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Dukebike mod  "Christmas gift of Duke, his bike"

User is offline   Muelsa 

  • Bad Mother Fucker

#151

View Postsupergoofy, on Jan 16 2010, 01:16 PM, said:

In some jumps it is difficult to catch the needed speed, cause there is no space. e.g. for a specific jump (between 2 platforms - on the right) you need to have above 120 speed to be able to make it through. If you don't have the space to drive and accelerate, a nitro boost could help to achieve the needed speed in short time.


the possibility to make a wheelie / burn will solve this problem, the bike not go faster than before but it would be a more powerful acceleration at startup
to make some jumps

View Postsupergoofy, on Jan 16 2010, 01:16 PM, said:

And a bug:
Changing weapons while bike, breaks the reverse. Duke isn't moving the bike with his feet.


I do not have enough space in art14 to add more animations to do that, I must move all the sprites after art16, I could then add other things...
I planned to do that soon


View Postsupergoofy, on Jan 16 2010, 01:16 PM, said:

Also, if you attach tripbombs to the tall building, eduke32 will crash.

;)
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User is online   Danukem 

  • Duke Plus Developer

#152

View PostMuelsa, on Jan 17 2010, 02:21 AM, said:

I do not have enough space in art14 to add more animations to do that, I must move all the sprites after art16, I could then add other things...


The animations only need to take 1 tile each. You don't need to have a tile for each frame of animation. (I'm not sure if you are doing that, but I'm mentioning it just in case).
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User is offline   Muelsa 

  • Bad Mother Fucker

#153

View PostDeeperThought, on Jan 17 2010, 11:32 AM, said:

The animations only need to take 1 tile each. You don't need to have a tile for each frame of animation. (I'm not sure if you are doing that, but I'm mentioning it just in case).


What !? I've never noticed about that, ;)

action STOP 0 1 0 0 0 // md3 with 100 frames
action LEFT 1 1 0 0 0 // 100 frames
action RIGHT 2 1 0 0 0 // 100 frames

this works ??

This post has been edited by Muelsa: 17 January 2010 - 12:27 PM

1

User is offline   Stabs 

#154

is it possible to get a working headlight for the bike?
0

User is online   Danukem 

  • Duke Plus Developer

#155

View PostMuelsa, on Jan 17 2010, 12:13 PM, said:

What !? I've never noticed about that, ;)

action STOP 0 1 0 0 0 // md3 with 100 frames
action LEFT 1 1 0 0 0 // 100 frames
action RIGHT 2 1 0 0 0 // 100 frames

this works ??



Yes, that should work fine. Here is an example (from the DP double barreled shotgun):

anim { frame0 "reload1" frame1 "reload18" fps 12 flags 1 }
frame { name "reload1" tile 8828 flags 0 smoothduration 0.01 }

The reloading animation is 18 frames, but to display it I just show tile 8823.

If you define an animation over a range of tiles, then the animation will display as long as one of those tiles is shown. So it's usually best to define the whole animation on just one tile.

This post has been edited by DeeperThought: 17 January 2010 - 12:38 PM

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User is offline   Muelsa 

  • Bad Mother Fucker

#156

View PostDanM, on Jan 17 2010, 12:20 PM, said:

is it possible to get a working headlight for the bike?


I think it's possible, but I do not know how. Because SE50 spotlight uses yvel xvel and zvel ... and I need it to fix the headlight on the front of bike..

View PostDeeperThought, on Jan 17 2010, 12:32 PM, said:

Yes, that should work fine. Here is an example (from the DP double barreled shotgun):

anim { frame0 "reload1" frame1 "reload18" fps 12 flags 1 }
frame { name "reload1" tile 8828 flags 0 smoothduration 0.01 }

The reloading animation is 18 frames, but to display it I just show tile 8823.

If you define an animation over a range of tiles, then the animation will display as long as one of those tiles is shown. So it's usually best to define the whole animation on just one tile.

that's awesome

This post has been edited by Muelsa: 17 January 2010 - 12:58 PM

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User is offline   supergoofy 

#157

Question: What about a fuel meter?
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User is offline   Spiker 

#158

View Postsupergoofy, on Jan 21 2010, 12:36 PM, said:

Question: What about a fuel meter?



OMG! Just don't say that you want him to create a gas station ;)
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#159

I found a hilarious glitch: The bike fell into a manhole. Then it fell again. And again. And again. Whenever it hit the water at the bottom of the lower sector, it teleported to the ceiling of the upper sector, falling forever in perpetual motion. What made it especially funny was hearing the approaching engine noise right before it fell into view. ;) (Note: this a basic SE7 manhole, and it works fine for Duke himself.)
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User is offline   supergoofy 

#160

I made a post about Dukebike mod here :
http://forum.zdoom.o...hp?f=12&t=24885
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User is offline   Muelsa 

  • Bad Mother Fucker

#161

View PostMuelsa, on Jan 15 2010, 04:14 AM, said:

Posted Image


I release this unfinished map, if someone want to continue it... <_<
download map : http://www4332.megau...com/?d=rxsed9rz
video : http://www.youtube.c...h?v=JmAQ_HETUq8
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#162

Looks awesome <_< downloading right now!
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User is offline   Gambini 

#163

Yeah awesome looking map, love that lighthouse and those ramps.
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User is offline   necroslut 

#164

This looks really awesome, but why is it third person only?
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User is offline   Muelsa 

  • Bad Mother Fucker

#165

View Postnecroslut, on Mar 22 2010, 03:25 AM, said:

This looks really awesome, but why is it third person only?


Yeah i need to make this (first person view), maybe for next weekend

This post has been edited by Muelsa: 22 March 2010 - 05:08 AM

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User is offline   necroslut 

#166

View PostMuelsa, on Mar 22 2010, 01:53 PM, said:

Yeah i need to make this (first person view), maybe for next weekend

Nice! I think it'll look really cool in first person.
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User is offline   RPD Guy 

#167

I maked the bump map for the duke's bike
Dukebike2
http://img97.imagesh...dukebike2n.png/
Dukebike1
http://img638.images...dukebike1n.png/
In dukebike.DEF
put this command lines down the skins
normal { file "dukebike/dukebike1_n.png" parallaxbias 0.09 parallaxscale 0.09 }
normal { pal 10 file "dukebike/dukebike2_n.png" parallaxbias 0.09 parallaxscale 0.09 }
now go and play!
obs: I am making the dukebike3 parallax
wait
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User is offline   Muelsa 

  • Bad Mother Fucker

#168

View PostDk2, on Jun 29 2010, 08:12 AM, said:

I maked the bump map for the duke's bike
Dukebike2
http://img97.imagesh...dukebike2n.png/
Dukebike1
http://img638.images...dukebike1n.png/
In dukebike.DEF
put this command lines down the skins
normal { file "dukebike/dukebike1_n.png" parallaxbias 0.09 parallaxscale 0.09 }
normal { pal 10 file "dukebike/dukebike2_n.png" parallaxbias 0.09 parallaxscale 0.09 }
now go and play!
obs: I am making the dukebike3 parallax
wait


cool :)
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User is offline   RPD Guy 

#169

this is the command line
normal { pal 12 file "dukebike/dukebike3_n.png" parallaxbias 0.09 parallaxscale 0.09 }

and Here is Dukebike3
http://img22.imagesh...dukebike3n.png/

^^
PS: sorry my english is bad, I'm Brazilian xD
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User is offline   RPD Guy 

#170

normal { pal 13 file "dukebike/dukebike3_n.png" parallaxbias 0.09 parallaxscale 0.09 }
sorry, the pal number is 13
hehe
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#171

You could have just EDITED Posted Image your last post to stop any confusion... :facepalm:

This post has been edited by The Commander: 30 June 2010 - 06:48 AM

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User is offline   djdori11 

#172

very cool mod! when you will release a new version?
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User is offline   RPD Guy 

#173

sorry again
:)
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#174

This is great! Merging Duke Theft Auto with this mod will make the best thing ever.
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#175

View Postfilipetolhuizen, on Jul 3 2010, 03:49 PM, said:

This is great! Merging Duke Theft Auto with this mod will make the best thing ever.

What the fuck?
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User is offline   Lunick 

#176

View Postfilipetolhuizen, on Jul 3 2010, 02:49 PM, said:

This is great! Merging Duke Theft Auto with this mod will make the best thing ever.


Wait. who said that?
0

User is offline   t800 

#177

It would be better to merge this mod with Duke Plus. It fits there better.
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User is offline   Spiker 

#178

View Postt800, on Jul 3 2010, 08:57 AM, said:

It would be better to merge this mod with Duke Plus. It fits there better.


It was to be merged at certain point but somehow it's still not there. That's a pity because I was thinking of making a map for it and I'm not sure if I would like to provide a map with a bunch of additional files.
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User is online   Danukem 

  • Duke Plus Developer

#179

View PostSpiker, on Jul 3 2010, 01:26 AM, said:

It was to be merged at certain point but somehow it's still not there. That's a pity because I was thinking of making a map for it and I'm not sure if I would like to provide a map with a bunch of additional files.



For a while, I was waiting to see if there would be any more updates to the Dukebike mod before I added it to DukePlus, because I didn't want to port over the code more than once. It's been long enough now, I think. And don't worry, Spiker, I would definitely make it a priority if you were making a new map for DukePlus. I couldn't do that for DNE, because there were so many models and other changes they couldn't all be integrated into DP. But if you just need the Dukebike added, that's not a problem.
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#180

View Postt800, on Jul 3 2010, 07:57 PM, said:

It would be better to merge this mod with Duke Plus. It fits there better.

Agreed.
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