An extended look at Duke Nukem Half-Life (WARNING : IMAGE HEAVY)
#91 Posted 31 January 2014 - 11:29 PM
This post has been edited by Commando Nukem: 31 January 2014 - 11:36 PM
#92 Posted 31 January 2014 - 11:39 PM
This post has been edited by ELFDICK: 31 January 2014 - 11:45 PM
#93 Posted 31 January 2014 - 11:42 PM
#94 Posted 31 January 2014 - 11:52 PM
ELFDICK, on 31 January 2014 - 11:39 PM, said:
His final pass over the textures is much improved and balances between color and shadow much better.
#95 Posted 31 January 2014 - 11:56 PM
#97 Posted 02 February 2014 - 04:10 AM
The critter looks interesting. It's nice to see something that isn't just a clone of what appeared in the first (OK, 3rd ) game.
Tiles are looking good too.
#98 Posted 02 February 2014 - 06:10 AM
#101 Posted 02 February 2014 - 12:07 PM
#102 Posted 02 February 2014 - 12:11 PM
Work in progress. Some minor coding changes in place (magazine sizes and so forth). Shells eject from wrong spot, will be updating. Animations are very WIP.
The canisters spawn more canisters because we do not yet have a proper gib model in place. Working on it!!
(Note: You may have to watch it on YouTube, it is still "processing")
This post has been edited by Commando Nukem: 02 February 2014 - 08:10 PM
#103 Posted 03 February 2014 - 11:16 PM
Official Title - Duke Nukem : Cataclysm.
I had to trash the code progress I made. Spirit of Half-Life 1.2 is unacceptable. I was encountering multiple crashes, and upon testing the original unmodified code I found this is symptomatic of that build of SoHL. Will be moving over to Spirit 15a4. The setback is minor, as most of the coding changes were fairly rudimentary, and I feel that I can re-implement them in a day or two.
There are a few things that need to be fixed in 15a4.
- The CD music that Steam supports via Mp3 stream doesn't work if you try to loop it at map start. (I suspect this has something to do with the SoHL implementation of fmod.dll which is for Mp3 streaming of it's own. May have to use it's entity to stream the music. Not sure yet.)
- 3D Skyboxes do not render the models.
- env_mirror does not project reflections in multiplayer. (Works perfectly in single player though.)
15a4 is considered by most to be generally more stable, and as a novice coder that's basically what I need under my foot, even if some features don't totally work. (Hey bloodshot, you can keep the 3D skybox at least, it just won't render any models we put into it. ). I hope to get these issues fixed, either on my own, or with the help of some of the Half-Life community assisting me if possible. The 3D skybox functions perfectly before this version. I just need to figure out where all of the component pieces are to make it work entirely as it should.
Shotgun is rigged. Working on animations. (2001 OTT pump action FTW.)
- Cage completed a second set of his awesome textures. They look amazing. (I haven't forgotten ya Cage. I'll get back to you shortly. The coding situation has me a bit buggered and slow.)
- Chris has completed his Duke Nukem Theme, and a remix of Stalker for our Hollywood Holocaust remake. We'll be showing off the Duke Theme within the next few days.
- Bloodshot added additional features to his map, but we're keeping some of this on the D/L now until it's truly ready for action. It's looking really amazing, and many of the updates that we're discussing will only serve to improve the classic layout in some really kickass and gameplay-oriented ways, without losing the charm of the original design.
This post has been edited by Commando Nukem: 03 February 2014 - 11:34 PM
#104 Posted 04 February 2014 - 05:21 AM
Here's a small example of the kind of stuff you can hope to see during multiplay
I won't be spoiling the others, but needless to say there will be some really cool shit to do
This post has been edited by Bloodshot: 04 February 2014 - 09:42 AM
#107 Posted 04 February 2014 - 08:31 AM
Bloodshot, on 04 February 2014 - 05:21 AM, said:
<snip>
This is the kind of stupid fun interactivity that DNF was missing.
#109 Posted 04 February 2014 - 12:14 PM
When I saw this I immediately thought of
#110 Posted 04 February 2014 - 02:23 PM
#111 Posted 04 February 2014 - 04:38 PM
Half-Life is also very good at doing these kind of things. Once you get your head around the way the various entities can interact with each other. That collapsing sign would not be possible in stock Half-life though. That is all thanks to a nifty entity upgrade in SoHL called "movewith". Which allows you to tie models, brush-based(Geometry) entities, sprites, and sounds together to create interesting effects. It's one way to give a moving train additive sprites on all the lights, as an example.
The other fundamental source of inspiration, on the single player side, is the structure of the Quake 2 campaign. Since reworking Half-Life back into a more arcade style experience (with level intermissions) would be a lot of work, and I haven't the coding experience to do it that way, i'm focusing more on trying to design the layouts of each major section of the game along the same path of design as the Quake 2 "units." This takes advantage of Half-life's ability to back track across multiple maps and feel as if you're exploring a larger world.
Some of the level design in single player will also be inspired by Duke Nukem Zero Hour. Mixing and matching various kinds of puzzles and interactivity to progress, without ever bringing the gameplay to a complete stop in the process. Unlike some sections of Half-life itself, or Duke Nukem Forever, where you were literally in the part the developers decided was a "puzzle section."
Quick Update. RPG in-game:
It's not animated yet, but I've got the basic posture in place. Have to add the muzzle flash attachment, and plug in the first version animations.
After that, the pipebomb. Then i'll be going back to the fist and giving it a full set of animation, and finally giving the pistol it's final animations. (It does not have a reload, and the idle animations are a wee bit distraction/need to be longer)
Low quality gif animations for the win. Unfortunately I lost this bit of progress when the program crashed. Oops.
This post has been edited by Commando Nukem: 04 February 2014 - 11:21 PM
#113 Posted 04 February 2014 - 11:32 PM
Keep up the amazing work!
#114 Posted 05 February 2014 - 07:06 AM
#116 Posted 05 February 2014 - 05:15 PM
#117 Posted 05 February 2014 - 06:22 PM
#120 Posted 06 February 2014 - 02:11 AM
termit, on 05 February 2014 - 11:11 PM, said:
Yeah, I had preferred UEngine. Then I could contribute too (not enough sparetime to learn another engine) ... but then a Duke project switching engines is never a good idea, as we had learned.