Duke4.net Forums: SmoothDuke (weapons) - Duke4.net Forums

Jump to content

  • 3 Pages +
  • 1
  • 2
  • 3
  • You cannot start a new topic
  • You cannot reply to this topic

SmoothDuke (weapons)

User is offline   Dzierzan 

#31

Alright, the last smooth weapon for now (based on this https://forums.duke4...post__p__263614). In the future I'll touch N64 weapons. For now I'll move out to Blood.


Posted Image

This post has been edited by Dzierzan: 18 April 2020 - 02:35 PM

7

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#32

Posted Image
1

#33

Where can we download the SmoothDuke mod? Can you put them all in a zip file in the correct format needed to use them in eduke32?
0

User is offline   Dzierzan 

#34

Nowhere yet. I only created sprites for it. There have been no volunteers to make such mod so far.
0

User is offline   Striker 

  • Auramancer

#35

View PostFox, on 18 April 2020 - 04:01 PM, said:

Posted Image

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.
0

User is offline   NightFright 

  • The Truth is in here

#36

Now that we have the sprites in general... is there actually a way to implement this into a mod that works with EDuke32?
0

User is offline   fgsfds 

#37

View PostStriker, on 23 April 2020 - 12:07 AM, 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.


Huh? It's already converted to duke's palette.
0

User is offline   Striker 

  • Auramancer

#38

View Postfgsfds, on 23 April 2020 - 12:37 AM, said:

Huh? It's already converted to duke's palette.

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:

Posted Image
See the loss of color information?

View PostNightFright, on 23 April 2020 - 12:24 AM, said:

Now that we have the sprites in general... is there actually a way to implement this into a mod that works with EDuke32?

StrikerDM implements some of these.

This post has been edited by Striker: 23 April 2020 - 12:55 AM

-1

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#39

It was already in Duke 3D palette.

Striker, looks like the program you used to convert the palette is not a good one.

Here's the same image in 8-bit:

Posted Image
2

User is offline   Radar 

  • King of SOVL

#40

What program do you use, Fox?
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#41

Photoshop "save for web", but I also separate each area by color
0

User is offline   Striker 

  • Auramancer

#42

View PostFox, on 23 April 2020 - 01:34 AM, said:

Striker, looks like the program you used to convert the palette is not a good one.

I've used 3 different pieces of software and they all did the same thing. Photoshop, GIMP, and SLADE.
0

User is offline   Dzierzan 

#43

Smooth N64 shotgun. I suppose the whole idea behind this mod is... dead? But anyway I decided to make smooth shotty just for fun:

Posted Image
2

User is online   Danukem 

  • Duke Plus Developer

#44

View PostDzierzan, on 19 June 2020 - 11:59 AM, said:

Smooth N64 shotgun. I suppose the whole idea behind this mod is... dead?


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

0

User is offline   Dzierzan 

#45

Nah, I've already given my hope and lost interest in this. This is why I switched to Blood and Dark Forces. Nevertheless, if I feel like it, I'll do all possible animations for Duke's guns. Or I should say, if you wanna get something done, do it yourself (this is more or less the reason I started making these animations).

This post has been edited by Dzierzan: 19 June 2020 - 01:01 PM

0

User is offline   Striker 

  • Auramancer

#46

StrikerDM does already make use of some of these sprites.

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

0

User is offline   Nuclear3iD 

#47

I really hope someone add's these into one of there mods or you can maybe make them into a usable mod for the rest of us. I think these are great and add to the whole vanilla plus like smooth doom or bright maps for doom its a real shame nobody seems to want to make use of these.

This post has been edited by Nuclear3iD: 20 June 2020 - 07:30 AM

0

User is offline   Dzierzan 

#48

Quote

StrikerDM does already make use of some of these sprites.


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

0

User is offline   11bush 

#49

Hey man, I'm not great at coding or anything, but I would be able to get extra frames in all of the weapons for you if you want. If you give me a link or something to all of the images for each weapon I will do it this week.

*edit

It looks like most of them were in another thread.

This post has been edited by 11bush: 26 June 2020 - 07:08 AM

0

User is offline   Striker 

  • Auramancer

#50

Yeah, I don't know why most of them are in another thread and not here.
0

User is offline   11bush 

#51

I put a couple together this morning, I've got the pistol and the RPG



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. :)
1

User is offline   Dzierzan 

#52

@Striker

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

0

User is offline   Striker 

  • Auramancer

#53

@11bush, use weapons.con from the samples folder (included with eduke32 synthesis builds) and edit the draw<weapon name> states. You'll have a better chance of getting accurate weapon behaviour that way, since it's a direct conversion/port of the hard-coded weapon behaviour to CON.

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

0

User is offline   11bush 

#54

View PostStriker, on 26 June 2020 - 12:07 PM, said:

@11bush, use weapons.con from the samples folder (included with eduke32 synthesis builds) and edit the draw<weapon name> states. You'll have a better chance of getting accurate weapon behaviour that way, since it's a direct conversion/port of the hard-coded weapon behaviour to CON.

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 :)
0

User is offline   Nuclear3iD 

#55

Well i hope you keep it up 11bush i love those smooth weapons sprites.
0

User is offline   Dzierzan 

#56

Smooth N64 Pipebomb. Because why not.

Posted Image
1

User is offline   Dzierzan 

#57

Smooth knuckles. Done with phredreeke's help. I guess now all possible "weapon" animations are done. Talking about vanilla Duke of course.

Posted Image
3

User is offline   NightFright 

  • The Truth is in here

#58

Still need to figure out how to get these sprites into EDuke32. Would make a perfect addition e.g. for the Duke Fixes pack (provided there is a way to NOT use these when a mod replaces weapons).
0

User is offline   Striker 

  • Auramancer

#59

Posted Image
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

4

User is offline   Nuclear3iD 

#60

I hope you do i really want these smooth weapons for regular duke.
0

Share this topic:


  • 3 Pages +
  • 1
  • 2
  • 3
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks not owned by Voidpoint, LLC are the sole property of their respective owners. Play Ion Fury! ;) © Voidpoint, LLC

Enter your sign in name and password


Sign in options