What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#1771 Posted 22 December 2010 - 08:35 AM
#1772 Posted 22 December 2010 - 12:12 PM
#1777 Posted 22 December 2010 - 08:29 PM
#1778 Posted 24 December 2010 - 03:57 AM
Looks awesome in anycase - that's a new palette right? And I also see what looks like a skybox
#1779 Posted 24 December 2010 - 06:04 AM
#1780 Posted 24 December 2010 - 09:03 AM
James, on Dec 24 2010, 06:57 AM, said:
Looks awesome in anycase - that's a new palette right? And I also see what looks like a skybox
Ah, like I said my memory is the equivalent of dogshit. I remember that other guy, shame he's being a selfish chud.
#1781 Posted 24 December 2010 - 01:02 PM
James, on Dec 24 2010, 04:57 AM, said:
Looks awesome in anycase - that's a new palette right? And I also see what looks like a skybox
Yup, I screenshot ripped all of the new stuff pictured (aside from the hud), some of which took an exhaustive amount of work. Nothing about the pallete has been altered, but all of the hud weapons and enemies were edited extensively through editart (the enemies were completely recolored). The skybox trick is being used, though I've noticed a glitch that kinda makes it a bummer to use; it doesn't play well with screen warping at all. Using stuff like wackplayer winds up doing weird shit to the art tiles.
Sebastian, on Dec 24 2010, 07:04 AM, said:
Nope. Make no mistake about it, though, I would give my left nut to draw stuff like that no questions asked.
Captain Awesome, on Dec 24 2010, 10:03 AM, said:
Eh, if Zero wanted to horde the resources, he was entitled to that, I suppose (I actually felt kind of bad for screwing up what he had planned for his mod) though I take issue with him blowing me (and several others) off when asked what he planned to do after I uploaded my own stuff on Zdoom. He said he was going to tell the guys that're developing Slade how to crack the game, but that was several months ago and nothing has materialized thusfar.
#1782 Posted 24 December 2010 - 01:38 PM
#1783 Posted 26 December 2010 - 05:09 AM
#1784 Posted 26 December 2010 - 06:30 AM
actor spawnactor 3440 Spawns a tilenumber. Hitag = Tilenum to spawn. Extra = When to spawn tilenum. Here are the values: <0 = The sector for player to stand in. 0 = No distance set. Spawned instantly. >0 = The distance player must be in. Shade = Spawnactor will spawn additional spawneffects. Here are the values: 0 = no spawn effects. 1 = a teleport effect with teleport sound. 2 = a big explosion and a big boom sound. 3 = a big fire and fire sound.
I will add more spawneffects later.
This post has been edited by Jhect: 26 December 2010 - 06:30 AM
#1785 Posted 26 December 2010 - 07:04 AM
#1786 Posted 26 December 2010 - 01:40 PM
James, on Dec 26 2010, 08:09 AM, said:
Exactly. I was going to do screen-rips of the weapons myself, but I can't even get the game to work.
#1787 Posted 26 December 2010 - 05:19 PM
Important to note that the level that's appearing in these shots was a user map I started working on a few months ago and sort of abandoned. It has relatively little to do with this mod itself, other than the skybox. In any event, I'm working a on a test map for it. Once that's done, I'll be sending the beta over to a certain someone on youtube that showed an interest in it. As it is right now, I'm thinking of just releasing this mod one level at a time. With my track record, any release is better than no release.
James, on Dec 26 2010, 05:09 AM, said:
Captain Awesome, on Dec 26 2010, 01:40 PM, said:
Trust me, I get what you're both saying. I'm not too happy with what Zero's decided to do either (now that you mention it, James, it does seem like he posted in my thread on Zdoom just to draw attention to himself, since he apparently wasn't even considering posting any of his own rips). But in the end, he went through the time and effort to get the game cracked, so it was his right essentially. I shared what I had gotten because that's just the kind of guy I am, but I don't like to think I would've been obligated to post my rips simply because I was willing (and able) to get them.
Also, C.A., I made a post towards the end of that thread that detailed how you could get the game to work through dosbox, assuming you'd snagged a copy off of the net. You know, just in case you missed it and such.
Gambini, on Dec 26 2010, 07:04 AM, said:
Thanks! The other mod's being worked on too, but the pace tends to be a bit slower. I'm getting to a point where I'm really particular about how much detail goes into my levels, and a mod with fixed perspectives like that makes it sort of tough to map for.
#1788 Posted 26 December 2010 - 05:38 PM
#1789 Posted 29 December 2010 - 01:48 PM
here is the video. just a regular pigcop
This post has been edited by Jhect: 29 December 2010 - 02:55 PM
#1790 Posted 29 December 2010 - 04:22 PM
Jhect, on Dec 29 2010, 03:48 PM, said:
here is the video. just a regular pigcop
Hoho nice!!
#1791 Posted 29 December 2010 - 09:06 PM
Good to see you are learning, try placing this in your code of the actor when it spawns the lighting bolt for an added effect.
Quote
#1792 Posted 30 December 2010 - 09:05 AM
The Commander, on Dec 30 2010, 06:06 AM, said:
Good to see you are learning, try placing this in your code of the actor when it spawns the lighting bolt for an added effect.
Thanks commander you are a good person. And that flash. I actually had that idea too. But thanks for helping me out man.
Thanks a lot for showing me this command. I did not know about it. Very useful!! xD
This post has been edited by Jhect: 30 December 2010 - 09:09 AM
#1793 Posted 30 December 2010 - 12:24 PM
here is the video
This post has been edited by Jhect: 30 December 2010 - 01:07 PM
#1794 Posted 30 December 2010 - 02:48 PM
Jhect, on Dec 30 2010, 02:24 PM, said:
here is the video
Nice song!!! It works really well when u stop recording to keep the suspense...
#1795 Posted 30 December 2010 - 02:52 PM
This post has been edited by Jhect: 30 December 2010 - 02:54 PM
#1796 Posted 30 December 2010 - 04:30 PM
EmericaSkater, on Dec 26 2010, 06:19 PM, said:
Those sprites from Last Rites look really good in Duke Nukem.
#1797 Posted 02 January 2011 - 07:23 PM
Also with good advices from Norvak i added a few decals and sprites to the starting map. Sloped the floor sectors in the cave.
Added respawning to the enemies. Now you can grind xD
I will give you a taste of what cool effects a countdown timer can give
Sorry for the lag. Fraps owns my ass :S
Enjoy the rocking music too.
And i will be uploading the video tommorow. Gotta go to bed now!!
This post has been edited by Jhect: 02 January 2011 - 07:44 PM
#1798 Posted 03 January 2011 - 06:24 AM
Watch the aliens spawning and listen to the sweet music that i edited from the final fantasy 13 battle theme.
here it is. a bit laggy for me