What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#1891 Posted 29 January 2011 - 12:15 AM
Download link: http://www.mediafire...fjdfaecxa9a9yr9
Extract the contents of "Dukecraft.zip" to a folder that contain EDuke32 and DUKE3D.GRP.
This post has been edited by The Commander: 29 January 2011 - 12:21 AM
#1893 Posted 29 January 2011 - 01:04 AM
You have all my respect and support
#1894 Posted 29 January 2011 - 01:08 AM
The Commander, on Jan 29 2011, 12:15 AM, said:
So what can you do, exactly?
#1895 Posted 29 January 2011 - 01:22 AM
Sand blocks will always fall down if there are no other blocks beneath them.
http://www.youtube.c...h?v=s2_34l_4Yn0 (Older than the download link)
#1896 Posted 29 January 2011 - 05:06 AM
#1897 Posted 29 January 2011 - 05:14 AM
So it's not something very viable to achieve right now, maybe in some years time eduke will be capable of rendering it.
#1898 Posted 29 January 2011 - 01:27 PM
http://www.youtube.c...h?v=kP4b5dMRT3A
@The Commander - Couldn't get it to run on my netbook, it appears my intel graphics chip is limited 1.4 opengl, and can't run 2.0, so I'll have to try it on my desktop later. You should try out low-res voxel cubes, maybe 32x32x32, and I think you can scale it using con script instead of scaling it in the DEF code which gets ignored in openGL mode.
I think this might be a better option if you want larger areas. If it is possible maybe you can even make blocks not be drawn when surrounded, like simply have it's sprite set to a empty one until it is revealed.
#1899 Posted 29 January 2011 - 07:47 PM
I also was using some code to make blocks the are not visible to the player be invisible, this helped.
But as soon as there are about 3000 blocks the game refuses to load the map. (I have a good idea why this is happing)
EDIT: Using 8² helped a lot to improve the performance in Mapster using 8bit, (30+fps) but in game it's still terrible. (7-14 FPS)
EDIT2: Using voxels maybe the only way to go, only problem is that it can not be anywhere as open as Minecraft is.
This post has been edited by The Commander: 29 January 2011 - 08:54 PM
#1900 Posted 29 January 2011 - 09:55 PM
Also I've started working on a little program to help with editing the palette.dat file and whatever else I end up doing with it. Kind of want to change my fade2black palette to more of a fade to darkish blue. That and possibly change the hue of the green, its kind of an icky green. So far I can read the first chunk of data and display it, woohoo.
I did find some legacy tools for palette editing, but I don't have PaintShopPro and the OpenGL build palette editing leaves much to be desired.
This post has been edited by Scott_AW: 29 January 2011 - 09:57 PM
#1901 Posted 30 January 2011 - 11:45 AM
#1902 Posted 30 January 2011 - 11:25 PM
I managed to whip up a early working version, right now its just a color modifier for the duke3d palette.
Uses the palette.dat, then you can pick ranges to alter by subtracting or adding certain colors.
This is by no means final or perfect, but mostly for experimentation and fun...or if you do produce something you like from this, all the power to you.
I haven't tested the palette file it produces, but it should....should work. Maybe I'll test it soon, in Duke3d that is.
Later I'll have it so you can load different ones, or the one you edited. It creates a newpal.dat and doesn't touch the original except for reading.
I found a few bugs that were quick fixes, this should be more usable now...still untested.
BPShifter013011.zip (474.03K)
Number of downloads: 393
This post has been edited by Scott_AW: 31 January 2011 - 12:14 AM
#1903 Posted 31 January 2011 - 03:00 AM
This post has been edited by CraigFatman: 31 January 2011 - 03:03 AM
#1904 Posted 31 January 2011 - 10:24 AM
I personally just wanted to alter colors, but keep the setup. However my saving isn't quite right yet, I think I'm off a byte or so in positioning. Some colors get screwed in some tests I've done.
Once I get that issue dealt with I can create a alternative conversion program that could create/convert a PNG or BMP file into the palette format.
However it would not modify lookups/shade tables/trans tables at this time.
I haven't quite figured out how those function yet.
#1905 Posted 31 January 2011 - 11:04 AM
@ Scott_AW
Have you read Transpal.c yet? Yes, ancient, but it gave you a simple table to fill out, it looks to me that is what GraigFatman wants - As I just wrote, I'm lost here, but I have to get started somewhere on what you guys are up to. Also, why do you need 16bits?
#1906 Posted 31 January 2011 - 12:04 PM
@Hank - I'll have to check that out so I can make it more...complete
Right now I've have two programs.
Both require the original palette.dat until I can figure out lookups and trans tables. Look's like I'll be diving into some source code for my answers.
16bit mode is required because the 'GETPIXEL' command is basing its reading on a 16bit color range, so in 32bit mode you get inaccurate color readings.
So included in the attached file is two programs.
Build_PalShift
Use this to alter ranges of colors by feeding in red, green and blue values which are used to manipulate the colors. Right now its limited to a range of -8 to 8, although I may allow up to -63 to 63 for complete color removal. Like if you wanted to turn yellow to green. Currently this will only load the PALETTE.DAT and save a NEWPAL.DAT file.
Build_PalMake
This program can either convert the Palette.dat file into an easy to edit image, or convert like image into the palette data format. You can pick names in the handy file browser. However you still need the original palette.dat for the lookup/shade/trans tables until I get those figured out.
BPalEd013111.zip (918.01K)
Number of downloads: 402
*Update
So I've brightened the hightlights of the colors and made the black a bluish black for a more atmospheric fade off into the backdrop.
Also shifted some colors hues around too.
http://www.youtube.c...h?v=86P5JozdWgs
Here's the highlight only version attached as well.
This post has been edited by Scott_AW: 01 February 2011 - 03:28 PM
#1907 Posted 02 February 2011 - 11:57 PM
Is something falling causing severe damage to metallic pillars.
#1908 Posted 03 February 2011 - 03:37 AM
Zaxtor, on Feb 3 2011, 08:57 AM, said:
Is something falling causing severe damage to metallic pillars.
Oh, that sounds like a pretty good idea
Okay.
I have been editing a bit with the few tree's and cactus and whatever that can look like some type of grass or plant in the nature. Now i don't have to plant the shit myself in mapster. Took me 100 years to do that lol. And they won't block like in other maps where you couldn't walk forward because you had to fight your way through plants. rawr
This post has been edited by Jhect: 03 February 2011 - 04:31 AM
#1909 Posted 03 February 2011 - 07:52 AM
The Commander, on Jan 29 2011, 07:47 PM, said:
I also was using some code to make blocks the are not visible to the player be invisible, this helped.
But as soon as there are about 3000 blocks the game refuses to load the map. (I have a good idea why this is happing)
EDIT: Using 8² helped a lot to improve the performance in Mapster using 8bit, (30+fps) but in game it's still terrible. (7-14 FPS)
EDIT2: Using voxels maybe the only way to go, only problem is that it can not be anywhere as open as Minecraft is.
I realy love Minecraft concept, I also thought to do what you have done on Eduke . to Improve The Performance, you could make invisible the blocks that are too far away or hidden behind other blocks...
#1910 Posted 03 February 2011 - 08:00 AM
#1911 Posted 03 February 2011 - 08:20 AM
DeeperThought, on Feb 3 2011, 08:00 AM, said:
Yeah I recently went back to work, new trooper is about 70% done.
#1913 Posted 03 February 2011 - 10:07 AM
#1914 Posted 03 February 2011 - 10:20 AM
The Commander, on Feb 3 2011, 10:07 AM, said:
That looks great, although I think only the last 30 seconds of the movie are necessary. Also, where are those animations he showed in the earlier movies?
#1916 Posted 03 February 2011 - 10:39 AM
Tea Monster, on Feb 3 2011, 09:59 AM, said:
some skins test,
By muelsa373 at 2011-02-03
By muelsa373 at 2011-02-03
By muelsa373 at 2011-02-03
By muelsa373 at 2011-02-03
DeeperThought, on Feb 3 2011, 11:20 AM, said:
I deleted old video and added this one to show the final model.. added tons of animations on this model, the md3 actualy weighs 23.9 MB !! I actualy works on some stuff like bullet time effect i try to make a cool gameplay. @ DanM & DeeperThought, I will send you a test version When This Is Perfectly playable
This post has been edited by Muelsa: 03 February 2011 - 11:17 AM
#1918 Posted 03 February 2011 - 11:29 AM
Muelsa, on Feb 3 2011, 10:39 AM, said:
Muelsa, on Feb 3 2011, 10:39 AM, said:
Bullet time effect??
Just keep in mind that whatever CON code you come up with will have to be modified, maybe a lot, to integrate the new trooper into DNE.
#1919 Posted 03 February 2011 - 11:48 AM
DeeperThought, on Feb 3 2011, 12:29 PM, said:
Just keep in mind that whatever CON code you come up with will have to be modified, maybe a lot, to integrate the new trooper into DNE.
bullet time effect starts only when you are near and facing the trooper, used to dodge his atack. I hope there will be no problems to integrate it