
What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#1501 Posted 25 September 2010 - 03:17 PM
#1502 Posted 29 September 2010 - 01:26 PM

This post has been edited by ReaperMan: 29 September 2010 - 01:28 PM
#1505 Posted 01 October 2010 - 11:33 AM

#1506 Posted 01 October 2010 - 12:13 PM
#1507 Posted 01 October 2010 - 12:35 PM
Plagman, on Oct 1 2010, 05:13 PM, said:
I was going to do that, its not done yet.

Anyway, i'm still going to work on my ROTT voxel pack, but ill make a few Duke Nukem Voxels too.

This post has been edited by ReaperMan: 01 October 2010 - 12:36 PM
#1508 Posted 01 October 2010 - 01:02 PM

So, polymer + classic textures/sprites and using DT's Attrition mod for this.
#1509 Posted 01 October 2010 - 01:56 PM
Rusty Nails, on Oct 1 2010, 02:02 PM, said:
Yeah, it looks nice that way! The odd thing is, I had clicked on your post a minute earlier and there was pic of crashing pigcop car in the prison yard area of E1L3, using the HRP (which also looked cool btw). Yet your post has not been edited. I guess you are using the same link for a different pic.
By the way, great work on the new map (assuming it's the one in the pic).
This post has been edited by DeeperThought: 01 October 2010 - 01:57 PM
#1510 Posted 01 October 2010 - 02:23 PM
Thanks for your comment. Even after I posted the shot I've gone and added/tweaked tons of shit so I feel pretty confident about finishing this up in the near future. I'll send you a copy for beta-testing in the near future if you want (since it uses your mod and stuff).
#1511 Posted 01 October 2010 - 02:43 PM
ReaperMan, on Oct 1 2010, 12:09 AM, said:

The original sprite has a pile of garbage pixels that shouldn't be there on top of it. Here is a fixed sprite.
#1512 Posted 01 October 2010 - 03:01 PM
Rusty Nails, on Oct 1 2010, 03:23 PM, said:
Thanks for your comment. Even after I posted the shot I've gone and added/tweaked tons of shit so I feel pretty confident about finishing this up in the near future. I'll send you a copy for beta-testing in the near future if you want (since it uses your mod and stuff).
Oops I wasn't paying attention to what I was clicking on.
Yeah I would definitely be interested in beta testing. This can coincide with an update of Attrition since I have been improving some things (working on Attrition is a guilty pleasure for me, since it's easier than working on other stuff like Starbeast).
#1513 Posted 01 October 2010 - 03:48 PM

Makes for good playtesting too for me.
And yeah, it's good to have guilty pleasures. It's very restricting (creatively) for me to work on Starbeast right now and it feels like I have to re-learn everything in Amc TC from scratch basically when I want to jump back into that (though my work is like 95% finished on that now) so it's great to take breaks sometimes to get some of the creative juices flowing again.
#1514 Posted 01 October 2010 - 05:32 PM
Captain Awesome, on Oct 1 2010, 06:43 PM, said:
Thanks, Ill take out some of the black when i remake it too, along with fixing the front of the gun up a bit. How many voxels wide do you guys think i should make it?
Edit: Also i made some changes to some of the ROTT voxel models, the rocket lauchers now look more rounded and the cones on the front were fixed up a bit.
This post has been edited by ReaperMan: 01 October 2010 - 05:37 PM
#1515 Posted 01 October 2010 - 06:08 PM
#1516 Posted 01 October 2010 - 08:32 PM
This post has been edited by ozz: 01 October 2010 - 08:32 PM
#1517 Posted 01 October 2010 - 10:02 PM
ozz, on Oct 1 2010, 09:32 PM, said:
Yes, Cage did an excellent job on that.
#1519 Posted 02 October 2010 - 08:28 PM
Loke, on Oct 2 2010, 07:21 PM, said:
Heh, you showed everything! It looks good, keep it up.
I noticed that there are a lot of walls the player has to blow up, and it looks like you used every pipebomb for that. Make sure that you give the player plenty of extra pipebombs so he doesn't run out.
#1520 Posted 03 October 2010 - 04:08 AM
DeeperThought, on Oct 3 2010, 06:28 AM, said:
Yeah, thinking back it might not been too good showing everything (skipped a few secrets though

DeeperThought, on Oct 3 2010, 06:28 AM, said:
Don't worry, I haven't gone around adding most of the weapons and items yet and I'll be sure to give the player enough explosives to blow up cracks. Since you're required to go through these tunnels I'm extra careful so the player doesn't run out of them.
#1521 Posted 03 October 2010 - 08:01 AM
#1522 Posted 03 October 2010 - 02:35 PM
http://fissile.duke4.net/videos/trooperjet...malfunction.wmv
It works in 8-bit as well, although you don't see the trooper spinning in that case.
#1523 Posted 03 October 2010 - 03:17 PM

btw here is some new explosion, i made them a bit brighter & put slight glows around them

Number of downloads: 480
#1524 Posted 03 October 2010 - 03:20 PM
DeeperThought, on Oct 3 2010, 02:35 PM, said:
http://fissile.duke4.net/videos/trooperjet...malfunction.wmv
It works in 8-bit as well, although you don't see the trooper spinning in that case.
Great effect. Now if you could just have them going "OH SHIT OH SHIT OH SHIT" the whole way up, that would be priceless.
#1525 Posted 03 October 2010 - 04:27 PM
#1526 Posted 03 October 2010 - 05:08 PM
DanM, on Oct 3 2010, 04:17 PM, said:

Yes. And I'll add the feature to DP as well.
DanM, on Oct 3 2010, 04:17 PM, said:

There's a problem. Some of the frames are 513x513 instead of 256x256. This makes the explosions alternate between normal size and gigantic in game. They need to all be 256x256.
#1527 Posted 03 October 2010 - 06:09 PM

Number of downloads: 423
#1528 Posted 03 October 2010 - 07:23 PM
#1529 Posted 03 October 2010 - 07:41 PM
Jhect, on Oct 3 2010, 08:23 PM, said:
You know how to import models from devil may cry? With animations?
#1530 Posted 04 October 2010 - 01:37 AM
DeeperThought, on Oct 3 2010, 03:35 PM, said:
http://fissile.duke4.net/videos/trooperjet...malfunction.wmv
It works in 8-bit as well, although you don't see the trooper spinning in that case.
Priceless! Are you gonna make it so they can explode mid-air too? Mmmmm... gore spread across the map..