What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#1803 Posted 03 January 2011 - 08:25 AM
Jhect, on Jan 4 2011, 03:24 AM, said:
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
No offence, but this video kind of sucks.
A. Stop using imageshack to upload videos and use You Tube.
B. I don't see anything interesting in the map other than some spawning monsters which can be done in any map.
empyrock, on Jan 4 2011, 04:18 AM, said:
BIGALPHANUM
This post has been edited by The Commander: 03 January 2011 - 08:27 AM
#1804 Posted 03 January 2011 - 08:29 AM
commander you have to look at the way they are spawned. and listen to the sweet music
#1805 Posted 03 January 2011 - 08:34 AM
zykov eddy, on Dec 30 2010, 04:30 PM, said:
Yeah, but only because I worked on them for months. If I'd just screenshot ripped them and put them in the game, they wouldn't have looked anywhere near as good.
The Commander, on Jan 3 2011, 08:25 AM, said:
A. Stop using imageshack to upload videos and use You Tube.
B. I don't see anything interesting in the map other than some spawning monsters which can be done in any map.
I think the deal is that they're timed monster spawners. While it's a nifty trick, it's not particularly complicated, and it can't really be dressed up into looking like something really impressive.
#1806 Posted 03 January 2011 - 08:38 AM
Jhect, on Jan 4 2011, 05:29 AM, said:
They spawn when you enter the sector just before you enter the big opening, nothing new there.
I do not care for the music as such.
Just a tip, but if you are going to upload videos etc wait till you have done a lot more that will wow the critics here.
EmericaSkater, on Jan 4 2011, 05:34 AM, said:
Hmmm, It would seem I may have over looked that, but as you said "it's not particularly complicated, and it can't really be dressed up into looking like something really impressive."
I still thought they spawned as two different groups on two separate sectors.
This post has been edited by The Commander: 03 January 2011 - 08:40 AM
#1807 Posted 03 January 2011 - 08:39 AM
EmericaSkater, on Jan 3 2011, 05:34 PM, said:
I think the deal is that they're timed monster spawners. While it's a nifty trick, it's not particularly complicated, and it can't really be dressed up into looking like something really impressive.
I think that it's very useful. Instead of all enemies spawning the exact same second, this gives some gameplay value and can make it look more fresh. That's what makes it so useful.
And the reason why you can't see the usefullnes of this the commander, is because i think that most games nowadays use this. It's just a little neat thing that makes the game so much better
The Commander, on Jan 3 2011, 05:38 PM, said:
I do not care for the music as such.
Just a tip, but if you are going to upload videos etc wait till you have done a lot more that will wow the critics here.
Hehe thanks for the tip. But my mod won't be a wow that looks beautiful experience. It will be a mod based on gameplay, which you can't see in my videos. So that won't make a difference and i won't be uploading gameplay videos o.O my computer can't handle that with hrp lol.
But i do not understand that you don't like the music o.O
This post has been edited by Jhect: 03 January 2011 - 08:41 AM
#1808 Posted 03 January 2011 - 08:58 AM
Jhect, on Jan 4 2011, 05:39 AM, said:
Then do not record them with the HRP turned on, not everyone likes the HRP.
#1809 Posted 03 January 2011 - 10:13 AM
My mod will also have other kinds of levels than just mountain levels, plain levels and such. So maybe i can make those maps look good It is very hard with the map i have here without making ultra lags
#1810 Posted 03 January 2011 - 07:14 PM
I know I should wait until this part is a little further along as far as details and texture alignment etc... but that Polymer lighting just makes everything look so cool I couldn't wait to post this rough draft.
#1811 Posted 04 January 2011 - 06:44 AM
Also one thing i have been working on in my mod is soft corners.
I see you don't have it in your map.
Ofcourse some maps shouldn't have soft corners. But sometimes it just makes it look more... soft lol xD
#1812 Posted 09 January 2011 - 01:21 PM
http://www.youtube.c...h?v=CRwSw8Tyffk
Also, I believe High Treason is/was working on something like this, what ever happened to it?
This post has been edited by The Commander: 09 January 2011 - 01:21 PM
#1814 Posted 09 January 2011 - 02:23 PM
On that subject, wasn't someone doing Duke Nukem 1 or 2 like that? It would look awesome with Polymer.
#1815 Posted 09 January 2011 - 04:33 PM
There were many reasons I stopped, I suppose I could have one last attempt to get something thrown together, if I can completely finish the first level I would be happy.
#1817 Posted 10 January 2011 - 11:57 PM
Jhect, on Jan 10 2011, 03:04 AM, said:
I think it's one of the ideas that could bring an influx to some really interesting mods.
If I ever get more spare time for EDuke32 mods, I know exactly what I could do with it.
#1818 Posted 10 January 2011 - 11:59 PM
I know one thing that would be cool with the 2D View, that would be if it were switched on only in certain places (such as some areas in Mario Galaxy).
#1819 Posted 11 January 2011 - 12:35 AM
I finally completed my first areas monster, save the boss.
The weakest monster was the hardest.
Also, was checking out CraigFatman's extended lookup, here's the results. I think I'll be using it. And using blue more often it would seem.
http://www.youtube.c...h?v=ZRmQSO_y8_Y
Heres a video, its starts from 128, but you see it flash to 12, 10, and so on. So its not the best representation of the order, but shows you the variety.
This post has been edited by Scott_AW: 11 January 2011 - 10:52 AM
#1820 Posted 11 January 2011 - 11:23 AM
And no high treason i have never said i liked it.
The negative thoughts in your brain is controlling you.
#1821 Posted 17 January 2011 - 07:13 PM
This post has been edited by ReaperMan: 17 January 2011 - 07:13 PM
#1823 Posted 18 January 2011 - 04:38 PM
#1824 Posted 18 January 2011 - 05:23 PM
Marked, on Jan 4 2011, 01:44 PM, said:
I know I should wait until this part is a little further along as far as details and texture alignment etc... but that Polymer lighting just makes everything look so cool I couldn't wait to post this rough draft.
Amazing stuff, high five for bump mapping
I'm back at home now after a 5 week trip to France so I'll probably start work again on adding lights to episode 2, but it's difficult work and I'm not sure if I can match the standard I set with e2l1 and e2l9. Also I'll be continuing work on my map which I'm making for a project at school. It's nothing special but I'm already planning to do another, higher quality map afterwards.
@Reaperman, I'm a HRP player myself but if you finish your weapons/items pack I'll play through classic mode with it for nostalgia http://forums2.duke4...tyle_emoticons/default/smile.gif
#1826 Posted 18 January 2011 - 06:07 PM
#1828 Posted 18 January 2011 - 07:42 PM
Jhect, on Jan 19 2011, 12:34 AM, said:
It will certainly take me a while, most of the sprites are quite intricate and others are at angles which requires me to basically remake some of them.
A great example of that is this stool from ROTT that i made.
#1829 Posted 18 January 2011 - 07:49 PM
DeeperThought, on Jan 18 2011, 11:07 PM, said:
Let´s be realistic. It is more worth to wait all those years than playing using inaccurate and loud models
#1830 Posted 18 January 2011 - 10:13 PM
Gambini, on Jan 18 2011, 07:49 PM, said:
That's a false dilemma, obviously, since a mapper can use whatever models he wants. Unless you are talking about old maps.
I do like voxels and I'd be happy to see this finished. I hope it won't take eduke five minutes to startup, loading all those voxels and turning them into models as it did with the old voxel pack, though.