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

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#2341

View PostMicky C, on 16 May 2011 - 02:26 AM, said:

It looks complicated, did you make it in LEBuild?

Nah, I just used the C key to create circles. As long you know which form you are looking for, it does the job

This post has been edited by Fox: 16 May 2011 - 02:48 AM

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User is offline   Micky C 

  • Honored Donor

#2342

Well I can see how you'd get the overall shape in mapster but then you put a lot of intersecting perpendicular lines all the way down the stands.

Idk it's just something I might find easier to do parts of in LEBuild.

This post has been edited by Micky C: 16 May 2011 - 02:58 AM

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User is offline   Gambini 

#2343

That looks incredibly well done Ilovefoxes! Keep the good work up!
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#2344

Finally finished all my weapons. Duke ends up with 6 weapons that shoots and each weapon has 4 different styles.
Made a favorite weapon statistic system. Which means you can see how many monsters you killed, shot etc... for each weapon and also the total ammount.
Did some more mapping. Because of the new TROR by helix i might have to redo some of the previous mapping i had done... -.-
Hmm, is this all lol?
1

User is offline   Danukem 

  • Duke Plus Developer

#2345

I love how Jhect always tells us that he has accomplished all this stuff while seldom showing a screen or anything else that anyone can appreciate. We have to take his word that he has actually done it. It used to be annoying but now it's like a running gag and it's funny. So I voted his post UP. :)
2

#2346

I voted you up for the possitive post.

You might not like my mod. But i am really just doing it as a hobby because it is so fun :) I might never really be done with it :D

And i am sorry if i post too little screenshots :( But most of the things i have been doing is really just coding which is never fun to see in a screenshot xD
-1

User is offline   Micky C 

  • Honored Donor

#2347

I've just announced I'm working on a TROR map: http://forums.duke4....6126#entry86126
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#2348

At the moment... disc combat, and what a nightmare that is.
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User is offline   Jblade 

#2349

View Postwayskobfssae, on 19 May 2011 - 07:51 PM, said:

At the moment... disc combat, and what a nightmare that is.

I can imagine, after reading your blog post - but it all looks and sounds amazing so keep at it :)
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User is offline   zykov eddy 

#2350

View PostMikko_Sandt, on 01 May 2011 - 07:58 AM, said:

So what's going on with Sonic?


Sadly, it's frozen.



Hey guys, here's some more Quake for you. What do you think? Is this looks like a real Quake?



7

User is offline   Tea Monster 

  • Polymancer

#2351

Ahhh, memories! Yep, that looks like Quake!
I take it you are using Polymer? If so, you can get lighting effects that are much better than old Vanilla Quake.
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User is offline   zykov eddy 

#2352

View PostTea Monster, on 20 May 2011 - 11:36 AM, said:

I take it you are using Polymer?


Yep. But using polymer is not nessesery, I also used standart lighting tricks. You can even play this TC in software mode, thanks to model rips and sprites.
1

User is offline   Mikko 

  • Honored Donor

#2353

View Postzykov eddy, on 20 May 2011 - 11:27 AM, said:

Sadly, it's frozen.



Hey guys, here's some more Quake for you. What do you think? Is this looks like a real Quake?





That's very impressive from a technical point of view. One could ask though what's the point of making the same game twice.

Sucks to hear the Sonic TC is frozen. It was easily the most interesting non-traditional Duke3D TC.
1

User is offline   Jblade 

#2354

It does look good yeah - only thing I'd say is that the tilting to the side when strafing is a bit too strong, and the Shambler seemed way too easy. In the base game his attack would always hit you instantly (I think DT also has some code to create a beam effect with models - you should take alook at DukePlus or Attrition and see how he did it)
1

User is offline   Micky C 

  • Honored Donor

#2355

Yeah it's slightly too strong, but the fact that it's there is amazing! It totally makes the game feel like quake. The textures, models and sounds seem spot on. Did Quake have transparent water? If it did, it sounds like a good time to use TROR, otherwise, I must be thinking of quake 2.

@Mikko_Sandt, he's not going to remake the same levels, so essentially it's a different game. Besides, something that close to Quake in Duke would be worth it anyway. It just goes to show that eduke32 is still capable of being the base of a huge variety of high quality products.

This post has been edited by Micky C: 21 May 2011 - 12:23 AM

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User is offline   Mikko 

  • Honored Donor

#2356

View PostJames, on 20 May 2011 - 12:56 PM, said:

In the base game his attack would always hit you instantly


Yeah, the guy loses basically all of his respectability if he can't hit with the lightning attack.
1

#2357

View PostMicky C, on 20 May 2011 - 01:58 PM, said:

Yeah it's slightly too strong, but the fact that it's there is amazing! It totally makes the game feel like quake. The textures, models and sounds seem spot on. Did Quake have transparent water? If it did, it sounds like a good time to use TROR, otherwise, I must be thinking of quake 2.


QUAKE didn't have transparent water.
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User is offline   Mikko 

  • Honored Donor

#2358

Subsequent graphics patches added transparent water. The retail version didn't even have OpenGL support but this too was added soon after the game's release.
1

User is offline   Inspector Lagomorf 

  • Glory To Motherland!

#2359

Let's not forget that Quake, like Duke Nukem 3D, had a lot of source ports. Most of these ports added some fairly heavy graphics and gameplay modifications. The original game certainly was great but was lacking in these details compared to some of the later patches, as Mikko_Sandt pointed out. In any case, certain liberties can be taken with the Quake TC in the EDuke32 engine, I'm sure, and transparent water would be one of them. I have noticed that it's not exactly easy to implement RoR in a level that has already been constructed.
1

User is offline   Micky C 

  • Honored Donor

#2360

Actually I thought Quake was a bit repetitive. I could never really get past the first episode, even today. The lack of a map didn't help as that meant lots of unnecessary backtracking when looking for keys or exits. I even didn't even like the physics that much (platform jumping could be tedious). Still, that's why I've always stuck with Duke, great gameplay, great variety, great levels, and it has a beloved overview map. I have no doubt that zykov eddy will do a great job bringing the Quake experience to Duke.
0

User is offline   Hank 

#2361

View Postzykov eddy, on 20 May 2011 - 11:27 AM, said:

Hey guys, here's some more Quake for you. What do you think? Is this looks like a real Quake?

Dangerous question, to ask what I think. I'm a Quake Fan - so I think it's fantastic! :) And yes, it looks like the original Quake, but obviously a new wad.

No suggestions to add, Quake and Eduke32 is a very good mix. :D
0

User is offline   Muelsa 

  • Bad Mother Fucker

#2362

View Postzykov eddy, on 20 May 2011 - 11:27 AM, said:

Hey guys, here's some more Quake for you. What do you think? Is this looks like a real Quake?


whaoo, Quake clone. +1 .... Are you sure it's not Quake?

This post has been edited by Muelsa: 21 May 2011 - 12:17 AM

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User is offline   zykov eddy 

#2363

Thanks guys! Gonna fix shambler, tilting and other bugs.

Talking about "what's the point of Quake in Duke?" thing - well, I'm gonna make my own levels with new features, kickin' soundtrack, storyline and even cutscenes, so this is gonna be the whole new experience for you.
1

User is offline   Tea Monster 

  • Polymancer

#2364

Using Polymer you should get better lighting effects than the original Quake. It would be interesting to light your level in Polymer and then check the performance against a similar level in the original game - say under the Dark Places engine.
I agree on the beam effects. Those particle effects for the Shambler's attack are way too wimpy. Also, there are some strange sounds that seem to be phone rings when you are underwater. Apart from that, it looks amazing.
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User is offline   zykov eddy 

#2365

View PostTea Monster, on 21 May 2011 - 12:53 AM, said:

Also, there are some strange sounds that seem to be phone rings when you are underwater.


Nevermind about it.
0

#2366

Gonna start one of my temple maps today. This will probably be a bit eyecandy if i do it right. So expect photos! :) Not sure if i will use polymer. Maybe i should make it so you can have it if you want. But it will also work greatly without.
-1

User is offline   The Commander 

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

#2367

View PostJhect, on 21 May 2011 - 04:49 AM, said:

So expect photos!

That would be a first.
0

User is offline   Micky C 

  • Honored Donor

#2368

View PostJhect, on 21 May 2011 - 04:49 AM, said:

Gonna start one of my temple maps today. This will probably be a bit eyecandy if i do it right. So expect photos! :) Not sure if i will use polymer. Maybe i should make it so you can have it if you want. But it will also work greatly without.


How many maps have you released Jhect?
1

User is offline   The Commander 

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

#2369

http://dukerepository.com/authors.php

Zero would be a safe number to bet on.
0

#2370

Yea i haven't released any maps at all.

And i actually have released a few photos. Not of any eyecandy maps. But photos are photos right.

In case you don't know micky. It's not a single map i release. It's a mod with many maps, new coding, and lots of other stuff. Takes time :) It's a big single player adventure so i have to split it up into many maps. Like some of the sidequests are put into one map, then i use a teleactor that i code so that it sets the players start position on the map. I have finished some maps before but i haven't released anything because it ofcourse needs to be coded and fit with the other maps.

This post has been edited by Jhect: 21 May 2011 - 07:34 AM

-1

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