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
#10848 Posted 30 November 2024 - 02:46 AM
#10849 Posted 07 December 2024 - 10:38 AM
https://bsky.app/pro...t/3lcqdledqyc2b
#10850 Posted 15 December 2024 - 06:48 AM
Reaper_Man, on 07 December 2024 - 10:38 AM, said:
https://bsky.app/pro...t/3lcqdledqyc2b
Did you finish the game and enter the contest?
#10851 Posted 15 December 2024 - 09:08 AM
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.
#10852 Posted 15 December 2024 - 10:50 AM
This post has been edited by Mark: 15 December 2024 - 10:51 AM
#10853 Posted 15 December 2024 - 08:11 PM
#10854 Posted 25 December 2024 - 11:22 AM
This post has been edited by Jan Satcitananda: 25 December 2024 - 11:25 AM
#10855 Posted 25 December 2024 - 03:28 PM
#10856 Posted 26 December 2024 - 02:36 AM
brullov, on 25 December 2024 - 03:28 PM, said:
Do you recognize Unreal? What uses for blending modes you can suggest here?
#10857 Posted 26 December 2024 - 03:53 AM
Random thought unrelated to your work: how do you feel about vector displays? The image output on these displays fascinates me. It would be great to try creating something like that in Duke. I'm just not sure how to implement it — maybe by repeating a small monochrome sprite between two points? Either way, it would be an interesting experiment that I’d love to try in my spare time. But if you like the idea, I’d love to see your result.
EDIT: Here are some examples I was able to find. It's the Asteroids vector font for Future Crew’s oscilloscope display console:
This post has been edited by brullov: 26 December 2024 - 04:07 AM
#10858 Posted 26 December 2024 - 08:19 AM
I might even go back and make a video of the sound options related to MIDI music. I remember someone asking and I figure, why not.
This post has been edited by Lunick: 26 December 2024 - 03:36 PM
Reason for edit: Embed
#10859 Posted 26 December 2024 - 10:19 AM
brullov, on 26 December 2024 - 03:53 AM, said:
Vector output may be intriguing. EDuke32 lacks good functions to mimic vector displays, however. There is some drawline256 command in CON for sharp pixel-wide lines similar to ones used for the automap, and they look nothing like your example. When working on LNGA mod, I actually tried to draw some blurry anti-aliased lines with series of dash-like sprites with additive blending. It kind of worked, albeit it was too slow for complex graphics. Still I used it for a custom automap that looks reminiscent of a vector display.
This post has been edited by Jan Satcitananda: 26 December 2024 - 10:52 AM
#10860 Posted 26 December 2024 - 01:59 PM
Jan Satcitananda, on 26 December 2024 - 10:19 AM, said:
The LNGA mod probably remains one of my favorite projects. Maybe you could use vectors in your other projects or on other engines? With your level of skill in software engineering, there are no limits. I will follow your new work with interest; what you accomplished in one day is already impressive.