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Duke3D & SW - Early/Alpha/Beta/Gold Material

#2311

View PostThe Kins, on 18 July 2019 - 11:49 PM, said:

I'm not sure why this thread needed to be bumped... but let's make some actual use out of it: Are there any cool TCs, mods or custom maps that aim to polish any of the released prototype stuff up into a more final form? I know there's some cleaned up weapon and enemy sprites by Cage out there, but I was wondering about playable things rather than standalone assets. An updated, retail-ified version of L6 from LameDuke would kick ass, as unrealistic as it is to ask of anyone on account of it being fuck-off huge. Yeah, I know bits of it made it into the final game, but you know what I mean...


A mod or TC to refine the prototype, apart from LameDuke, I do not see anything else. If not, a mod or TC that enhances the original game, yes absolutely.
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#2312

Quote

I'm talking about Beta Enforcer.


I've recreated the Beta Enforcer at my best some time ago (an edited version got a role in AMC TC). The chaingun still vanilla. https://forums.duke4...post__p__291686

This post has been edited by Fantinaikos: 19 July 2019 - 07:28 AM

1

#2313

View PostFantinaikos, on 19 July 2019 - 07:26 AM, said:

I've recreated the Beta Enforcer at my best some time ago (an edited version got a role in AMC TC). The chaingun still vanilla. https://forums.duke4...post__p__291686


Yes, I had seen it. The work is very good.
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User is offline   The Kins 

#2314

View PostFirefly_Trooper, on 19 July 2019 - 06:28 AM, said:

A mod or TC to refine the prototype, apart from LameDuke, I do not see anything else. If not, a mod or TC that enhances the original game, yes absolutely.
...what?
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User is offline   Jim Rockford 

  • Banned on Rigel

#2315

Almost everything he posts is some kind of word salad, man.
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#2316

A good meal from Duke, with scripting sauce.
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#2317

 The Kins, on 18 July 2019 - 11:49 PM, said:

An updated, retail-ified version of L6 from LameDuke would kick ass

I was experimenting with that concept last year. I gave up, due to the Polymer lights I had added randomly disappearing. https://forums.duke4...656#entry295656
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User is offline   MusicallyInspired 

  • Buy Mage's Initiation!

#2318

That happens when there are too many at once. I discovered that in my Black Mesa remake map I never finished. If you don't know, you can set the priority of Polymer lights with the 3 transparency settings of the SE sprite. Higher priority lights will pushed to the top of the list of Polymer lights to keep and lower priority will be removed (deactivated) first.

This post has been edited by MusicallyInspired: 21 July 2019 - 01:45 PM

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#2319

How many is too many? So far, this is what I have.

In the street:
- 14 white lights for the lampposts
- one more white light for the bar entrance
- two red lights for the bar and cinema signs
- a gray light for the big screen on the building wall

In the bar:
- a gray light for the TV
- a blue light for the cocktail glass neon sign
- one more blue light, and a red light, for the dancing floor

The only lights that disappear are the white lights on the street.

This post has been edited by Altered Reality: 22 July 2019 - 07:13 AM

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User is offline   MusicallyInspired 

  • Buy Mage's Initiation!

#2320

I'm not sure. I think it's possibly dependent on hardware performance? I'm not sure what governs it. I think it's also only true for lights that are visible at any one time.
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#2321

I myself tested LameDuke with Dosbox and that is really fascinating.
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#2322

View PostMusicallyInspired, on 22 July 2019 - 08:50 AM, said:

I'm not sure. I think it's possibly dependent on hardware performance? I'm not sure what governs it. I think it's also only true for lights that are visible at any one time.

My PC is not exactly underperforming (i7 2600 @ 3.4 GHz, GeForce GTX 1050 Ti, 10 GB of RAM) so I'll write it down to Polymer's lack of optimization.

Meanwhile, with Darkplaces...
Spoiler


This post has been edited by Altered Reality: 24 July 2019 - 01:52 PM

1

User is offline   MusicallyInspired 

  • Buy Mage's Initiation!

#2323

I do know I didn't even have 14 lights in my map and they were disappearing.
0

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