Cradle to Grave - Continued "Discussing the BLOOD-themed mod for eDuke32"
#1 Posted 14 May 2009 - 09:22 PM
To open up with some positive news, check out this blog entry. It's almost impossible to make things out in that tiny video, so just grab a better quality one over here (9.2 Mb).
Let the festival of Blood continue!
This post has been edited by Dimebog: 14 May 2009 - 09:23 PM
#2 Posted 14 May 2009 - 09:41 PM
#3 Posted 14 May 2009 - 09:59 PM
And feel free to ask about any CON questions you may have. There are several CON experts on this forum now, so the chances of getting a good and timely answer are pretty high.
#4 Posted 14 May 2009 - 10:01 PM
#5 Posted 14 May 2009 - 10:01 PM
This post has been edited by Dimebog: 14 May 2009 - 10:02 PM
#6 Posted 15 May 2009 - 12:24 AM
#7 Posted 15 May 2009 - 12:52 AM
That could almost pass for blood, it's coming along really nicely, i was hoping to see it continue over here.
In the future maybe a polymer version could be done of this.
#8 Posted 15 May 2009 - 05:48 AM
#9 Posted 15 May 2009 - 06:14 AM
#10 Posted 15 May 2009 - 07:00 AM
Spiker, on May 15 2009, 10:24 AM, said:
They throw TNT but I disabled it for the video. They are supposed to only use TNT when at a certain distance from the player they are targeting, but that's not implemented so it's a bit annoying when they try tossing a TNT from point blank range.
High Treason, on May 15 2009, 10:52 AM, said:
That could almost pass for blood, it's coming along really nicely, i was hoping to see it continue over here.
In the future maybe a polymer version could be done of this.
Thanks. There's plenty wrong with the Tommy gun yet. We are actually focusing on implementing the most difficult things to do first, and then we will go over simpler things and tweaking.
Mblackwell, on May 15 2009, 03:48 PM, said:
That's unfortunate. I remember reading about some Duke or SW port out there which actually converts the voxel models to 3D models at game-time, smoothing out the surfaces and generating a contemporary skin. Maybe such a thing could be made into a stand-alone tool or implemented to eDuke32. Basically, something that converts voxels to MD2/MD3 would be a relatively good solution (although, not anything that is critical to Duke3D's well being, so chances of something like that being done are pretty slim).
Other than that, the only incentive to use the new polymer rendering is for the RoR. I've recently been told that IceColdDuke is almost done fixing (or making a brand new implementation of) RoR in eDuke32, so I'm optimistic for now. I just hope we don't lose track of that guy in this whole mess. He doesn't seem to have moved here yet.
#11 Posted 15 May 2009 - 07:06 AM
Dimebog, on May 15 2009, 08:00 AM, said:
That sounds like something you could fix in about 2 seconds by adding a ifpdistg check.
Dimebog, on May 15 2009, 08:00 AM, said:
Are you using the code I posted a while back for making the alt-fire on that gun? I can find it and send it if you don't have it.
#12 Posted 15 May 2009 - 07:13 AM
DeeperThought, on May 15 2009, 05:06 PM, said:
Indeed. I just stopped working on the AI and started focusing on much more time consuming things, because Daedolon is going to rework that code anyway.
DeeperThought, on May 15 2009, 05:06 PM, said:
Actually no, and I was going to look into it. I would appreciate if you could send it to me if you still have it around.
#13 Posted 15 May 2009 - 08:33 AM
Dimebog, on May 15 2009, 08:13 AM, said:
If you will send me the package, then I can put the code in myself and save you some work. It would need to be tweaked and localized anyway.
#14 Posted 15 May 2009 - 08:54 AM
DeeperThought, on May 15 2009, 06:33 PM, said:
Thanks, I'll gather everything and clean it up a bit tomorrow evening when Daedolon comes home from a vacation - we each work on a separate CON file at a time to make it easier to update without having to toss the same file back and forth, and the latest weapons.con file is currently in his possession (with the TNT code and some fixes and tweaks). But if you only need the Tommy gun to be there, I can send it right away.
#15 Posted 15 May 2009 - 09:06 AM
Dimebog, on May 15 2009, 09:54 AM, said:
I need the Tommy gun art, any other related art (shell casings, etc), and the CON files that contain the variable declarations, the player actor, EVENT_GETSHOTRANGE, EVENT_FIRE, EVENT_DISPLAYWEAPON, and whatever event is used to trigger alt-fire.
#16 Posted 15 May 2009 - 11:49 AM
You can take your time, there is no urgency here. I will have a couple of days break myself before I start working on making the Flaregun function properly, and start making various gibs for enemies and destructables. After that we just need to finish the remaining weapons and add more monsters which should be easy now that the basics are set up (like the template for sounds and physics).
#17 Posted 15 May 2009 - 01:11 PM
This post has been edited by Damien_Azreal: 15 May 2009 - 02:59 PM
#18 Posted 15 May 2009 - 02:33 PM
#19 Posted 15 May 2009 - 02:46 PM
Damien_Azreal, on May 15 2009, 11:11 PM, said:
Yesssssssss.... It feels perfect and looks crisp even at very high resolutions (or is that a paradox)?
moggimus, on May 16 2009, 12:33 AM, said:
Thank you. Yes, definitely.
#20 Posted 16 May 2009 - 08:07 AM
#21 Posted 16 May 2009 - 09:10 AM
Dimebog, on May 15 2009, 12:49 PM, said:
You can take your time, there is no urgency here. I will have a couple of days break myself before I start working on making the Flaregun function properly, and start making various gibs for enemies and destructables. After that we just need to finish the remaining weapons and add more monsters which should be easy now that the basics are set up (like the template for sounds and physics).
I'll also check to see whether you have the pitchfork working correctly. That was the other thing I did for the other Blood TC...
EDIT:
Well you have part of my pitchfork code, but then you changed part of it so instead of a separate decal for each point in the fork, you have one big decal that has all four in a row. This is simpler than what I had done and avoids a glitch with my methoid, but now you have the glitch of decals showing up in mid-air (if you stab near the edge of a wall). It's a trade-off, I guess, but I think it would have been better to fix the remainnig glitch in my method to make it perfect.
Unfortunately, I can't get mouse look to work in this TC. It's bizarre, because it works fine with every other EDuke32 mod. I made sure that mouse look was enabled and checked the mouse settings, but no luck. I'm not going to proceed with the Tommy gun until that is sorted out.
This post has been edited by DeeperThought: 16 May 2009 - 09:46 AM
#22 Posted 16 May 2009 - 09:13 AM
The video looks good, and I dont have much criticism to give since it's already been said.
#23 Posted 16 May 2009 - 09:19 AM
You may think it's a small thing, but when someone googles for your project, it helps to have a unique name so that it's the first thing that comes up. Also, "Blood" is nowhere in the title, which adds to the obscurity. It's not too late to change it.
Just some friendly advice.
#24 Posted 16 May 2009 - 09:57 AM
DeeperThought, on May 16 2009, 07:10 PM, said:
Nay, the Pitchfork has not been touched since before we announced the project. The code you may be referring to is the one that corrects the height of hitscan projectiles (since the camera is raised by 4000), but that code applies to all three hitscan weapons (the EVENT_GETSHOTRANGE stuff in player.con)
DeeperThought, on May 16 2009, 07:10 PM, said:
That's pretty weird. I gave the mod to two other people and they had no problems with it (but they used my config file). You may be using a different version of eDuke32.exe; I noticed that the latest few versions have changed the way config files are handled (it uses a separate file for key bindings or something like that).
DeeperThought, on May 16 2009, 07:19 PM, said:
You may think it's a small thing, but when someone googles for your project, it helps to have a unique name so that it's the first thing that comes up. Also, "Blood" is nowhere in the title, which adds to the obscurity. It's not too late to change it.
I guess you are right and I guess it's indeed not too late to change it. I'll see if we can come up with something worthy.
#25 Posted 16 May 2009 - 11:20 AM
DeeperThought, on May 16 2009, 01:19 PM, said:
You may think it's a small thing, but when someone googles for your project, it helps to have a unique name so that it's the first thing that comes up. Also, "Blood" is nowhere in the title, which adds to the obscurity. It's not too late to change it.
Just some friendly advice.
Cradle to Grave is an old expression, if you didn't know. Im assuming these guys got the name from the very first level of Blood, though, which is also called Cradle to Grave, I found that odd myself. A new name would be cool, and creating something that sounds Bloody wont be too hard.
#26 Posted 16 May 2009 - 11:42 AM
Captain Awesome, on May 16 2009, 09:20 PM, said:
It might just be harder than you think!
#27 Posted 16 May 2009 - 12:00 PM
Dimebog, on May 16 2009, 10:57 AM, said:
Yes, it is weird. Believe me, I had already done some basic troubleshooting before I posted. First it happened with the included .exe, then it continued happening with the latest .exe and fresh cfg files. The mouse is enumerated as an input device in the log, but it doesn't work at all. It doesn't even work in the main menu before the game starts.
EDIT: Fixed. One of the old cfg files had been hanging around even after I thought I had replaced them, so I had failed to use fresh cfg files as I had thought.
This post has been edited by DeeperThought: 16 May 2009 - 12:06 PM
#28 Posted 16 May 2009 - 12:47 PM
DeeperThought, on May 16 2009, 10:00 PM, said:
A boulder just dropped from my heart.
#29 Posted 17 May 2009 - 12:19 AM
#30 Posted 17 May 2009 - 12:31 AM
btGrave, on May 17 2009, 01:19 AM, said:
And this, folks, is why it's never a good idea to suggest project names in something other than your native language.