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Reputation: 1228 My posts turn threads into gold
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2,538 (1 per day)
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Everything EDuke32 (661 posts)
04-July 11
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User is online 52 minutes ago
Viewing Topic: KickAss Duke

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  1. In Topic: KickAss Duke

    Yesterday, 12:25 PM

    View PostRichardStorm, on 11 June 2018 - 11:09 AM, said:

    I think i'll reupload the archive then, many on moddb had this problem but here i see the reason... so how should i compress the file for general compatibility?

    Can't hold my breathe much longer, almost ready to give in and upgrade from 7za.exe
  2. In Topic: What are you working on for Duke right now?

    16 June 2018 - 10:42 AM

    Attached File  capt0000.png (172.01K)
    Number of downloads: 84Attached File  capt0001.png (15.45K)
    Number of downloads: 68
    Oblige->Duke3D, needs some serious work to make finishable levels.
  3. In Topic: What are you working on for Duke right now?

    15 June 2018 - 03:08 PM

    I just found Dooms procedural map generator :)

  4. In Topic: What are you working on for Duke right now?

    14 June 2018 - 05:51 PM

    To the best of my knowledge you can't make new walls in game, I don't think you can destroy walls either, or even change wall count of a sector.

    I have thought about how I'd make procedural maps. My thoughts have been to go with a modular approach, sort of like a temple run where certain modules can only lead into others. All this would need to be coordinated through a tagging system and sectors could be reused to make an endless runner type game if you monitor the sprites and clean up any messes before recycling.

    As for my plans for maps, I'm going to make them in Mapster32 with a heavy dose of scripting and copy paste abuse. Using some con code I can fill areas with objects that fit the sectors environment (like spawning grass sprite on grass picnum floors...)

    A few others things I've got going on are;
    i) a midi song generator. Almost, it randomizes a chord progression of 5-10 notes, randomly picks a key, a couple instruments, timing... Spits out semi decent tracks. I switch key for the chorus using the circle of fifths, loop the verse riff twice, play the sequence backwards, I have percussion too. Basically I can run it a few times, get a tune that has whatever feel I'm going for, bring it into Anvil Studio and use the structure/inspiration to whip up a semi listenable midi song quickly. (it's my own python script that runs using pyknon to write the midi file)

    ii) playing around with a few texture generators so far Texture Maker is supreme and I've been customizing scripts for it, command line abilities mean I should be able to generate thousands of tileable textures in seconds, pick a few hundred I like then use my new favorite trick of dir>dir.txt with notepad column editor to write a def file in under 1 minute.

    iii) Blender scripting, add meatballs, convert to mesh, quick ugly unwrap, texture it, export to md3, poly2vox. I think I can make a couple enemies, pickups and environment models (voxels) in just a few hours. Also going with Blender for models leads straight into making HUD sprites for the weapons.

    iv) that leaves sfx which is probably my weakest skill. Not too sure what I'll use, bxfr? I've been playing around with the general midi sound fx and audacity, can do a lot with it but not quick at all yet.
  5. In Topic: What are you working on for Duke right now?

    14 June 2018 - 02:18 PM

    Attached File  duke0000.png (21.12K)
    Number of downloads: 35
    ^I call this "nothing"

    I'm prepping a code base for using EDuke32 in the next Ludum Dare. I have also been working on procedural content creation. Does anyone else have any interest in this stuff?


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