What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#10831 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
#10832 Posted 14 July 2024 - 11:20 PM
#10833 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
#10834 Posted 19 July 2024 - 10:39 PM
#10835 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
#10836 Posted 03 August 2024 - 11:48 AM
#10837 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
#10838 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
#10840 Posted 14 September 2024 - 07:08 PM
#10841 Posted 04 October 2024 - 09:18 AM
#10843 Posted 10 October 2024 - 12:40 PM
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
#10844 Posted 19 October 2024 - 02:30 PM
https://youtu.be/Kpk...0afXKrw5uBbGWpJ
This post has been edited by Nacho: 19 October 2024 - 02:32 PM
#10845 Posted 03 November 2024 - 02:18 AM
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.
#10846 Posted 06 November 2024 - 09:55 AM
This post has been edited by 11bush: 06 November 2024 - 09:56 AM
#10847 Posted 07 November 2024 - 05:30 AM
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
And a little extra script to handle sprite darkening in this kind of situation:
This post has been edited by Seb Luca: 07 November 2024 - 05:33 AM