Duke4.net Forums: Build 2 Released by Ken Silverman - Duke4.net Forums

Jump to content

Hide message Show message
Welcome to the Duke4.net Forums!

Register an account now to get access to all board features. After you've registered and logged in, you'll be able to create topics, post replies, send and receive private messages, disable the viewing of ads and more!

  • 6 Pages +
  • « First
  • 4
  • 5
  • 6
  • You cannot start a new topic
  • You cannot reply to this topic

Build 2 Released by Ken Silverman

User is offline   Photonic 

  • 1,240

#151

View PostMusicallyInspired, on 27 April 2018 - 05:25 AM, said:

What's Faceplayer 3D?

A function that works a lot like the con command faceplayer, but for evaldraw with the z axis included.
faceplayer3D(s)
{
   mapgetspri(s,MAP_XYZ,&sx,&sy,&sz);
   dx = ipos.x-sx;
   dy = ipos.y-sy;
   dz = sz-ipos.z;
   ha = atan2(dy,dx)+(PI/2); 
   va = atan2(dz,sqrt(dx*dx + dy*dy));
   mapsetspri(s,MAP_HVANG,ha,va);
}


My initial animation is a voxel that uses faceplayer3d, so it rotates in all three axis, it also spawns a child voxel which is positioned at the top of the parent like a hat, but using this block of code;
                     mapgetspri(parent[k].ind,MAP_HVANG,&ha,&va);
                     mapgetspri(parent[k].ind,MAP_XYZ,&px,&py,&pz);
                     mapsetspri(i,MAP_HVANG,ha,va);   
                     r = child[j].radius;
                     va = (va+PI);
                     ha = (ha+(PI/2));
                     dx = r * sin(va) * cos(ha);
                     dy = r * sin(va) * sin(ha);
                     dz = r * cos(va);
                     ix=px-dx; iy=py-dy; iz=pz+dz;
                     mapsetspri(i,MAP_XYZ,ix,iy,iz);


Using that code for the child keeps the hat on the parent voxels head, as the parent voxel moves around in the world and tilts and rolls and yaws to face the player at any angle. I've got a few other types of animations in the works, one spawns two legs that stay facing the player horizontally but oscillate a vertical rotation back and forth like walking. Next I want to make a child also be a parent and get a hierarchy structure of bones animated, like an arm with an elbow with a hand.

This post has been edited by Drek: 27 April 2018 - 06:36 AM

1

User is offline   MusicallyInspired 

  • 2,982

#152

Really proud of this desk.

Posted Image Posted Image

Posted Image

Roland SC-55 Music Packs
It's Green (Duke3D BETA Track!) in FLAC, OGG, & MP3 with metadata loop tags
Duke3D, Doom, Descent, Hocus Pocus, and more...
Legacy of Grabbag Metal Medley
4

User is offline   MusicallyInspired 

  • 2,982

#153

Some complicated SOS layers happening here. Table isn't finished yet. Always thought it was weird that Manannan has an oversized picnic table in his great dining hall in a mansion.

Posted Image Posted Image
Posted Image Posted Image
Posted Image Posted Image

Roland SC-55 Music Packs
It's Green (Duke3D BETA Track!) in FLAC, OGG, & MP3 with metadata loop tags
Duke3D, Doom, Descent, Hocus Pocus, and more...
Legacy of Grabbag Metal Medley

This post has been edited by MusicallyInspired: 01 May 2018 - 07:44 AM

4

User is offline   Sanek 

  • 565

#154

Well, 2 months after Build 2 "release", I think we can tell for sure that it's more of a curious novelty than some kind of a real game engine. It's still to early to say anything about serious game development.
However, after looking at MusicallyInspired's work, it looks like it can be a useful as a business software of some sort - like a real-life construction companies, or interior decorators can use the app like this. Huh? :huh:
0

User is offline   MusicallyInspired 

  • 2,982

#155

Ehh...not when there are far more easier true 3D tools to do it with. Dealing with complex sector-over-sector construction layers would be a headache when you can just create 3D shapes in a true 3D environment. For empty rooms and simple designs I suppose it would work. Not furniture.

It's interesting to me that nobody else has messed around with this given the amount of Duke3D Build aficionados here. I find building with Build 2 (or should I say Build2ing?) immensely fun. And given the freedom of Evaldraw as opposed to the limitations of CON (though, I supposed it's more complicated in Evaldraw)....I guess it's just the lack of object transparency and masked wall transparency and OpenGL that people have an issue with? I don't know, I'd love to see what some people here could do with it; how they could see it brought to its fullest potential. I suppose performance for some people was a concern as well.

I wish it had MOD music support too. Like true MOD support where you can go in and out of any pattern at will and dynamically change the volume of certain channels etc.

Roland SC-55 Music Packs
It's Green (Duke3D BETA Track!) in FLAC, OGG, & MP3 with metadata loop tags
Duke3D, Doom, Descent, Hocus Pocus, and more...
Legacy of Grabbag Metal Medley

This post has been edited by MusicallyInspired: 01 May 2018 - 11:43 AM

1

User is offline   Mark 

  • Honored Donor
  • 2,591

#156

I messed with the program for a couple of days when it first came out. But with lack of certain key features and little to no further updates or support planned I set it aside.
0

User is offline   MusicallyInspired 

  • 2,982

#157

Which key features? The ones I mentioned?

Roland SC-55 Music Packs
It's Green (Duke3D BETA Track!) in FLAC, OGG, & MP3 with metadata loop tags
Duke3D, Doom, Descent, Hocus Pocus, and more...
Legacy of Grabbag Metal Medley
0

User is offline   Mark 

  • Honored Donor
  • 2,591

#158

The cons were no model or con code support. CPU rendering. Clumsy, to me, new interface. No transparency. Having to learn an entirely new script. Lack of the powerful SE system that I'm used to. It took me a long time to get to the level of modding I'm at. I don't want to start from scratch with a new system. Is there a way to actually play a map or is it only running it through the editor?

This post has been edited by Mark.: 01 May 2018 - 02:18 PM

0

User is offline   Photonic 

  • 1,240

#159

Drag and drop maptest.kc onto evaldraw.exe to run the sample game, press f2 in evaldraw if the text editor is open instead of the renderer.

Nevermind no CON code, there is no game really to script to, you would need to code in evaldraw things like sector effects, water, teleporters, a hud, first person weapons, an animation system, maybe a menu or two oh and 3d stereo sfx would be cool, strings would be a bonus XD
0

User is offline   Micky C 

  • Honored Donor
  • 3,617

#160

The mapping Build 2 is simply too slow compared to mapster. You'd also have to code in the entirety of game features like you said. Evaldraw sounds like the superior engine for non-traditional game design, however for straight FPS or RPGs, eduke32 seems a lot easier.

View PostMusicallyInspired, on 01 May 2018 - 11:38 AM, said:

the limitations of CON


You keep talking about the limitations of CON. It's an extremely versatile language that can control pretty much all areas of the game. What are you referring to exactly?




Polymer wishlist: Global illumination, SSAO, Bloom, reflective surfaces, adjustable specular (wetness), volumetric lighting.
Mapper of the Month December 2014.

Herbs? Tell me more!
1

User is offline   MusicallyInspired 

  • 2,982

#161

I just mean in the sense that it's limited within the framework of being what it is. Whereas Evaldraw can be programmed from the ground up to be anything you want. FPS or no. You have direct access to the engine because you're writing the engine. You can make up your own rules instead of following a preset set of rules. I don't think I'm explaining myself properly but I hope my point is getting across. I imagine one could even conceivably write in CON support, though I'd imagine it'd be a massive undertaking. It is learning a brand new system, though. That's understandable.

I don't see how it can be 100% compatible with Build 1 maps though because Build 2 only supports one tag per element instead of Build's dual hitag/lotag system. However, I'm sure that gurdle could be jumped by settinh new conditions or something.

Build 2 DOES support transparent textures. Just not transparent objects (ie. Pressing 'T' to make a sprite partially invisible). Sprites can be transparent just fine with transparent GIFs or PNG alpha channels. But just not for masked walls strangely.

Roland SC-55 Music Packs
It's Green (Duke3D BETA Track!) in FLAC, OGG, & MP3 with metadata loop tags
Duke3D, Doom, Descent, Hocus Pocus, and more...
Legacy of Grabbag Metal Medley

This post has been edited by MusicallyInspired: 02 May 2018 - 05:20 AM

1

#162

Sooo.

Awesome demo engine. Ten years ago I had to make maps with Duke- and Blood's mapster. I was want to make my own game... haha. There were a lot of limitations.
Now, we got a nice engine. But because of demo, we got another limitations. :/
1) Only Evaldraw (no alternative). Just listen. One module of scripts, logic, mechanics, AI and other... All your game code (except of the engine) must be in one file. No modules. I try to use #include, the compiler see the headers, but can't understand what is wanted from it. It's like a dialog with cat. :) May be I do something wrong, it would be nice.
2) Some people said that Evaldraw haven't save\load functions.

Anyway, it's a nostalgic and pleasantly to work with Build2. I hope Ken will release full version in this year :)

This post has been edited by iwada shinichi: 30 June 2018 - 01:38 AM

2

User is offline   MusicallyInspired 

  • 2,982

#163

It's not a "demo". It just is what it is. He said he'll make specific update requests if he has time but otherwise I get the impression that....it just is what it is.

Roland SC-55 Music Packs
It's Green (Duke3D BETA Track!) in FLAC, OGG, & MP3 with metadata loop tags
Duke3D, Doom, Descent, Hocus Pocus, and more...
Legacy of Grabbag Metal Medley
0

User is online   Zaxtor 

  • 1,284

#164

Either my Windows 10 is trolling me or over protective or others.
It scanned a trojan and level is "Severe"
I tried other legit download sites and same error

Attached File(s)



Trequonia TC's Status:
Levels : 100% done - Textures : 100% done - Sounds : 100% done - Musics :100% done
Mod is finished, going to test it.
Trequonia's Official website
0

User is offline   Photonic 

  • 1,240

#165

View PostZaxtor, on 30 June 2018 - 07:20 AM, said:

Either my Windows 10 is trolling me or over protective or others.
It scanned a trojan and level is "Severe"
I tried other legit download sites and same error

It's the extremely low level self modifying code. Build2 is not a virus, but has many of the characteristics of one.
0

User is online   Zaxtor 

  • 1,284

#166

I see,
is weird when it has the characteristic of one.

Trequonia TC's Status:
Levels : 100% done - Textures : 100% done - Sounds : 100% done - Musics :100% done
Mod is finished, going to test it.
Trequonia's Official website
0

#167

View PostMusicallyInspired, on 30 June 2018 - 07:00 AM, said:

It's not a "demo". It just is what it is. He said he'll make specific update requests if he has time but otherwise I get the impression that....it just is what it is.


Anyway I love it. :)
Working multymodule system for Evaldraw that what needed. And some save|load functions.)
That will be ideal engine!
0

Share this topic:


  • 6 Pages +
  • « First
  • 4
  • 5
  • 6
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks are property of their respective owners. Instead of reading this text, you could be playing Ion Maiden! ;) © 2018 Voidpoint, LLC

Enter your sign in name and password


Sign in options