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Sebabdukeboss20 Enemies Ready for EDuke32 Projects

User is offline   Mike Norvak 

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#61

This is awesome I still don't get why Gearbox didn't hire the talented people in these forums to actually achieve somethig awesome in the art and coding departament!

View PostWilliam Gee, on 11 February 2018 - 08:03 PM, said:

Is anybody mapping for this?


I think you would be a great candidate, it would be really cool to see new maps by you including this assets! It would be even cooler to use some of the new art edits in the community stock pile, or made new edits of the original textures.

BTW sorry for offtopic but did you finished my demo of Hectic Realms?
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User is offline   Merlijn 

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#62

View PostWilliam Gee, on 11 February 2018 - 08:03 PM, said:

Is anybody mapping for this?


I'm going to at least use the 2 new bosses in the next shaky grounds map. :)
I already had a few big scenario's in mind, and with these bosses they'll be even more epic!

Of course, I'm not exactly the fastest mapper alive. So it might take a while to finish it. :P
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User is offline   Micky C 

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#63

View PostMerlijn, on 12 February 2018 - 08:39 AM, said:

I'm going to at least use the 2 new bosses in the next shaky grounds map. :)
I already had a few big scenario's in mind, and with these bosses they'll be even more epic!

Of course, I'm not exactly the fastest mapper alive. So it might take a while to finish it. :P


Think you could finish it before the end of the year?

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User is offline   Mike Norvak 

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#64

View PostMerlijn, on 12 February 2018 - 08:39 AM, said:

I'm going to at least use the 2 new bosses in the next shaky grounds map. :)
I already had a few big scenario's in mind, and with these bosses they'll be even more epic!

Of course, I'm not exactly the fastest mapper alive. So it might take a while to finish it. :P


I think you can replace a few monsters as well in Shaky grounds and tragedy with that sniper female alien, the open layout of the maps would make for a really neat gameplay.
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User is online   Trooper Dan 

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#65

Getting back to working on enemies. Here's a test of the armored pig damage handling, now with 8 sides to the sprites so the shield does not shift from one side to the other.



I am cheating here by making it look like it can detect whether you are hitting the shield -- in fact it doesn't matter where you hit him when he has the shield, it will always damage the shield until it is destroyed. This is partly for simplicity, but mainly because I think it makes for better gameplay. Otherwise, you would kill him without seeing his shieldless phase simply by shooting him in the back or left side.
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User is offline   Merlijn 

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#66

View PostMicky C, on 12 February 2018 - 03:36 PM, said:

Think you could finish it before the end of the year?


Last 2 maps took me about 9 months. So yes, but barely. ;)

The sniper alien is a cool addition as well, I can see it working quite well in large outdoor areas (provided there's some cover)
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User is online   Trooper Dan 

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#67

I think I'm pretty much done coding Chuck (the armored pig). It may be a while before I upload more code, though (more on that later). Here is a video:


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User is offline   William Gee 

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#68

Looks great (y) do you have God mode on?
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User is online   Trooper Dan 

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#69

View PostWilliam Gee, on 16 February 2018 - 03:35 PM, said:

Looks great (y) do you have God mode on?


Yes, otherwise it is hard to observe the behaviors without dying :D
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User is offline   sebabdukeboss20 

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#70

Nice touch with the shadow effect. Good way to emphasize the charge.
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User is offline   Player Lin 

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#71

View PostTrooper Dan, on 16 February 2018 - 04:35 PM, said:

Yes, otherwise it is hard to observe the behaviors without dying :D


Not directly on topic, but I wonder if eduke32 has something like HL2's buddha cheat/console command, locking the player's health to 1 without dying from all damages, that would be convenient for such testings.
(Or maybe it also possible to do with CON coding?)

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User is online   Paul B 

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#72

Man this is some really impressive and exciting news! I've dedicated a full news page here: http://www.dukemaps.net/?page_id=40. Looking forward to adding a new Art & AI section to my site. Keep up the great work guys! If I have posted any errors please let me know. Thanks.


This post has been edited by Paul B: 16 February 2018 - 08:58 PM

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User is offline   Merlijn 

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#73

Yes, you guys are doing amazing work here! Couldn't this be a headline on this site as well?
I love how the armored pig can charge and jump towards the player, definitely a force to be reckoned with. :)
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User is online   Trooper Dan 

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#74

Megabrain, the new monster of the week:



I'm not sure if I'm done coding this one. There's a sound bug I fixed since recording this, but also I'm not sure about the gameplay.
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User is offline   William Gee 

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#75

Niceeeeeee!
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User is online   Trooper Dan 

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#76

Test of new strippers with multi-angled dance animations by sebabdukeboss20



She supports hitag respawns and has both a regular and stayput version. She can walk or run around as well, just like the earlier female civilian, and has a death animation.

EDIT: I have updated the video since first posting


This post has been edited by Trooper Dan: 19 February 2018 - 07:35 PM

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User is offline   Hawke 

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#77

Very nice work on all these.
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User is online   MusicallyInspired 

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#78

Shouldn't the animation loops go back and forth?

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This post has been edited by MusicallyInspired: 19 February 2018 - 07:02 PM

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User is online   Trooper Dan 

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#79

View PostMusicallyInspired, on 19 February 2018 - 07:01 PM, said:

Shouldn't the animation loops go back and forth?


Yeah I fixed that just now right before you posted. With a multi-angle animation, you can't do that with a simple definition but you can define 2 animations, one forward and one backwards and then make them switch off.

EDIT: I have updated the video


This post has been edited by Trooper Dan: 19 February 2018 - 07:36 PM

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User is online   MusicallyInspired 

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#80

Nice. Well done.

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User is online   Paul B 

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#81

I haven't had a chance to try out this new art but do these art figures replace existing in game characters or are they assigned to unused art tiles?


This post has been edited by Paul B: 20 February 2018 - 06:09 PM

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User is online   Trooper Dan 

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#82

View PostPaul B, on 20 February 2018 - 06:09 PM, said:

I haven't had a chance to try out this new art but do these art figures replace existing in game characters or are they assigned to unused art tiles?


The new characters supplement and do not replace the old ones. They have been added in at the 5120 + tile range.
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User is offline   staffcarguy 

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#83

View PostWilliam Gee, on 11 February 2018 - 08:03 PM, said:

Is anybody mapping for this?


Not making any custom maps just yet but i'm trying to revamp the original episodes with the new enemies. However the new bosses are such tough badasses I'm seemingly using the sniper a lot to add to the challenge of the old maps. I look forward to the new additions because as it is the bosses are to strong and big to throw in every map with the new shield cops and the mega brain things really filling the intermediate challenge that duke has been lacking for a long time.

Screaming girls really add to make the world feel more lively, although they only seem to scream when duke shoots which seems odd and gives it a "Duke is the bad guy" kinda vibe. I'd definitely like to see other useless NPC's to fill the world with. Not everyone can be a skinny bar babe, can they?
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User is online   Trooper Dan 

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#84

View Poststaffcarguy, on 22 February 2018 - 01:25 PM, said:

Not making any custom maps just yet but i'm trying to revamp the original episodes with the new enemies. However the new bosses are such tough badasses I'm seemingly using the sniper a lot to add to the challenge of the old maps. I look forward to the new additions because as it is the bosses are to strong and big to throw in every map with the new shield cops and the mega brain things really filling the intermediate challenge that duke has been lacking for a long time.

Screaming girls really add to make the world feel more lively, although they only seem to scream when duke shoots which seems odd and gives it a "Duke is the bad guy" kinda vibe. I'd definitely like to see other useless NPC's to fill the world with. Not everyone can be a skinny bar babe, can they?


They will also panic when hit by any weapon or when ifbulletnear is true, so in theory they should react to aliens shooting as well. However, they will react to Duke if he shoots even if he is not facing them. I guess I can try making them less jumpy.

Keep in mind that your original episode revamp will largely duplicate what some of us are already working on, but you have the disadvantage of not having recent changes, since I haven't posted a public update in a while.
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User is offline   staffcarguy 

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#85

View PostTrooper Dan, on 22 February 2018 - 01:43 PM, said:

They will also panic when hit by any weapon or when ifbulletnear is true, so in theory they should react to aliens shooting as well. However, they will react to Duke if he shoots even if he is not facing them. I guess I can try making them less jumpy.

Keep in mind that your original episode revamp will largely duplicate what some of us are already working on, but you have the disadvantage of not having recent changes, since I haven't posted a public update in a while.


They don't seem to react to lasers then might be the problem, I might have to go back and check. Only other issue i might have with them is sometimes they just mindlessly stand or run into walls but since they're neither enemy nor really beneficial their AI doesn't need to be much more complex than that.

Well if the re-working of original duke episodes is already under way with better and newer features I might as well stop at this point since all I can really do is just plop in snipers at best alongside regular enemies. I think that goes for making custom maps as well since there's only so much you can do with what is currently publicly released. I'd rather wait until full release and build maps with the new enemies in mind instead of putting them in after and hoping it balances well.
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User is online   Trooper Dan 

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#86

View Poststaffcarguy, on 22 February 2018 - 02:16 PM, said:

They don't seem to react to lasers then might be the problem, I might have to go back and check. Only other issue i might have with them is sometimes they just mindlessly stand or run into walls but since they're neither enemy nor really beneficial their AI doesn't need to be much more complex than that.

Well if the re-working of original duke episodes is already under way with better and newer features I might as well stop at this point since all I can really do is just plop in snipers at best alongside regular enemies. I think that goes for making custom maps as well since there's only so much you can do with what is currently publicly released. I'd rather wait until full release and build maps with the new enemies in mind instead of putting them in after and hoping it balances well.


It's possible to give them paths to follow and/or more sophisticated behavior, but I would want to work directly with level designers on what features are wanted so that I'm not wasting effort on features that don't get used. The reason why enemies seem smart in comparison, is that enemies are focused entirely on the player. There are lots of scripting commands that make it easy to code enemies, but NPCs are a different kettle of fish. I don't want them to obsess over Duke and follow him around, although that would be kind of funny.

The reason I haven't provided a recent update to the general public is because when I got to coding the armored pig, it became important to hook the enemy code into other features which aren't present in the base game. Continuing to provide standalone enemies would mean a significant amount of extra work, since I would either have to make two differnet versions of each enemy, or provide a lot of extra code with each enemy (which would be redundant to the main project) to get those extra features working. Also, the overall project which now contains the new enemies has some WIP content in it which should not be released in its present state. So, I dedided it was best to wait and release it all at once.
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User is offline   staffcarguy 

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#87

View PostTrooper Dan, on 22 February 2018 - 07:25 PM, said:

It's possible to give them paths to follow and/or more sophisticated behavior, but I would want to work directly with level designers on what features are wanted so that I'm not wasting effort on features that don't get used. The reason why enemies seem smart in comparison, is that enemies are focused entirely on the player. There are lots of scripting commands that make it easy to code enemies, but NPCs are a different kettle of fish. I don't want them to obsess over Duke and follow him around, although that would be kind of funny.

The reason I haven't provided a recent update to the general public is because when I got to coding the armored pig, it became important to hook the enemy code into other features which aren't present in the base game. Continuing to provide standalone enemies would mean a significant amount of extra work, since I would either have to make two differnet versions of each enemy, or provide a lot of extra code with each enemy (which would be redundant to the main project) to get those extra features working. Also, the overall project which now contains the new enemies has some WIP content in it which should not be released in its present state. So, I dedided it was best to wait and release it all at once.


That's perfectly understandable. It would be funny to have them follow duke kinda reminiscent of half life but it would get annoying seeing as they'd probably be blocking your path almost the entire time.

After replaying the first episode with the changes i made one thing i must note is that the pig cop boss can't be hit with a rocket launcher most of the time usually just flying straight through him despite his size, the area that he can actually be damaged seems rather small or at least buggy but this could be a symptom of being still in development. I eagerly look forward to your full release because the enemies and all fit the duke world really well in almost every sense making itself pretty much a necessity for anyone who's beaten duke in its entirety and needing of more challenge/content.

Nah nobody wants WIP content, you go ahead and take your time to finish them! the wait will definitely be worth it from both a gameplay and a mapping perspective.
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User is online   Trooper Dan 

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#88

View Poststaffcarguy, on 23 February 2018 - 08:28 AM, said:


After replaying the first episode with the changes i made one thing i must note is that the pig cop boss can't be hit with a rocket launcher most of the time usually just flying straight through him despite his size, the area that he can actually be damaged seems rather small or at least buggy


Thanks for the report, I will check it out and force a bigger clipdist on him if warranted. Did you notice the problem with the full sized boss, the smaller pal version, or both?
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User is offline   staffcarguy 

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#89

View PostTrooper Dan, on 23 February 2018 - 12:39 PM, said:

Thanks for the report, I will check it out and force a bigger clipdist on him if warranted. Did you notice the problem with the full sized boss, the smaller pal version, or both?


Sorry work has kept me really busy, i didn't know there was a smaller pal version so i only noticed it with the full sized one.
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User is online   Trooper Dan 

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#90


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