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What are you working on for Duke right now?  "Post about whatever Duke related stuff you're doing"

#1861

LOL i added the greatest monster ever. The epic kamikaze bunny. And i found out that my father makes some amazing sounds that i used for the bunny.
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User is offline   Scott_AW 

#1862

View PostJhect, on Jan 24 2011, 01:23 PM, said:

LOL i added the greatest monster ever. The epic kamikaze bunny. And i found out that my father makes some amazing sounds that i used for the bunny.

Home made sounds are always great, I used to have a good collection I did with just soundrecorder...miss them...

After much time...

Did the first voxel model for the smaller trees, it is no were near a bitch as doing the big tree will be.

Luckily I just need to modify the small and large strips I make to create the other variations.

9 of these bastards need to be made.

Posted Image
Posted Image


I suppose its worth it, but shadows will not work correctly. I may just add them directly to the model.
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User is offline   Plagman 

  • Former VP of Media Operations

#1863

For some reason this reminds me of Minetown in Nethack. No idea why, since I never played it in any kind of graphical frontend.
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User is offline   Scott_AW 

#1864

View PostPlagman, on Jan 24 2011, 11:49 PM, said:

For some reason this reminds me of Minetown in Nethack. No idea why, since I never played it in any kind of graphical frontend.


You know I never really got into nethack, but I did a lot in ZZT
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User is offline   Forge 

  • Speaker of the Outhouse

#1865

Aside from the raised walkway, it actually kinda reminds me of daggerfall

This post has been edited by Forge: 25 January 2011 - 03:40 AM

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User is offline   CruX 

#1866

View PostForge, on Jan 25 2011, 03:40 AM, said:

it actually kinda reminds me of daggerfall

Agreed. And I play Daggerfall on a pretty regular basis.
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User is offline   Tea Monster 

  • Polymancer

#1867

@ Scott_AW -I checked out the youtube vid you posted elsewhere. The level has a really good feel about it. The only thing I'd suggest is that the ice mountains texture is a bit 'vibrant'.
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User is offline   Scott_AW 

#1868

View PostTea Monster, on Jan 25 2011, 10:21 AM, said:

@ Scott_AW -I checked out the youtube vid you posted elsewhere. The level has a really good feel about it. The only thing I'd suggest is that the ice mountains texture is a bit 'vibrant'.



I'm thinking of completely redoing it, its pretty much the same since I made it 3 years ago...



And I love Daggerfall, still have it but haven't played it in...a few months. I still prefer it to the newer ones.
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#1869

Is the big tree you mentioned the one in the background?

I kinda like the thing you do Scott.

Also are the flowers on the ground blockable? What about the trees?
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User is offline   Scott_AW 

#1870

I total miss the flower, but yes, plants are destructible and blocking

http://www.youtube.c...h?v=M72WuYdF8Tw
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#1871

Oh that's actually pretty good!

I thought that the plant would be blocking. I usually hate that you can't run through flowers or grass. But i see that it's an object that you can hit.

I really like your mod xD

And the animation of the big tree looks amazing o.O

This post has been edited by Jhect: 25 January 2011 - 06:43 PM

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User is offline   Scott_AW 

#1872

View PostJhect, on Jan 25 2011, 06:39 PM, said:

Oh that's actually pretty good!

I thought that the plant would be blocking. I usually hate that you can't run through flowers or grass. But i see that it's an object that you can hit.

I really like your mod xD

And the animation of the big tree looks amazing o.O


It was also the biggest pain to do, check out the height map I had to make, then I had to double some layers to fill it out more.

Attached Image: tree9vox.png
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#1873

View PostSebastian, on Jan 24 2011, 05:32 PM, said:

It's really hard to get a real sense of depth and what's really going on. Will it look awkward from a different angle? How does it look like if you're seeing it from underneath?

The vertical view is not a problem. But the horizontal one is. But a few blocking walls fix the problem
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User is offline   Scott_AW 

#1874

Masked walls as grass? Kind of worked, but then it seems to have killed performance. How about ortho sprites? Seem kind of funny....

How about a special flat wall that always faces the player? Looked kind of neat, almost seemed like you were pushing the grass aside....but kind of looked funky as well.

So..screw it, voxel grass patches! The nicest thing is that I can scale them either wider or taller.

Posted ImagePosted Image
Posted Image
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User is offline   Zaxtor 

#1875

Worked on this bridge for my mod which was probably longest work I ever did soo far.
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#1876

Can we see the bridge zaxtor? I also added one to my open area map. But it was supposed to looked old, so not really something special. Also,

Everytime i add a new monster i come across a problem. There is ALWAYS something that i forget to define or something... Am i the only one that have these annoying problems lol? Guess i should make a todo list xD
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User is offline   Mikko 

  • Honored Donor

#1877

View PostJhect, on Jan 27 2011, 05:18 PM, said:

Can we see the bridge zaxtor? I also added one to my open area map. But it was supposed to looked old, so not really something special. Also,


http://forums.duke4.net/index.php?showtopi...60&start=60
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#1878

The fail is strong in that page with mobile internet.
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User is offline   Zaxtor 

#1879

^

If you use chrome sometimes the pic doesn't load.
So must refresh, I get that... If you use Chrome

Mobile net dunno much about it but I think there are issues with pics.
Or similar issues to satellite based connections.

Jhect
Mikko posted url to the bridge. Didn't want to post pic here cus there are many and would make a long thing.
Is the last post inside the link.
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#1880

Thaks for both of the replies. Zaxtor that looks pretty good! Very creative.

I guess i can't compare my bridge with yours as my is meant to look old and ramshacklish xD
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#1881

View PostZaxtor, on Jan 28 2011, 07:21 AM, said:

Mobile net dunno much about it but I think there are issues with pics.
Or similar issues to satellite based connections.

There is no issues with the pictures, the issue is that you post 100's of them in the same post and someone using a speed of around 20-70 kbps is going to be waiting 5 minutes for them to load.
Almost like waiting for that damn elevator with the crappy music in the last mod of yours.

IMO you need to post less pictures, you post so many pictures of each level I almost see no point in playing the mod as I have seen everything.
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User is offline   Danukem 

  • Duke Plus Developer

#1882

The pictures could be smaller, too. It's not like they are showing super detailed textures and astonishing lighting effects that need to be enjoyed in hi-res.
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User is offline   Scott_AW 

#1883

You could always use a service like photobucket that has a thumbnail option, which is always nicer than plopping in a full-res screenshot.

Oh, I polished up the grass some more.
http://www.youtube.c...h?v=vgJK7oWlj3A

This post has been edited by Scott_AW: 27 January 2011 - 09:10 PM

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#1884

View PostScott_AW, on Jan 28 2011, 05:21 AM, said:

You could always use a service like photobucket that has a thumbnail option, which is always nicer than plopping in a full-res screenshot.

Oh, I polished up the grass some more.
http://www.youtube.c...h?v=vgJK7oWlj3A


I like that you can see the enemies life. I was thinking about adding that too, mainly because my mod has some things from diablo xD so i kinda had the idea from there. But i see you have it too and it looks good.

It's just a dangerous thing to do, because when some games have too many monsters it just gets useless and annoying to look at a HP bar. So i am not sure if it will look good in my mod :S

I remember playing a doom mod that everyone called the best doom mod. I hated it. The game had every monster from every game o.O You had no idea how the monster worked so it was just so unfamiliar all the time.

Tommorow i will find out what i missed out this time xD purple beast gone black :S

This post has been edited by Jhect: 27 January 2011 - 10:41 PM

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User is offline   Scott_AW 

#1885

View PostJhect, on Jan 27 2011, 10:40 PM, said:

I like that you can see the enemies life. I was thinking about adding that too, mainly because my mod has some things from diablo xD so i kinda had the idea from there. But i see you have it too and it looks good.

It's just a dangerous thing to do, because when some games have too many monsters it just gets useless and annoying to look at a HP bar. So i am not sure if it will look good in my mod :S

I remember playing a doom mod that everyone called the best doom mod. I hated it. The game had every monster from every game o.O You had no idea how the monster worked so it was just so unfamiliar all the time.

Tommorow i will find out what i missed out this time xD purple beast gone black :S


It could stand to have a limit to how far an enemy is, but I didn't code that. I'm really only handling decor and such in CON editing. I have Deeperthought's assistance on the other stuff, but at the moment he has another project he's working on. Luckily all the stuff I need from him shouldn't prevent me from finishing the rest.
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#1886

Nice. He is probably the best coder there is.

I ofcourse won't try to steal your idea, so it won't look the same. It will be much smaller pictures at the top of the screen. You have probably played diablo, it will be somehow like that. But there is a big difference. Every time you look at a monster, some pictures will pop up on the screen displaying the enemy actors life amount. I was thinking about adding a counting var. So that if you look at a monster and then look another way, then the life bar will still show for a few seconds. Anyway i'll see later xD
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User is offline   Scott_AW 

#1887

I wouldn't mind, its a nice feature. You could even do it differently, maybe put health bars above enemies when hit?
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#1888

View PostScott_AW, on Jan 28 2011, 09:13 PM, said:

I wouldn't mind, its a nice feature. You could even do it differently, maybe put health bars above enemies when hit?


Yea, thats a good idea. It shouldnt be permanent. That would look a bit stupid i think :S
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User is offline   Scott_AW 

#1889

View PostJhect, on Jan 28 2011, 01:14 PM, said:

Yea, thats a good idea. It shouldnt be permanent. That would look a bit stupid i think :S


Yeah, you could have it appear on a hit and then vanish after such and such count.
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#1890

Oh yea. sweet one!
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