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What are you working on for Duke right now?  "Post about whatever Duke related stuff you're doing"

User is offline   Graphics 

#10831

Hey guys, I just finished porting over ToiletDuck64's recreation of Wet Dry World from Mario 64. What I did was add the textures from Mario 64, replaced all the Duke3d textures and fixed the skybox. It was set to pal 1 and was a little tricky to resolve, but I did it. Here are two screenshots, running in OpenGL and Software Mode. I'm going to update my mod soon.

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  • Attached Image: capt0000.png
  • Attached Image: capt0001.png

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User is offline   Paul B 

#10832

Anyone know if the Developers of Eduke32 are still working on commits to the game? I haven't seen much activity on Github or Eduke32 synthesis for a couple of months and I'm just curious what's up.
0

User is offline   Hendricks266 

  • Weaponized Autism

  #10833

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1

User is offline   jimbob 

#10834

workin on a crowd



for now they only randomly look left or right. but they will interact with the.. act..
making it the most elaborate, labor intensive, completely missable secret in the game so far.

This post has been edited by jimbob: 10 October 2024 - 12:42 PM

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User is offline   Nacho 

#10835

Here's today's progress on my conversion of the first level of Duke Nukem: Time to Kill for Duke Nukem 3D. Starting to wrap my head around Mapster32

https://youtu.be/Kpk...0afXKrw5uBbGWpJ

This post has been edited by Nacho: 19 October 2024 - 02:32 PM

1

User is online   ck3D 

#10836

I have the equivalent to six new maps out as part of the newly released final chapter of Danukem's Alien Armageddon: https://www.moddb.co...-armageddon-550

5 new maps + finished 70% and 30% of some other people's maps to be accurate. Homemade accompanying soundtrack by juvenite. Most maps include all sorts of supersecrets.
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User is offline   11bush 

#10837

I have been working on some terrorist enemies for a project that I'm barely going to begin, let alone finish haha.

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  • Attached Image: GUY.png


This post has been edited by 11bush: 06 November 2024 - 09:56 AM

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User is offline   Seb Luca 

#10838

Still in the context of my project on RPG Maker XP (reminder):

Since the side view tends to make the presentation of a crossroads a little sadly flat, I gave myself the possibility of making these crossroads in false perspective by creating a script.
It's not yet at the level of Ken Silverman, but I'm still happy :D

Posted Image


And a little extra script to handle sprite darkening in this kind of situation:

Posted Image



This post has been edited by Seb Luca: 07 November 2024 - 05:33 AM

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