LNGA mod & Qwnz0r Qwn3d TC "A real geeky total conversion in progress"
#121 Posted 27 February 2011 - 10:44 PM
Woot! Color me impressed. =)
#122 Posted 08 March 2011 - 12:24 PM
The standard set of key colors (blue, red & yellow) has been adapted to more saturated colors (similar to Doom's keys). On the screenshot above, one can tell what color each lock has, despite the intense red tint. In vanilla Duke, any non-zero floor palette overrides all sprite pals and by that makes such locks indistinguishable.
Another option is the random selection of three colors out of 12 for use with keycards. I would employ all 23 colors possible in my mod, but some of them have too few shades to represent dark regions of tiles correctly (the access card sprite is very dark generally). Here I've got lime, yellow and violet cards. Nevertheless, my realization doesn't support more than three colors at the same time. Also, the messages displayed overhead are treated as "system messages", but actually they should have internal type.
The message system shown on the screenshot can display up to 8 messages simultaneously. Later I should add a support of multiline messages. The message system is an essential part of the planned telecommunication gadgetry. Thus, all messages will be categorized into following classes:
Incoming - message received from an NPC
Outcoming - message sent to an NPC
Internal - message from onboard systems
External - received public transmission
Intercepted - encoded private transmission between NPCs intercepted
System - message generated by the game engine (not affecting the gameplay)
Pickup - dubs items being picked up
Status Update - notifies when a nearby NPC goes online or offline
#123 Posted 09 March 2011 - 12:32 AM
#124 Posted 09 March 2011 - 12:15 PM
#125 Posted 01 April 2011 - 02:25 AM
This post has been edited by CraigFatman: 07 September 2014 - 09:40 AM
#126 Posted 01 April 2011 - 04:35 AM
Please, please, release something !
#127 Posted 01 April 2011 - 05:09 AM
CraigFatman, on 01 April 2011 - 02:25 AM, said:
Awesome... but it looks weird.......wait! Isn't April 1 will coming?...
#128 Posted 01 April 2011 - 05:35 AM
#131 Posted 01 April 2011 - 05:30 PM
#132 Posted 01 April 2011 - 07:39 PM
CraigFatman, on 01 April 2011 - 02:25 AM, said:
Headless_Horseman, on 01 April 2011 - 04:35 AM, said:
Please, please, release something !
TBO I might have actually fallen for it if there weren't all the cars and trucks around. But I agree with Headless Horseman, release something!!!
#133 Posted 02 April 2011 - 05:07 AM
But anyway : RELEASE SOMETHING !
#134 Posted 02 April 2011 - 07:25 AM
I wasn't trying to troll captain awesome, it was just a joke. I'm not sure if you noticed that
#135 Posted 03 April 2011 - 02:11 PM
Now
Today I've implemented multiline game messages, so they won't be constrained by a single line of text anymore. Still most dynamic quotes will remain single-line due to technical difficulties; like in access card related messages where card's color is inserted into the quote to display.
Most features require a lot of work to be completed, so basically what I have to code for an upcoming "LameLNGA" release is some GUI processing (at last), some lens flare revisions and various fixes & optimizations. Withal, I keep looking for efficient ways to deal with stability and performance problems I face during mod's development. Damn proggy tends to crash in certain places for no apparent reason.
This post has been edited by CraigFatman: 07 September 2014 - 09:41 AM
#136 Posted 03 April 2011 - 02:50 PM
CraigFatman, on 03 April 2011 - 02:11 PM, said:
That's great news. Your mod has long been one I'm eager to play around with, and I'm sure (or at least really hope) the people here wouldn't mind if some glitches/situational crashing couldn't be ironed out in the end. It would still be extremely interesting to see!
#137 Posted 03 April 2011 - 03:02 PM
#139 Posted 13 April 2011 - 04:32 AM
There are no artifacts caused by internally reflected light on the screenshot above; but I've recoded them a bit today and now they look close to what they should be. To achieve maximum authenticity, I'm looking into various real-life samples like this one:
This is a still from some NASA footage about the Space Shuttle missions. The Sun causes intense flare running across the screen there. Today I've tried to imitate it using my flare renderer and got this:
The size of light patches is now depending on the f-number of the virtual camera (actually they should repeat the shape and size of the aperture; this is why these artifacts are hexagonal on the real shot). This screenshot was taken at f/8 aperture (default is f/4 which is twice wider). I'll have to fix some minor problems regarding this and other things before uploading a video, but I hope that it won't take very long, 'cause I'm about to capture something this week.
#140 Posted 13 April 2011 - 04:36 AM
Captain Awesome, on 25 September 2010 - 03:28 PM, said:
QFT. Every time you give us an update about this mod, it boggles my fucking mind.
#141 Posted 13 April 2011 - 03:06 PM
#142 Posted 13 April 2011 - 04:42 PM
#143 Posted 13 April 2011 - 05:11 PM
clap! clap! clap! clap! clap! clap! clap! clap!!!
This is what polymer switches should look like and you made it for software mode!
This post has been edited by Gambini: 13 April 2011 - 05:11 PM
#144 Posted 13 April 2011 - 05:18 PM
Gambini, on 13 April 2011 - 05:11 PM, said:
clap! clap! clap! clap! clap! clap! clap! clap!!!
This is what polymer switches should look like and you made it for software mode!
Well, they do look better than switches/buttons with Polymer light, and hats off to Lezing for that!
However, saying that Polymer switches should look like that is kind of silly, since Lezing's switches don't cast any real light and Polymer ones do.
#145 Posted 16 April 2011 - 01:56 AM
DeeperThought, on 13 April 2011 - 05:18 PM, said:
They don't because my dynamic lighting procedures are very far from being completed. Besides, the only type of light source supported is the omnidirectional point light (the sunlight in the previous post is simulated by a point light as well), and switches are to use planar lights. In any case, lights on switches are not that bright to light up surrounding objects unless the room is really dark, so...
It's time to "kick ass and chew bubblegum". Here's what I've captured from 3rd episode:
The game mechanics is pretty much the same as in vanilla Duke, so the video is about things like HDR rendering with flares and color mixing. Some HUD features are also featured. As you can see, I'm close to releasing some sort of a WIP snapshot. Note that the crosshair set is incomplete and designed for other weapons, thus it may seem not fitting to standard Duke weapons. For example, in my current plan 6th weapon is the 6-barrel machine gun and 9th is the salvo launcher.
I had to disable the hard-coded lighting effects due to their incompatibility with my table of shades. Eventually they should be replaced by my own versions. I'd say, the mod as a whole is a never-ending challenge of overriding various hard-coded crap.
#146 Posted 16 April 2011 - 03:16 AM
#147 Posted 16 April 2011 - 04:21 AM
#148 Posted 16 April 2011 - 04:30 AM
DeeperThought, on 13 April 2011 - 05:18 PM, said:
What is a real light? The effect used for those switches is just as real (or even more) as the lights of Polymer.