SmoothDuke (weapons)
#31 Posted 18 April 2020 - 02:34 PM
This post has been edited by Dzierzan: 18 April 2020 - 02:35 PM
#33 Posted 20 April 2020 - 08:28 AM
#34 Posted 20 April 2020 - 09:23 AM
#35 Posted 23 April 2020 - 12:07 AM
Fox, on 18 April 2020 - 04:01 PM, said:
While this looks OK, it doesn't fit in the Duke Palette. There's shades of yellow/orange that don't exist in the Duke Pal in here.
#36 Posted 23 April 2020 - 12:24 AM
#37 Posted 23 April 2020 - 12:37 AM
Striker, on 23 April 2020 - 12:07 AM, said:
Huh? It's already converted to duke's palette.
#38 Posted 23 April 2020 - 12:51 AM
fgsfds, on 23 April 2020 - 12:37 AM, said:
No it isn't. It's a 32-bit PNG, and there's colors that don't map to Duke3D's palette. I've checked.
Here's the same image converted to Duke3D's palette:
See the loss of color information?
NightFright, on 23 April 2020 - 12:24 AM, said:
StrikerDM implements some of these.
This post has been edited by Striker: 23 April 2020 - 12:55 AM
#39 Posted 23 April 2020 - 01:34 AM
Striker, looks like the program you used to convert the palette is not a good one.
Here's the same image in 8-bit:
#41 Posted 23 April 2020 - 10:27 AM
#42 Posted 29 April 2020 - 12:12 AM
Fox, on 23 April 2020 - 01:34 AM, said:
I've used 3 different pieces of software and they all did the same thing. Photoshop, GIMP, and SLADE.
#43 Posted 19 June 2020 - 11:59 AM
#44 Posted 19 June 2020 - 12:36 PM
Dzierzan, on 19 June 2020 - 11:59 AM, said:
Looks good.
My take...all the people who know the coding side to finish this are too busy with their own projects that don't even use the original weapon sprites. This is something that I would have been excited about 12-14 years ago. I think your best hope would be the Cosmetic Duke project, it would seem to fit right into that. @EDIT: And possibly Striker with his vanilla based multiplayer mods.
This post has been edited by Trooper Dan: 19 June 2020 - 12:37 PM
#45 Posted 19 June 2020 - 12:59 PM
This post has been edited by Dzierzan: 19 June 2020 - 01:01 PM
#46 Posted 20 June 2020 - 07:24 AM
Also, learning CON isn't as hard as it sounds. Check the "WEAPONS.CON" file in the samples that come with EDuke32 synthesis builds.
There's also the EDuke32 wiki, which I did my best to make some information more accessible.
This post has been edited by Striker: 20 June 2020 - 07:26 AM
#47 Posted 20 June 2020 - 07:27 AM
This post has been edited by Nuclear3iD: 20 June 2020 - 07:30 AM
#48 Posted 20 June 2020 - 07:32 AM
Quote
Yeah, I know, but I'd prefer to have only smooth weapons. Kinda what I did for Blood, a simple mutator.
I dunno what would be easier, recreating all guns code from scratch to avoid hardcoded shit or edit existing code and struggle with criptic stuff... I'll pass.
This post has been edited by Dzierzan: 20 June 2020 - 07:33 AM
#49 Posted 26 June 2020 - 06:59 AM
*edit
It looks like most of them were in another thread.
This post has been edited by 11bush: 26 June 2020 - 07:08 AM
#50 Posted 26 June 2020 - 09:24 AM
#51 Posted 26 June 2020 - 11:36 AM
I also did one where I slowed down the pistol to make it look a little smoother, I'm not sure which one looks better.
If you like these I can do more, if not, no big deal since it only took about 20 minutes.
#52 Posted 26 June 2020 - 11:56 AM
I wanted actual sprites to be in resources thread and here mainly post gifs for ... well, showing off.
@11bush
Cool, did you edit existing code in weapons.con or make them from scratch? I guess from scratch by looking at RPG as there's no movement like in original. Either way they have to be done as perfect as possible to match original weapons' timing. Not all sprites have to be used if something is not fitting. Do you think you can handle that? Take a look at my SmoothBlood mod https://www.moddb.com/mods/smoothblood, I tried to make timings as close as possible to original ones while keeping animations really improved. But I guess this might be a hell to do that in CON as there's no GUI tool, it's a guesswork with offsets.
This post has been edited by Dzierzan: 26 June 2020 - 12:40 PM
#53 Posted 26 June 2020 - 12:07 PM
Just make a folder, plop weapons.con in it, and game.con, and add "include WEAPONS.CON" at the bottom of the other includes in the CON, and edit away.
Also, there is potentially a way to break past the 30fps barrier, to use all frames without needing to slow shit down, but that requires some further trickery that'd take some time for me to explain.
This post has been edited by Striker: 26 June 2020 - 12:10 PM
#54 Posted 26 June 2020 - 01:34 PM
Striker, on 26 June 2020 - 12:07 PM, said:
Just make a folder, plop weapons.con in it, and game.con, and add "include WEAPONS.CON" at the bottom of the other includes in the CON, and edit away.
Also, there is potentially a way to break past the 30fps barrier, to use all frames without needing to slow shit down, but that requires some further trickery that'd take some time for me to explain.
Cool I am going away for the weekend, but I will mess around with it next week for sure. I just wrote them from scratch mostly as just practice for myself
#55 Posted 30 June 2020 - 07:08 PM
#57 Posted 09 July 2020 - 05:43 AM
#58 Posted 09 July 2020 - 05:53 AM
#59 Posted 29 July 2020 - 10:09 PM
Smooth pipebomb in-game.
BTW, most of StrikerDM's weapon code is unmodified from originals aside from the addition of new weapons, so the animations match the Vanilla weapons 1:1. I may be able to split these updates out into a mutator later down the road.
This post has been edited by Striker: 29 July 2020 - 10:10 PM