LNGA mod & Qwnz0r Qwn3d TC "A real geeky total conversion in progress"
#151 Posted 17 April 2011 - 03:15 AM
#152 Posted 17 April 2011 - 04:37 AM
This post has been edited by Micky C: 17 April 2011 - 04:51 AM
#153 Posted 17 April 2011 - 04:52 AM
Micky C, on 17 April 2011 - 04:37 AM, said:
I really wanted to make an 8-bit mod, but the fake look up/down was the only thing that reminded me why I shouldn't. I didn't know at one time he had plans to do that, so it really is a shame :[ if I could +1 things, I would.
#154 Posted 17 April 2011 - 04:59 AM
If you're interested in having a look, the renderers have been commented out for current edukes to save space or something, but you can still download old versions here. Just grab any of them, start the game, and type "setrendermode 2" into the console.
#155 Posted 17 April 2011 - 08:52 AM
The frozen enemies look like ghosts, because they are very transparent. Maybe they are supposed to look like ice sculptures, but ice sculptures are reflective. Also, ice sculptures are made of water, whereas the monsters are frozen flesh, so they would not be transparent. Perhaps the best way to handle this would be a multi-sprite solution. The enemy would be non-transparent (perhaps with a new frozen version, or just the standard pal 1). Then you would have a larger ice sprite with icicles hanging from it, that would spawn from the enemy when it freezes. The larger sprite would be transparent, so it would look like the enemy is encased with ice.
Because of the prominent flare effect, the rockets look like a plasma weapon (especially the devastator rockets, because they are so small). I think a different kind of glow would suit them better. In my mods I make them spawn a rounded glow sprite, but maybe you could come up with something better.
#156 Posted 17 April 2011 - 10:06 AM
Micky C, on 17 April 2011 - 04:37 AM, said:
I would kill Randy pitchford and delete all DNF trace in humanĀ“s history for a renderer like that. Basically an Open GL renderer with the old 8bits looking.
#157 Posted 17 April 2011 - 07:21 PM
Gambini, on 17 April 2011 - 10:06 AM, said:
But not anyone can accept the classic 8bits looking in GL renderer like us.
#158 Posted 17 April 2011 - 07:45 PM
Gambini, on 17 April 2011 - 10:06 AM, said:
It's definitely planned to have shading that utilizes the classic 8-bit shade tables sometime in the future in Polymer. Hopefully it'll happen sometime before the next 5 years have passed.
#159 Posted 17 April 2011 - 09:32 PM
TX, on 17 April 2011 - 07:45 PM, said:
I know it's probably not needed considering today's computers but the 8-bit renderer with correct perspective also would have also been good for those that can't run openGL or just wanted a nice high framerate.
#160 Posted 17 April 2011 - 09:42 PM
#161 Posted 17 April 2011 - 09:53 PM
Micky C, on 17 April 2011 - 04:59 AM, said:
I remember that slow and buggy "8-bit Polymost" mode. Actually I have an idea to attain correct perspective otherwise. Theoretically, it's possible to bind vertical looking with screen tilting. In order to rotate the view, the Build engine renders the image into an intermediate buffer (so called TILE_TILT), which is then displayed on the screen via the conventional rotatesprite procedure. If we draw content of this buffer with some perspective transformation and rotate it at the same time, we'll get a 6-DOF look with the performance of 4 DOF coupled with screen tilting. There are some restrictions preventing us from having free camera rotation using this method, but there may be tricks to bypass them (mostly related to staged rendering).
DeeperThought, on 17 April 2011 - 08:52 AM, said:
That's only a test version of frozen enemies, so undoubtedly it's somewhat strange. I was thinking of multi-sprite actors separating the ice shell from the enemy itself and it would look really cool, but since the final version of this mod will not have any of the old Duke weapons (including the freezer), it's better to restore the original look of frozen enemies.
Quote
And the flares, of course, need some tuning too (attenuation over time for the rockets might be convenient). Nevertheless, like other weapons, the RPG rockets are to be eventually replaced with my own versions.
TX, on 17 April 2011 - 07:45 PM, said:
Well, that would be awesome. If so, there's a chance that this mod will be Polymer-compatible some day.
This post has been edited by CraigFatman: 18 April 2011 - 01:27 AM
#162 Posted 18 April 2011 - 05:32 PM
TX, on 17 April 2011 - 07:45 PM, said:
Great to hear. IĀ“ve been around Duke for 15 years now, so five more years isnĀ“t that much time
In the hipotetical case, is there any chance it could be also introduced in polymost?
#163 Posted 19 April 2011 - 01:19 PM
Gambini, on 18 April 2011 - 05:32 PM, said:
In the hipotetical case, is there any chance it could be also introduced in polymost?
Probably not. I would have to check with Plagman, but I'm reasonably sure it would be implemented as an additional shader program on top of Polymer that would be incompatible with the way Polymost does things.
Ideally Polymer will eventually be faster than Polymost, so Polymost is pretty much deprecated and unlikely to receive additional functionality or major updates at any point in the future. Because Polymost is also incapable of running on modern hardware that exposes its functionality via OpenGL ES whereas Polymer would be a fairly simple port to these platforms, you may even see Polymost go away altogether sometime in the very distant future once Polymer has been rewritten for speed.
#164 Posted 30 April 2011 - 06:46 PM
There is a test of my music sequencer I had been talking about in this thread earlier. Long patterns of notes seem to eat up too much sprites to be practical; and with all those clicking sounds during playback and problems with stopping multi-instanced sounds, I'd prefer using conventional digital music in the mod. For instance, the piano plays like if the sustain pedal is kept pressed despite the time limit for each note.
The same map contains advanced light mapping examples. The technical realization is pretty simple: the sunlit texture is rendered first, then it's blacked out by various sprites here and there, and after all the transparent bluish shade texture is rendered over it filling areas which were darkened. Looks pretty realistic, but everything needs to be drawn by hand, so there's not very much of it. The video also shows several other maps I've been working on recently.
Suddenly I have faced a problem with the latest EDuke32 snapshot... the mod gets compiled without errors, but can't be played at all, because EDuke32 pops a virtual machine error message everytime a map is started. I'll upload the current version of the mod in a few days so you could find what the error is caused by.
This post has been edited by CraigFatman: 30 April 2011 - 06:48 PM
#165 Posted 30 April 2011 - 07:25 PM
Everything you just did seems like impossible, especially fake dynamic shadows. I also love the music part, how much time it took for you to make this?
#166 Posted 30 April 2011 - 08:17 PM
Is continuing to map in an engine like the Duke Nukem build engine really worth it these days??? Not to be mean, but the engines how many years old... 15??? Don't get me wrong - I used to map like crazy back in the late 1990's, and then attempted to map again when the HRP project started, but I lost interest in it, because the engine is so limited.
I mean to this day, we still can't do PROPER room over room rendering, there's very little in particle effects, and the graphics are sorely outdated, DESPITE the fact that a great deal has gone into the HRP and Polymer project.
Now say you were able to combine the LNGA mod and the Polymer - maybe there's a little more potential - but working with an engine in which you have to code the f**k out of to get what you want... seems like you're trying to kick a dead horse.
How well do you think the DN3D mapping sector is going to go once Duke Nukem Forever is released???
#167 Posted 30 April 2011 - 10:35 PM
#168 Posted 30 April 2011 - 11:21 PM
#169 Posted 01 May 2011 - 05:44 AM
zykov eddy, on 30 April 2011 - 07:25 PM, said:
Everything you just did seems like impossible, especially fake dynamic shadows. I also love the music part, how much time it took for you to make this?
I think it didn't take very long to code the sequencer; it was done within a single day. Then I've found the score on http://marseillaise....lish/score.html and in several hours converted it into a pattern of notes which is featured on the video. =)
Piano Man, on 30 April 2011 - 08:17 PM, said:
Actually it's far easier to attain what I want in the classic renderer owing to more flexibility. For instance, I have no idea how to employ additive/multiplicative transparency and overbright shades in non-8-bit modes (customizable shader-based processing could facilitate this though). Besides, functions like showview aren't supported by Polymer at the moment. Modern game designers are undeservedly refusing indexed color, since in certain circumstances it's more powerful than truecolor, and with all the new hardware you could take advantage of it and create embarrassingly realistic scenes in realtime. But after all, high-end graphics is not an excuse for poor half-assed gameplay.
DanM, on 30 April 2011 - 11:21 PM, said:
It can use both sprites and sectors, but it's rather sprite-based, because it displays four translucent variations of the same texture one above each other lit up at different corners with different colors. The post related to this kind of lighting can be found on AMC: http://www.amcwebfor...p?topic=8223.50 It can't emulate point lights due to geometry limitations, but one can make really smooth lighting using this technique. Still I'm going to improve it so it could work with sectors of any shape.
#170 Posted 01 May 2011 - 09:45 AM
Piano Man, on 30 April 2011 - 08:17 PM, said:
Is continuing to map in an engine like the Duke Nukem build engine really worth it these days??? Not to be mean, but the engines how many years old... 15??? Don't get me wrong - I used to map like crazy back in the late 1990's, and then attempted to map again when the HRP project started, but I lost interest in it, because the engine is so limited.
I mean to this day, we still can't do PROPER room over room rendering, there's very little in particle effects, and the graphics are sorely outdated, DESPITE the fact that a great deal has gone into the HRP and Polymer project.
Now say you were able to combine the LNGA mod and the Polymer - maybe there's a little more potential - but working with an engine in which you have to code the f**k out of to get what you want... seems like you're trying to kick a dead horse.
How well do you think the DN3D mapping sector is going to go once Duke Nukem Forever is released???
What keeps you tied to these forums then? I dont understand that either.
There´s a nostalgia factor in some of us when playing the classic games we used to have fun with when life was easier. Duke3d happens to be the most significant one, mostly because it opened the doors to modding, at least that´s my case.
Build and therefore Duke are old, 15 years old (or more if you think that build was done before). Old is old but old is not bad, what is bad in my opinion is trying to make something old look new. Polymer seems to be a well designed engine, but its execution is wrong because it only renders geometry made through a Build editor.
This is how Duke nukem looks with The HRP and other related "enhancers".
You can clearly see the woman behind all that plastic surgery is still old, and will always be old despite how much you try to make it look young.
@Craigfatman: Impresive work you say it will be released soon? Can´t wait
This post has been edited by Gambini: 01 May 2011 - 09:47 AM
#171 Posted 01 May 2011 - 10:06 AM
#172 Posted 01 May 2011 - 10:55 AM
#173 Posted 01 May 2011 - 03:56 PM
#174 Posted 01 May 2011 - 04:31 PM
Captain Awesome, on 01 May 2011 - 03:56 PM, said:
If you guys want to hate on the HRP and other 32-bit projects, that's fine, but you should start your own thread about it. Some 32-bit projects are very good --even a few that use HRP assets-- and you guys are derailing this thread to insult them. If you want to reply to this, do it somewhere else.
#175 Posted 02 May 2011 - 06:38 AM
Whatever, I'm just taking my bullshit... :X
(OK, I feel I'm trolling with no reasons... :\)
This post has been edited by Player Lin: 02 May 2011 - 06:39 AM
#176 Posted 02 May 2011 - 02:39 PM
DeeperThought, on 01 May 2011 - 04:31 PM, said:
It is not hate. It is my opinion. Instead of being biased why don't you open your mind to realise we are not derailing the topic, but instead defending CraigFatman's work on his own wonderful mod in which another person was somewhat attacking my claiming he was wasting his time on an old engine, especially since he wasn't using Polymer. Learn to read.
#177 Posted 02 May 2011 - 02:54 PM
Point being there's nothing bad about using either and the original post was already responded to by others in a way that wasn't disrespectful or offtopic, so now listen to DeeperThought and stop derailing the topic.
#178 Posted 02 May 2011 - 04:06 PM
Mblackwell, on 02 May 2011 - 02:54 PM, said:
Point being there's nothing bad about using either and the original post was already responded to by others in a way that wasn't disrespectful or offtopic, so now listen to DeeperThought and stop derailing the topic.
I never commented on Polymost or Polymer, though. I commented on the HRP. You guys are either trolling or bad readers. I have been tinkering with the idea of switching my project over to Polymer.
#179 Posted 02 May 2011 - 05:16 PM
#180 Posted 02 May 2011 - 07:22 PM
Craig's project does have an appeal that I'm interested in, and I would definitely play maps made specifically for it.