What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#1831 Posted 18 January 2011 - 10:22 PM
I'm certain that's a surefire way to gain new people to the cause of making it fun and interesting again.
#1832 Posted 19 January 2011 - 01:41 PM
#1833 Posted 19 January 2011 - 02:25 PM
You might be able to do the enemies for a Duke3d from the HRP using poly2vox, just limit the resolutions to the sizes of the actual sprites, maybe burn in a lighting from the top for detail. That' would be pretty easy. Unless I find time to play with that myself.
The items are spot on.
#1834 Posted 19 January 2011 - 09:58 PM
It comes out quite well, as long you take care on what you are doing
Hmmm, ignore the Doom thing on this screenshot, that is not the point
#1835 Posted 19 January 2011 - 10:38 PM
This post has been edited by DeeperThought: 19 January 2011 - 10:38 PM
#1837 Posted 20 January 2011 - 12:01 AM
Fox, on Jan 19 2011, 11:07 PM, said:
And all this time I thought they used models.
Anyway, it looks good. What project are you using it for?
#1838 Posted 20 January 2011 - 02:49 AM
#1839 Posted 20 January 2011 - 01:11 PM
#1840 Posted 20 January 2011 - 06:06 PM
#1841 Posted 20 January 2011 - 06:42 PM
- The velocity has a random value, for example beetween 5,000 and 10,000.
- The bullet only show from a certain distance of it's spawning position
Doing this it looks very nice. You can see the projectiles as long you take atention.
This post has been edited by Fox: 20 January 2011 - 06:44 PM
#1842 Posted 20 January 2011 - 11:25 PM
#1843 Posted 21 January 2011 - 12:19 AM
DanM, on Jan 20 2011, 11:25 PM, said:
I will nerf the minigun by reducing how much ammo comes with it.
But the approach Fox is using would not be suitable for DukePlus, for several reasons.
First of all, he is using a sprite. The sprite looks fine when the bullets are going straight ahead, but it will look wrong if they are fired at an upward or downward angle (remember, there is no way to slope sprites). Secondly, the last time I checked there is an engine bug having to do with upward/downward trajectories on fast moving non-hitscan projectiles which affects gameplay. TX did try to fix it, but the fix had its own bugs and I'm not even sure if it was implemented. (I could describe the bug if anyone is interested, but I'll skip that for now). Thirdly, there is a huge difference between something hitting instantly and something moving very fast. If bullets merely move very fast, then Duke can dodge most of them by circle strafing around enemies. This would greatly change gameplay against enforcers, pigcops and battlelords. Fourthly, there is a lot of code having to do with the effects of SHOTSPARK1 (the picnum of all bullets). It's a special sprite that has a lot of hardcoding and con coding associated with it. Changing over to a different type of projectile would be a lot of work and have many consequences, some of them unwanted.
So what I would do is leave the bullets as hitscan weapons, but give them a trail actor that looks like a streak. This actor would have a model which could be pitched appropriately, unlike a sprite. It would be coded to only appear once along the trajectory and with a random but limited distance from the source. I don't have a good model for that, though.
#1844 Posted 21 January 2011 - 04:46 AM
I didn't noticed any bug when I was working there, might be because I am using zshoot instead auto-aiming-at-the-player projectiles?
This post has been edited by Fox: 21 January 2011 - 04:50 AM
#1845 Posted 21 January 2011 - 08:40 AM
Fox, on Jan 21 2011, 04:46 AM, said:
Do you have one? I would like to use it.
Fox, on Jan 21 2011, 04:46 AM, said:
It depends on whether the projectile can reach the target on the first tic it is fired. If it can't, then it makes a big difference to gameplay.
Fox, on Jan 21 2011, 04:46 AM, said:
No, here's an example of the bug. Suppose you are standing on a ledge, such as the roof at the beginning of E3L1. You fire downward at an enemy on the ground below. The enemy is in the crosshair and you have a clear shot, but instead of hitting the enemy, the projectile hits the floor under your feet. It's like the projectile is moving in a stairstep fashion, doing the vertical part of the motion first, then the horizontal. Like I said, there was an attempt at fixing it, but IIRC the fix either wasn't implemented or caused other problems.
Getting decals to work with non-hitscan projectiles is a hassle as well.
#1846 Posted 21 January 2011 - 12:20 PM
#1847 Posted 22 January 2011 - 02:34 PM
DeeperThought, on Jan 21 2011, 02:40 PM, said:
Not really, but it's not hard to get one
DeeperThought, on Jan 21 2011, 02:40 PM, said:
Yeah, I sort of can see a subtle bug when firing from a ladder. But it's not that of a big deal, since ladders always had problem in Duke.
DeeperThought, on Jan 21 2011, 02:40 PM, said:
Well, since modern games leaves holes for both bullets and missiles, it doesn't make such a difference.
#1848 Posted 22 January 2011 - 11:44 PM
It was a pain to reconstruct the obscures parts of the Baphomet head
The textures are masked walls in different positions to give deep
Still need some color matching in the body
This post has been edited by Fox: 22 January 2011 - 11:49 PM
#1849 Posted 23 January 2011 - 04:52 AM
Hope that the map he appears in also has plenty of inverted pentagrams etc.
I always imagined it to stand on hand and feet in doom's tile.
I'm currently doing some personal mapping work just for screwing around, creating dark dungeons and cave systems and whatnot, but Mapster32 crashing every 30 seconds when I'm having setrendermode 4 on to place lights isn't particularly motivating. So I'm taking a break, looking up some pictures for ideas.
Damn you ATI...
#1850 Posted 23 January 2011 - 07:40 AM
#1852 Posted 23 January 2011 - 10:25 AM
Is a water tank but not like others. Is cleared water and it drains to nearly empty.
Was soo hard to find out how to make so when the clear water (not sprites) drains it doesn't lower the tank with the water from out of the water view.
You'll see it when mod is finished.
#1854 Posted 23 January 2011 - 01:23 PM
I managed to figure out how to correct some clipping and shading issues I was having in clasic render. Turns out the answer was in the CON, I had to set objects with spritenoshade so that they actually were shaded like I set them in mapster, now they fade out instead of glow in a dark background. Also the windows no longer show through doors! Found out you just can't put a voxel model directly on a wall in that situation.
http://www.youtube.c...h?v=PWSfDaMh5Rk
#1855 Posted 23 January 2011 - 03:09 PM
Scott_AW, on Jan 23 2011, 01:23 PM, said:
I managed to figure out how to correct some clipping and shading issues I was having in clasic render. Turns out the answer was in the CON, I had to set objects with spritenoshade so that they actually were shaded like I set them in mapster, now they fade out instead of glow in a dark background. Also the windows no longer show through doors! Found out you just can't put a voxel model directly on a wall in that situation.
http://www.youtube.c...h?v=PWSfDaMh5Rk
That's looking really nice. I hope you are going to replace those tree sprites with voxels soon. There are a lot of trees in your maps and it would make a big difference to the overall look of the TC to have those done.
#1856 Posted 23 January 2011 - 03:53 PM
DeeperThought, on Jan 23 2011, 03:09 PM, said:
I been putting it off, since I have to do 9 of them, but yes it must be done. I did ditch the idea of variant rock models beside the first 6 I did, now I'm just going to recolor/shade in mapster.
I need to redo my roof pieces so they're longer and I use less of them, the town goes slow in places on my netbook, decent on the desktop. This would be further complicated by adding trees, but if I double/triple the width of the roof pieces I can half/third the object count to make up for it.
#1857 Posted 23 January 2011 - 04:17 PM
--Sorry, replied to an older post--
This post has been edited by oporix: 23 January 2011 - 04:17 PM
#1858 Posted 23 January 2011 - 11:38 PM
Download Link
http://64digits.com/...?id=29920&dir=0
Here is a video of how its used.
http://www.youtube.c...h?v=KSNyZjMSGxo