What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#10801 Posted 23 May 2024 - 05:20 AM
#10802 Posted 23 May 2024 - 10:10 AM
JacketAU, on 23 May 2024 - 05:20 AM, said:
It's always good to see a map for Ion Fury every once in a while, since not many people seem to do these - so looking forward to the release!
#10803 Posted 24 May 2024 - 04:30 PM
Aleks, on 23 May 2024 - 10:10 AM, said:
Thank you! I was thinking the same so I decided to mess around with their custom mapster and it's been a lot of fun! I've still been working on a Duke map too, I'm having issues with the version of mapster I'm using for it though where weapon and ammo sprites don't appear visible when I test the map, even though they're fine in the editor, do you or anyone else know what could be causing this?
#10804 Posted 31 May 2024 - 02:12 AM
Here's the link:
https://www.mediafir...FRIEND.zip/file
#10805 Posted 31 May 2024 - 04:21 PM
December Man, on 31 May 2024 - 02:12 AM, said:
Played it and it was longer than I expected (took me around 30 minutes), but also feels very "1st mappish", which is understandable from your post. There are some areas that were seemingly given a significant make-over, but also some that probably weren't that much touched since the map was initially conceived. It has a theme and story, but still feels very 1996ish, though would pass as a good effort. The fights are more intense and there are interesting combinations of monsters or layouts that allow a lot of verticality. The beginning feels a bit mazey. There's also a "super secret" that gives you an extra keycard (in general, there seemed to be too many keycards in the end...) which can be used much later to open up an armory. The secret initiates probably my favourite battle in the level due to how the room is set-up with dim cycling lights and how the monsters come in waves, so make sure not to miss it. The ending is quite stingy as well, also there aren't too many weapons and ammo, so you should make your shots count. There are some newbie mistakes (once again, doom doors with wrong wall orientation, come on!), but the level is definitely worth trying out.
Also, an unrelated question, but looking at the email provided in the text file, I'd hazard a guess you're Polish - if that's true, I'm glad to see another Pole making maps for Duke!
#10806 Posted 31 May 2024 - 05:22 PM
The fix list for when I return is already quite long, with over 20 items on it, but I don't think that part will actually take a super long time to do. Building the eighth map might take a while, though, as while it's meant to be small, a fair bit of what it's meant to do are thus far only theoretical. Quite a few things in the project were and had to be changed or, in some cases, scrapped entirely. No matter what, it will be eight maps total, but DOS limits apply so they're each only about 1/4 the size of a modern level at most. It won't be the best thing since sliced bread, but it has been fun to work on and hopefully someone, somewhere, gets some enjoyment from playing it when it releases.
#10808 Posted 02 June 2024 - 12:09 AM
Aleks, on 31 May 2024 - 04:21 PM, said:
Also, an unrelated question, but looking at the email provided in the text file, I'd hazard a guess you're Polish - if that's true, I'm glad to see another Pole making maps for Duke!
Thanks for the review! I'm glad you liked that secret fight, I was hoping for that exact reaction
Yup, I'm Polish. I wrote that readme when I was a teenager, and I only slightly changed it for this release. I still use that e-mail address
:edit: Also, what do you exactly mean with "doom doors with wrong wall orientation"?
This post has been edited by December Man: 02 June 2024 - 02:12 AM
#10809 Posted 03 June 2024 - 01:58 AM
December Man, on 02 June 2024 - 12:09 AM, said:
:edit: Also, what do you exactly mean with "doom doors with wrong wall orientation"?
I got the same feedback and never figured this out either lol (doors seem tutorial perfect in both our maps)
If you do please let me know
#10810 Posted 03 June 2024 - 02:24 AM
December Man, on 02 June 2024 - 12:09 AM, said:
JacketAU, on 03 June 2024 - 01:58 AM, said:
In 3D mode, you can press "O" on a wall to swap its orientation between "top" and "bottom" ("top" is default on every wall, "bottom" is useful for e.g. autoaligning wall panning with "." as it works correctly on windows/lintels/holes). However, this also changes how the wall behaves when the sector is moving in a vertical direction (like an up- or down-open/split door) - it's just visual of course, but in general, you want the texture to move along with the door, so "top" orientation is required. With "bottom" orientation, the wall texture will just "slide" or "roll" like it was telescopic (kinda like PowerPoint animations with some hijinks or cuts between the scenes in Star Wars). This happens with the blue key door (which is a split door) in JacketAU's map (with split door I think you generally want to also swap the bottom texture with "2" to pan it properly in most cases). In December Man's map, I think this happened with 1 up-open door in the 2nd red keycard section.
#10811 Posted 03 June 2024 - 08:07 AM
Aleks, on 03 June 2024 - 02:24 AM, said:
Ooohh... Thanks for info! It's the armory door that's borked. Didn't know how to fix it and then forgot about it!
This post has been edited by December Man: 03 June 2024 - 08:09 AM
#10812 Posted 03 June 2024 - 09:17 AM
Aleks, on 03 June 2024 - 02:24 AM, said:
Right yeah this is fixed (or was lined up according to the clipboard image the whole time at least) but I did fix the doors textures scrolling like that post version 1 not knowing what it was you meant until now anyways, thank you though for clarifying!
This post has been edited by JacketAU: 03 June 2024 - 09:29 AM
#10813 Posted 03 June 2024 - 09:39 AM
Regarding frame rate, Z doors that exist across a frame and are connected to its sides will stop any rendering of the space behind, provided there's no other way to see into that space from the player's position. It probably isn't an issue most people run into, but is certainly worth remembering, especially as most other doors can exist nested within a Z door sector - I have a train level where the sliding doors between cars are inside ceiling doors that move instantly to give the illusion that only the sliding door is there. This is because looking along the train would have the other cars render and cause the frame rate to shit the bed on the Pentium II it was tested against. With the ceiling doors, the engine cannot render beyond the door (the train windows are 1-way walls) and so the game runs somewhere in the mid double figure frame rates or higher... on a modern PC the game would probably just outrun the monitor regardless, especially as nearly everyone uses syrup panels now.
#10814 Posted 08 June 2024 - 01:48 PM
#10815 Posted 29 June 2024 - 03:24 AM
* I've been messing around with the overall lighting/visibility settings; I want the full distance to be visible, but I don't want it to be all fullbright either.
* No points for guessing what kind of map this is (other than, you know, a clusterfuck of spritework and moving TROR platforms).
* Funny story: Normally I use r3888 (which is old as fuck) but all the spritework keeps causing r3888 to eat shit, so I've been having to use a later, more stable version of Mapster for a substantial amount of the work on this map.
#10816 Posted 30 June 2024 - 12:40 AM
ToiletDuck64, on 29 June 2024 - 03:24 AM, said:
* I've been messing around with the overall lighting/visibility settings; I want the full distance to be visible, but I don't want it to be all fullbright either.
* No points for guessing what kind of map this is (other than, you know, a clusterfuck of spritework and moving TROR platforms).
* Funny story: Normally I use r3888 (which is old as fuck) but all the spritework keeps causing r3888 to eat shit, so I've been having to use a later, more stable version of Mapster for a substantial amount of the work on this map.
Holeeeee sheeeet!
#10817 Posted 05 July 2024 - 04:19 PM
1: Wet Dry World by ToiletDuck64 with proper textures. Thanks again for allowing me to use your maps in my mod. I'm currently adding that blue fog FX to make it more like the N64. In the screenshot, it's rendering in good old blurry textures, to make it more 64ish.
2: My King Field map with some touch ups. I'm trying to recreate some of the things I did before. To not lose its authentic look, I've also back tracked a bit. No bloody walls or anything like that. Here it is rendering in blocky pixelated textures for that PlayStation look.
If anyone wants to work on this mod with me, feel free to message me. Take care everyone and I hope you're all doing well.
This post has been edited by Graphics: 05 July 2024 - 04:33 PM
#10819 Posted 12 July 2024 - 11:39 AM
Seb Luca, on 08 July 2024 - 12:41 AM, said:
Thank you. It's nothing fancy, just custom lighting to the environment under the TROR water with a custom palette change on the top. I might take that out and manually pre-bake the lighting. But that's only because I want my multiplayer mod to have multiple player skins. Hard to explain in a short paragraph, but long story short it depends on how the multiple player skin code reacts to the custom palettes.
#10820 Posted 13 July 2024 - 03:32 PM
Well ! I know it's not Duke Nukem, but I'm proud of the little Farm-&-Craft game that I am designing on RPG Maker XP
@Graphics : Ok, thank you for the description It seems very specific. Well done !
This post has been edited by Seb Luca: 13 July 2024 - 03:34 PM
#10821 Posted 13 July 2024 - 03:59 PM
#10822 Posted 14 July 2024 - 04:58 PM
Okay, without explaining to much. I figured out a neat way to make player skins without editing the game's code. This method uses the color palette and some of the EDuke32 features meant for 3d sprite work. But there might be a glitch when walking into areas that are assigned to that palette. I'm hoping that's only on the palette with the same number. Because then, it wouldn't glitch out.
Well, I'm working on this, I leave you guys with a screenshot of an apple made in the Build engine, using TROR. If all goes right, my mod should be the first Duke Nukem multiplayer mod with multipliable player skins.
This post has been edited by Graphics: 14 July 2024 - 05:02 PM
#10823 Posted 14 July 2024 - 11:20 PM
#10824 Posted 16 July 2024 - 01:54 PM
@juvenite : I think XP is the best version. It allows so much freedom, as long as we immerse ourselves in the code. Good luck too for your project. I hope we will see samples.
@Graphics : Superb apple, which although simple, it defies the constraints of build. And the menu is very refreshed. Well done !
So ! I return to the construction of my project
This post has been edited by Seb Luca: 16 July 2024 - 02:07 PM
#10825 Posted 19 July 2024 - 10:39 PM
#10826 Posted 22 July 2024 - 08:49 AM
Correct specs.
1146/4096 sec. 5448/16384 wal. 532/16384 spr.
With some simple modifications, I could probably run this on DOS. Also, I figured out something neat about TROR (from EDuke32) lakes with see through water... I'm only going to need 1 TROR divide to make the see through water with beach beds (curved hills under water). Meaning, I could go nuts on TROR with this map and still have a see through lake. Like the Goose Island graphics test a few years ago.
This post has been edited by Graphics: 22 July 2024 - 08:58 AM
#10827 Posted 03 August 2024 - 11:48 AM
#10828 Posted 04 August 2024 - 09:29 AM
https://www.mediafir...4%2529.rar/file
This post has been edited by darkcaleb: 04 August 2024 - 09:34 AM
#10829 Posted 07 August 2024 - 05:37 AM
As for me, I had fun working on the Link to the past map last night. Here's how it's currently looking. I might also update my mod soon with all this work I've done. And good morning, everyone.
This post has been edited by Graphics: 07 August 2024 - 06:49 AM