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LNGA mod & Qwnz0r Qwn3d TC  "A real geeky total conversion in progress"

User is online   Jan Satcitananda 

  • 238

#301

View PostTrooper Dan, on 25 December 2015 - 11:54 AM, said:

You do amazing work at a technical level that I cannot approach. Are you using mapster script to build the GUI? This could become the standard for Duke mappers. But what if they don't want to use CLUT, or they have their own palettes?

This editor is fully EDuke32-based, so it uses conventional game events to handle the GUI. My CLUT library window is designed specially for this mod, arranging the available palettes into seven categories. There's no point of having this for vanilla Duke editing imho, since there are not very many palettes.

A couple of remarks regarding the plot. I've changed the way I'm currently seeing the storyline a bit. Now the custom episode is expected to blend sci-fi and new-age style, reflecting both scientific and spiritual advances of the humanity by 2040. The highlights of the game will encompass subjects like the nature of consciousness, mind-body problem, morality aspects etc. As for the story itself, there was some kind of an mysterious object (source of radio signals) discovered in the nearby outer space, and scientists couldn't identify its origin and properties. They found it necessary to check if the body poses any threat to our civilization. As all the attempts to contact the being from Earth have failed, the governments have funded a space mission and sent Duke for investigation. The object was deemed to be situated within our Solar system, but as Duke arrives, things go unexpectedly...

Lezing Entertainment presents The LAST PISSED TIME Chapter I
LNGA v0.3, t3h ultimate Duke mod in progress
2

User is online   Jan Satcitananda 

  • 238

#302

Hey guys, I'm back to present a new tech demo video for you. There was significant progress over the last year, since I left my job and have had much free time. This video features some extensive dynamic lighting and physically correct shadow maps throughout entire scene, as well as bump and reflection mapping, realistic cloth and hair simulation, soft body dynamics and advanced animation of game characters such as the strippers and Duke himself (including lip syncing). Duke looks a bit weird in this video, but it's just a converted model from some free clipart which will be eventually replaced.

Lezing Entertainment presents The LAST PISSED TIME Chapter I
LNGA v0.3, t3h ultimate Duke mod in progress
7

User is offline   High Treason 

  • 1,003

#303

That's OK, you're allowed long absences if you're going to return having made great progress such as this. If you hadn't said so, I'd almost think this wasn't running in Build anymore, looking forward to seeing how far you can develop these concepts.

Spoiler


My Youtube - My Let's Plays - SoundCloud - My Website - My FTP - Forum

You have got to let the rhythm move you, move you. You have got to let the rhythm move your body to the beat.
1

User is offline   Gambini 

  • 1,288

#304

jeez

My maps

eat my shorts
0

User is offline   Mark. 

  • Honored Donor
  • 2,013

#305

:lol:
0

User is offline   Micky C 

  • Honored Donor
  • 3,398

#306

View PostJan Satcitananda, on 01 April 2017 - 06:31 AM, said:

Hey guys, I'm back to present a new tech demo video for you. There was significant progress over the last year, since I left my job and have had much free time. This video features some extensive dynamic lighting and physically correct shadow maps throughout entire scene, as well as bump and reflection mapping, realistic cloth and hair simulation, soft body dynamics and advanced animation of game characters such as the strippers and Duke himself (including lip syncing). Duke looks a bit weird in this video, but it's just a converted model from some free clipart which will be eventually replaced.



Damn that's impressive. I like the music you used.

Polymer wishlist: Global illumination, SSAO, Bloom, reflective surfaces, adjustable specular (wetness), volumetric lighting.
Mapper of the Month December 2014.

Herbs? Tell me more!
1

User is offline   Player Lin 

  • 190

#307

Damnit, I forgot check the date and just click the link...

~_~


Wow, that's long time ago and I'm forget this mod at all... /sad

I'm the guy at 3DRealms Forum...

http://forums.3dreal...mber.php?u=3816

Sometimes, I act like a stupid asshole. I know, and I'm sorry about that. :(
0

User is offline   Perro Seco 

  • 137

#308

I didn't forget about this impressive mod. Are some real news about it? I hope it's not dead...

Posted Image
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User is online   Jan Satcitananda 

  • 238

#309

View PostPerro Seco, on 07 April 2017 - 12:56 AM, said:

I didn't forget about this impressive mod. Are some real news about it? I hope it's not dead...

Well, I'd say that the mod is proceeding into next development stage, mainly as EDuke32 tech is vastly inferior to what I want to achieve and faces some backward compatibility issues. Its rendering routines are too slow for complex effects and the CON script performance is limited as well. I'm planning to use EDuke32 for prototyping gameplay concepts and doing simple mods, but not making complete standalone games. Seemingly, the LNGA mod gradually evolves into something that isn't based on EDuke32, still I feel necessary releasing newer versions.

As for now, I'm working on my own technology somewhat inspired by Build engine, but planned to make use of modern hardware features like multi-core processors, GPGPU and SIMD instruction sets to gain performance and do stuff like realtime raytracing. My engine already can import Build tiles and VOC sounds, so one will be able to make use of the original game GRP file.

Lezing Entertainment presents The LAST PISSED TIME Chapter I
LNGA v0.3, t3h ultimate Duke mod in progress
0

User is offline   Micky C 

  • Honored Donor
  • 3,398

#310

This is a bit off topic but how many cores does EDuke32 with the software renderer use? I suppose the rendering is all done on one core, while other stuff like game logic is done on another?

Polymer wishlist: Global illumination, SSAO, Bloom, reflective surfaces, adjustable specular (wetness), volumetric lighting.
Mapper of the Month December 2014.

Herbs? Tell me more!
0

User is online   Jan Satcitananda 

  • 238

#311

View PostMicky C, on 25 April 2017 - 06:01 AM, said:

This is a bit off topic but how many cores does EDuke32 with the software renderer use? I suppose the rendering is all done on one core, while other stuff like game logic is done on another?


You can check it with Process Explorer. Almost all the work is done within one thread, meaning that it doesn't make use of multiple cores:

Posted Image

Lezing Entertainment presents The LAST PISSED TIME Chapter I
LNGA v0.3, t3h ultimate Duke mod in progress
0

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