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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

@Seb Luca: Your project looks awesome!

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.

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This post has been edited by Graphics: 14 July 2024 - 05:02 PM

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User is offline   Graphics 

#10832

It works, the multiplayer skin trick for my mod. Needless to say, there are only two player skins so far, and that's Duke Nukem and a Pigcop. I hope to add more later. But for this next update, it's a good start.

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User is offline   Seb Luca 

#10833

Thank you very much ;)

@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 ;)
Posted Image


This post has been edited by Seb Luca: 16 July 2024 - 02:07 PM

4

User is offline   Graphics 

#10834

They say never give up on a good thing. To think, I was considering ditching this map. But, after fixing and updating the landscape pieces. I got back to work on this one. I expanded the terrain, added more textures and fixed up the areas that were eyesores. Here's a screenshot of the work I've done.

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User is offline   Graphics 

#10835

Sorry if I'm over posting here. But I just wanted to share the progress on this map. Expanded the map more and added a small island, I always seem to add to my landscape maps. Here are some detailed screenshots. The size of the map is bigger than the default grid map and covers just about 35% the maxed-out grid map.

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.

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This post has been edited by Graphics: 22 July 2024 - 08:58 AM

5

User is offline   brullov 

  • Senior Artist at TGK

#10836

I think that TROR is underestimated in use as a reflected floor effect. Made a simple rain script and graphics to test the concept:


10

User is offline   darkcaleb 

#10837

Hey there guys i am just gonna drop this here. This was my last update of resident evil mod. Its a unreleased project. Do whatever you want with it. And this is my exit from the community.

https://www.mediafir...4%2529.rar/file

This post has been edited by darkcaleb: 04 August 2024 - 09:34 AM

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User is offline   Graphics 

#10838

I love those reflections. I believe you're on to something. I remember doing something similar, but it wasn't a good as what you've done. I hope you don't mind if I borrow that on some my maps.

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.

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This post has been edited by Graphics: 07 August 2024 - 06:49 AM

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#10839

I am almost finished butchering incubator
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User is offline   Graphics 

#10840

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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User is offline   Paul B 

#10841

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

  #10842

.
1

User is offline   jimbob 

#10843

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 

#10844

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 offline   ck3D 

#10845

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.
4

User is offline   11bush 

#10846

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

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User is offline   Seb Luca 

#10847

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

6

#10848

Nice little space station-y map with a variety of stuff to look at.

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User is offline   Reaper_Man 

  • Once and Future King

#10849

Working on a prototype with Mblackwell and Raziel for the 7dfps game jam

https://bsky.app/pro...t/3lcqdledqyc2b
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User is offline   Mark 

#10850

View PostReaper_Man, on 07 December 2024 - 10:38 AM, said:

Working on a prototype with Mblackwell and Raziel for the 7dfps game jam

https://bsky.app/pro...t/3lcqdledqyc2b

Did you finish the game and enter the contest?
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User is offline   Reaper_Man 

  • Once and Future King

#10851

Well it's not really a contest, more of a challenge, there's no "winner" or anything. Also we're still working on it, turns out 3 adults don't have enormous amounts of time to spend in a single week. So we're going to give it probably until the end of this coming week before we call it done and decide how we like how it came out. It's still just a gameplay prototype after all.

But yes, we're still working on it, right now mostly doing balance and creating enemy and map art assets. Still doing some weapon/attack and enemy balancing. The late rounds are a little out of control, yesterday Mblackwell got very unlucky and had to deal with 5 Battlelords.

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User is offline   Mark 

#10852

Any plans on chasing the spiders and cobwebs off of any other old MB projects? ( he asked hopefully ) :D

This post has been edited by Mark: 15 December 2024 - 10:51 AM

0

User is offline   Reaper_Man 

  • Once and Future King

#10853

I don't know. That wasn't really the goal from the outset. We were all chatting and asked "does anyone have a cool prototype we could workshop", and the coolest one was this one. Actually he was in the process of converting it to Unreal and that's why it came up.
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