and just so it's known, anyone can use this patch. It'll be open source and I would love to see it expanded on.
I honestly hope you guys like this.
Take care out there.
This post has been edited by Graphics: 11 January 2024 - 10:44 AM
#10754 Posted 11 January 2024 - 03:46 PM
#10755 Posted 13 January 2024 - 05:52 AM
PS: As I'm still figuring out a name for this whole thing. I'm probably going to settle on Alternate Texture Skins or ATS for short. That explains what it is without it being mistaken for Multi-Layered Texturing or anything like that. Because that's a completely different thing.
This post has been edited by Graphics: 13 January 2024 - 06:01 AM
#10756 Posted 14 January 2024 - 04:18 AM
#10757 Posted 17 January 2024 - 04:18 PM
Here's an update on what I'm currently working on. It's a player lobby that's loosely based on a real house, it's just not quite the same. This map was an old map that I recently found and fixed up. This time, I managed to create this without TROR glitches. It's even stable in software mode. Also, another thing I did was go all over the internet and collect all the enemy sprites and player skins from other Duke Nukem games and expansions. Even though this is the first frame of animation, and it won't be ready when I post the update to the mod. It's good to know, there will be options for the player's look, in the future. I should also mention, each player should have their own weapon skin because their pal is attached to weapon sprites. Anyways, it's just another cool thing I discovered. Thank you to everyone for all the support I get.
This post has been edited by Graphics: 17 January 2024 - 04:32 PM
#10758 Posted 17 January 2024 - 09:15 PM
Aleks, on 14 January 2024 - 04:18 AM, said:
duke0003.png duke0004.png
duke0005.png
Lovely Alien
This post has been edited by Mike Norvak: 17 January 2024 - 09:16 PM
#10759 Posted 18 January 2024 - 09:22 PM
Obviously still very early but here are some shots I've shown on Discord:
- https://cdn.discorda...93/capt1316.png Eggcubator (has grown since);
- https://cdn.discorda...34/capt1319.png corner of Spaceport with Warp Factor Enterprise in the background;
- https://cdn.discorda...55/duke2733.png Enterprise from further up close albeit recently made so still rough;
- https://cdn.discorda...40/capt1323.png current-ish level layout/status
#10761 Posted 23 January 2024 - 09:25 PM
#10762 Posted 23 January 2024 - 09:57 PM
Map has gained 300 sectors since the last post, I started Fusion Station today and built about half of it in just a few hours. Very addicting process,
I have some more WIP shots, for the most part already outdated:
- https://cdn.discorda...39/capt1336.png Spaceport finally put together, all classic sector work no TROR;
- https://cdn.discorda...42/duke2761.png inside Fusion Station (1);
- https://cdn.discorda...66/duke2763.png inside Fusion Station (2);
- https://cdn.discorda...35/capt1333.png hmm;
- https://cdn.discorda...27/duke2757.png WIP half of Fusion Station on the right, still open;
- https://cdn.discorda...55/capt1342.png current map state/form (sideview).
This post has been edited by ck3D: 23 January 2024 - 10:08 PM
#10763 Posted 24 January 2024 - 05:25 AM
Everyone here does amazing work, and I can only hope this will help you guys create even more amazing stuff.
Thank you.
This post has been edited by Graphics: 24 January 2024 - 05:35 AM
#10764 Posted 24 January 2024 - 05:38 AM
#10765 Posted 30 January 2024 - 10:39 PM
https://youtu.be/8bE...?feature=shared
#10766 Posted 01 February 2024 - 06:16 AM
Some more shots (possibly already outdated):
- https://cdn.discorda...22/capt1385.png current map state/sideview (takes up the whole height of the grid);
- https://cdn.discorda...72/capt1387.png W.I.P. neo Dark Side;
- https://cdn.discorda...36/capt1390.png W.I.P. neo Dark Side/Guinea Pig table;
- https://cdn.discorda...09/capt1379.png W.I.P. Lunatic Fringe II sideview before I finished it, it's fully in now;
- https://cdn.discorda...46/capt1375.png Marvin the paranoid android...
- https://cdn.discorda...83/capt1376.png ... with booty
More general shots:
- https://cdn.discorda...16/capt1391.png
- https://cdn.discorda...10/capt1389.png
- https://cdn.discorda...73/capt1388.png
This post has been edited by ck3D: 01 February 2024 - 06:16 AM
#10767 Posted 04 February 2024 - 07:04 AM
#10768 Posted 04 February 2024 - 11:51 AM
#10769 Posted 07 February 2024 - 09:20 AM
This post has been edited by ck3D: 07 February 2024 - 09:26 AM