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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   Mia Max 

#2491

View PostDeeperThought, on 10 June 2011 - 03:38 PM, said:

Right now they see 64x64 black squares (dummytiles), so a black square with a vehicle on it is an improvement.


I understand.
People may switch to 8-bit mode or disable models and will see those pix ingame instead of nothing.
But it would be a lot of work to make these pix looking good ingame.

This post has been edited by Mia Max: 11 June 2011 - 03:19 AM

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User is offline   zykov eddy 

#2492

Some shots from my secret project

Posted Image
Posted Image
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#2493

Secret project?
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User is offline   zykov eddy 

#2494

Yep
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#2495

Ok, ive been looking at the actor coding. I found something weird. For some reason i can't get the information like wasweapon x from an actor which has under 1 hp.

Oh, i've been testing this for some time, and i feel stupid that it took me so long to find out that it is somehow my hitradius that is the problem.

This post has been edited by Jhect: 14 June 2011 - 01:21 PM

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User is offline   Mblackwell 

  • Evil Overlord

#2496

View Postzykov eddy, on 14 June 2011 - 06:51 AM, said:

Some shots from my secret project

Posted Image
Posted Image


I dig it. Very noir.
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User is offline   Hank 

#2497

well, it's time. I learning how to make hi-res tiles.
Posted ImagePosted ImagePosted Image

this is my first final sample. (and I hope imageshack maintains the link!)


texture 3772 { 
   pal 0 { file "highres/textures/3837_d.png" }
   normal { file "highres/textures/3837_n.png" parallaxbias 0.05 parallaxscale 0.05 }
   specular { file "highres/textures/3837_s.png" }
}


This post has been edited by Hank: 15 June 2011 - 10:38 AM

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#2498

My mapping and modding talents are very limited, but I'm very good in other areas. I've been working on two projects

The first one is an installer for everything. Automatically download the latest eduke32 SVN, SVN versions of all the HRP, latest DukePlus, etc. (with non-nightly versions optional). Of course, the installer would require the original duke3d.grp (or the demo). Also, one-click updating. All of this is not hard to do (can all be done with simple batch files run by the installer, so just like installing any other program). Unfortunately, right now installing means going to all the different sites and downloading everything separately, then extracting and whatnot (if you want the latest files - I do know HRP comes with eduke32). Perhaps making it easier to install will bring more people to the community.


The second one is a front-end (of sorts) for eduke32. Something that communicates with a few of the different websites that host Duke maps and TC's, allows you to read and write reviews for maps (or give it a quick 1-5 star rating), shows you information about the maps, gives you pictures/video of the map, allows you to single-click download or play the map, etc. I see a lot of possibilities for this:
-Could handle updating not only eduke, the HRP's, and DukePlus, but also the maps themselves
-I'm thinking of having an interpreter for all the major file types in eDuke. Treat CON files, maps, maphacks and whatnot as flatfile databases (since we know the exact format of all of those). This could allow for updating some files without having to completely redownload them (by making the necessary changes), allow you to create mods for existing maps and share just the changes (or allow the changes to persist across updates), and make maps/conversions with custom content compatible by changing files on the fly
-Maybe someday eDuke could have an option to accept a map and DMO file as input and create a video from that demo; then, every map could have a demo video (as long as you do a quick run-through and make a DMO first) and it would reflect how the map would look with your current files (e.g. the latest engine and HRP)


So, big projects which could be very helpful/useful, and I have a decent amount of free time. Please note that the description I gave doesn't cover every aspect I've been considering for these projects, and I might not have communicated some concepts effectively.
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User is offline   Helixhorned 

  • EDuke32 Developer

#2499

The idea of having an environment to manage mods sounds good to me. IIRC, TX and Yatta pondered on a Duke4.net-hosted map/mod repository at some point, but I guess you're thinking more along the lines of a local application, right?
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User is online   Mark 

#2500

It seems I just don't know when to stop. I'm adding more underground crypts and such to my Graveyard project. But I am still way under the game limits so I guess its not too big to be split up, yet.

Brent: It would be great to have a frontend loader for Eduke similar to Proasm's SWP for shadow warrior
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User is offline   Daedolon 

  • Ancient Blood God

#2501

View Postzykov eddy, on 14 June 2011 - 06:51 AM, said:

Some shots from my secret project

Posted Image
Posted Image


I like it alot!
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User is offline   Daedolon 

  • Ancient Blood God

#2502

View PostMarked, on 15 June 2011 - 03:56 PM, said:

It seems I just don't know when to stop.


Your bump maps seem amazing.
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User is online   Mark 

#2503

Thanks. There are a few places where they are just starting to look shiney under bright polymer lighting so I need to dial back some texture settings a little bit. Otherwise I am vey happy with the looks.
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User is offline   Tea Monster 

  • Polymancer

#2504

Marked, that is some seriously nice work there.
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User is online   Mark 

#2505

Thanks.
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User is offline   Hendricks266 

  • Weaponized Autism

  #2506

Now that I know programming, I plan to implement a lot of ideas that I've had for EDuke32 over the years.

View PostMarked, on 15 June 2011 - 03:56 PM, said:

Brent: It would be great to have a frontend loader for Eduke similar to Proasm's SWP for shadow warrior

I might look into merging the good parts of Duke3DW into EDuke32, and likewise with SWP and Plagman's SW+Polymer.

This post has been edited by Hendricks266: 16 June 2011 - 03:54 PM

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User is online   Mark 

#2507

I suppose you could also check out the Redneck Rampage front end that Dimebog came up with for his Erampage conversion which is already merged with a version of Eduke IIRC. Maybe it has something to offer.

This pic is just wishful thinking at this time. I had this 2d sprite laying around on my drive for a while and just popped it in the game to see how it would look.
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User is offline   Plagman 

  • Former VP of Media Operations

#2508

AAAAAAAH WHAT THE FUCK
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User is online   Mark 

#2509

Was it something I said? :D
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User is offline   Plagman 

  • Former VP of Media Operations

#2510

No, it's just that the thumbnail had no indication of that thing sitting there and I absolutely didn't expect to see that when the picture popped since all you've been posting were just empty scenes of the graveyard so far.
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User is offline   Hank 

#2511

View PostMarked, on 16 June 2011 - 05:41 PM, said:

Was it something I said? :D

What? Your model is excellent! Posted Image
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User is online   Danukem 

  • Duke Plus Developer

#2512

Seeing that screenshot made me think -- it would be pretty easy to make a map that was like one of the "dark rides" at Disneyland. I mean the kind where you sit in a little boat or whatever and it moves along a track through a course, with monsters and whatnot popping out at you along the way. The coding for it would be simple enough. Just need some code to make the player move along a track. You could still turn and shoot, but no walking or jumping. With code there is no need to use a moving sector, either (thereby allowing the course to slope up and down, etc.) So basically it would be a shooting gallery on rails. Make some targets worth points if you kill them, other civilian targets that subtract points if you shoot them. Maybe getting a high enough score unlocks the next course. And certain enemies will shoot you if you wait too long. What made me think of it was the Gollum sprite. For this kind of game, it would be acceptable to have single sprites with no animation that just pop up for target practice.

So if anyone wants to make a map or maps like that, I would be willing to code it. It would be a nice change of pace, and not very difficult.
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User is online   Mark 

#2513

And make it easily modded so almost anyone could replace the level's 2D sprites and sound with their favorite characters. It might be a blast to see who or what people would insert there.
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User is online   Danukem 

  • Duke Plus Developer

#2514

View PostMarked, on 16 June 2011 - 06:41 PM, said:

And make it easily modded so almost anyone could replace the level's 2D sprites and sound with their favorite characters. It might be a blast to see who or what people would insert there.


Sure, I could code it so that any tile could be a target, if properly tagged. Then people could add whatever art they wanted and it would work without new code. The track would consist of a sequence of locators or some custom sprite; they could be tagged to set the speed at that point in the course and other things. Touchplates along the track would open doors and trigger respawns and such. Perhaps this could be combined with some minecart gameplay as well. I'm thinking of those 2D sidescrollers like the old DK Country games where the player is on a cart and you have to make it jump at certain times to go over pits.
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User is offline   Tetsuo 

#2515

That screenshot reminded me of some of the corpses you could find in singularity... in particular in the underwater corridor parts.
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User is offline   Hank 

#2516

View PostDeeperThought, on 16 June 2011 - 06:34 PM, said:

Seeing that screenshot made me think -- it would be pretty easy to make a map that was like one of the "dark rides" at Disneyland. I mean the kind where you sit in a little boat or whatever and it moves along a track through a course, with monsters and whatnot popping out at you along the way.

cheap plug Posted Image
tiles for a potential tracks are here
http://www.mediafire...tPhoenix003.zip
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User is offline   Muelsa 

  • Bad Mother Fucker

#2517

my new project using explosions generated with 3dsmax


4

User is offline   Micky C 

  • Honored Donor

#2518

Not, bad. Not bad at all. WOW. I still can't believe what I'm seeing Posted Image
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User is offline   The Commander 

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

#2519

View PostMuelsa, on 18 June 2011 - 03:32 AM, said:

my new project using explosions generated with 3dsmax

Can you explain more about this, what is happing with the JP project?

This looks like Google Earth powered by eduke, lol
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User is offline   Muelsa 

  • Bad Mother Fucker

#2520

View PostThe Commander, on 18 June 2011 - 04:30 AM, said:

Can you explain more about this, what is happing with the JP project?

This looks like Google Earth powered by eduke, lol


helicopter simulation, realy large scale map, all building destructible, lot of explosion and smoke fx, and lot of action. I planned to restart the JP mod from this mod, the scale and the mapping i use here fit better with i want to do for the JP mod
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