What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#2401 Posted 29 May 2011 - 09:02 AM
A quick mapping level i started last night, my plans are to finish it in a week more or less, let's see....
This post has been edited by Norvak: 29 May 2011 - 09:04 AM
#2402 Posted 29 May 2011 - 10:23 AM
BTW I still get a thrill when I see one of my HRP textures used in someone's map. I did those two below the TV screen and some other similar ones in the game. If you ever want to get "fancy" with those I created either 3 or 4 tile animated versions of them.
This post has been edited by Marked: 29 May 2011 - 10:23 AM
#2403 Posted 29 May 2011 - 02:04 PM
#2404 Posted 29 May 2011 - 03:44 PM
This post has been edited by Marked: 29 May 2011 - 04:03 PM
#2405 Posted 30 May 2011 - 03:24 AM
I've reached a huge milestone adding lights to Spiker's Project Zero, all that remains is linking everything up to the DukePlus lighting effects. I'll warn everyone now that this thing's running slower than DNE at the moment, hopefully DT and Muesla's con script which removes distant lights from the scene will boost this map into the double digits.
#2406 Posted 30 May 2011 - 05:29 AM
#2407 Posted 30 May 2011 - 09:56 AM
Micky C - interesting - IMHO, what we really need is someone to bug Plagman to optimize Polymer a bit.
#2408 Posted 30 May 2011 - 11:19 AM
Tea Monster, on 30 May 2011 - 09:56 AM, said:
I was going to offer him one of my ATI cards even so he could see how shit it is for himself and try work out a work around, but he didn't tell me what the best ATI card he has at the moment.
#2412 Posted 30 May 2011 - 04:39 PM
No, I stated that I was going to give Plagman an ATI card so that he could run tests on it for himself to make Polymer more stable with ATI GPU's, hence why you have not read my comment correctly.
Now if you reply to this post with some fuck tard ass reply (or even reply at all again) and continue to derail threads this proves that your reputation really is that "My posts probably aren't worth reading"
This post has been edited by The Commander: 30 May 2011 - 04:40 PM
#2413 Posted 30 May 2011 - 04:42 PM
#2414 Posted 30 May 2011 - 04:49 PM
TX, on 30 May 2011 - 04:42 PM, said:
It's one DanM gave me 8800 GTS and I think hes cooked the GPU in it as it gave me a blue screen the first day I used it. :/
It does run a lot of my games much better, apart from Source based ones and Minecraft (crashes a lot in that)
EDIT: I never really did get tired of the drivers I stuck to 10.5, I always have found ATI to be quite "stable" but just no good performance wise. (Polymer)
This post has been edited by The Commander: 30 May 2011 - 04:50 PM
#2415 Posted 30 May 2011 - 05:51 PM
#2416 Posted 30 May 2011 - 06:44 PM
#2417 Posted 30 May 2011 - 06:51 PM
#2418 Posted 30 May 2011 - 06:54 PM
http://event.msi.com/vga/afterburner/ use that for controlling fan speeds
#2419 Posted 30 May 2011 - 06:59 PM
#2420 Posted 30 May 2011 - 07:07 PM
#2421 Posted 31 May 2011 - 03:31 AM
Spiker and I could sure use some people with powerful computers to beta test this for us. If you think you have a decent enough rig, please email me and I'll send you the beta. Don't bother if you don't have the latest and greatest hardware, it wouldn't even work on Spiker's computer, and as for me, it ran at 3 frames a second with an nvidia 9800GT with 512mb vram, and I can run the original levels with maphacks no problem!
I personally believe this map sets the standard for polymer maps. What I mean is that I designed 95% of the lights for this level regardless of how low the framerate would go, which further explained means this is how I would have made the level if framerate wasn't an issue, and how maps should be lit in the future when polymer is re-written for speed.
This post has been edited by Micky C: 31 May 2011 - 03:36 AM
#2423 Posted 31 May 2011 - 03:53 AM
#2424 Posted 31 May 2011 - 04:05 AM
Attached File(s)
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projectz.zip (706.22K)
Number of downloads: 426
#2426 Posted 31 May 2011 - 05:46 AM
This post has been edited by Mikko_Sandt: 31 May 2011 - 05:47 AM
#2427 Posted 31 May 2011 - 06:30 AM
This post has been edited by Norvak: 31 May 2011 - 06:31 AM
#2428 Posted 31 May 2011 - 08:47 AM
Norvak, on 31 May 2011 - 06:30 AM, said:
Kind of pointless right now, since the frame rate would be so low the levels would be unplayable. I tried the lit Project Zero, and it was unplayable in most areas even using optimized CON code (turning off distant lights). So unless Polymer itself gets an overhaul, or the lighting is done very sparingly, it will have to wait.
#2429 Posted 31 May 2011 - 11:49 AM
#2430 Posted 31 May 2011 - 11:56 AM
Jhect, on 31 May 2011 - 11:49 AM, said:
Because that's the whole point of what he's doing.