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Reputation: 3252 My posts turn threads into gold
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Super Moderator
Active Posts:
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Everything EDuke32 (3700 posts)
Joined:
28-January 07
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User is online 2 minutes ago
Currently:
Viewing Topic: What are you working on for Duke...

My Information

Member Title:
Duke Plus Developer
Age:
Age Unknown
Birthday:
Birthday Unknown
Gender:
Male Male

Contact Information

E-mail:
Click here to e-mail me
MSN:
MSN  deeper-thought@hotmail.com
Website URL:
Website URL  http://fissile.duke4.net/index.html

Latest Visitors

Topics I've Started

  1. an odd EDuke32 rendering behavior

    18 November 2018 - 03:34 PM

    I made a new explosion actor, with new art, then tested it in polymost. I noticed something odd: if the player was on or directly over a flat ledge (for example, the secret RPG ledge in E1L1), then the explosion sprite was not being rendered, even if there was a direct line of sight to it. This was true even jetpacking well above the ledge. The moment the player moves to a non-ledge sector, the explosion sprite becomes visible again (even in mid-explosion). Then it got stranger: I made the explosion very large and tall. Only the part of the sprite that was above the height of the ledge would be rendered. And again, the moment I would move off of the ledge the whole sprite would be rendered again. I came up with a workaround for this problem. I simply spawn an EXPLOSION2 and give it the animation and size of the new explosion, then it renders fine. Before trying this, I checked for anything unusual about my custom actor that could explain the strange rendering behavior, and was not able to find anything. But as I type this, I wonder if it's a feature of "notenemy", or if EXPLOSION2 simply has some hardcoded feature which guarantees it gets rendered.
  2. Recruiting Mappers for Alien Armageddon

    11 October 2018 - 12:25 AM

    Hey everyone, in case you haven't heard, Alien Armageddon is this mod released in late August: https://www.moddb.co...lien-armageddon

    We are recruiting level designers for the next phase of the project. Our immediate need is for some new Capture the Flag maps. This game type would be played offline with the human player leading a team of EDF troops versus a team of aliens. While still in development, CTF is already playable. If anyone is interested in making a map, PM me and I can help you get started. Or, if you have any questions, you can ask in this thread and I will provide detailed answers.

    General requirements:

    -maps can use the original Duke 3D tileset, or any of the new textures or voxels in AA.
    -maps should have exactly two base areas, one for EDF and one for the aliens
    -be prepared to compromise on design elements in order to make the map bot-friendly (e.g. don't require the player to hop across moving platforms)

    We also need new mappers to make a new story campaign. This will require more experience than making CTF maps, and if you are interested, please let me know.
  3. EDuke32 crash bug on loading saved games

    13 September 2018 - 10:32 AM

    For a while now we've been getting scattered reports of out of memory errors when people try to load saved games. With the latest snapshot (r6978), this now happens in the Alien Armageddon mod from apparently any saved game, so it's easily reproduced. This crash was not happening to me with previous snapshots. Below I have included some log files generated when trying to load a saved game. This can be reproduced with versions 1.02 of AA and later (maybe earlier, too)

    Download link to the mod:
    Download link

    I got these crashes using my current build. I suspected that the presence of the "loadmapstate" command in EVENT_ENTERLEVEL may have been relevant. However, I can remove that command and comment out the entire event and the crash still happens.


    Spoiler


    In that case I was using Polymer, but it crashes in Polymost too:

    Spoiler


    EDIT2: I tried removing the loadmapstate feature to see if that was related. Interestingly, it still crashes, but now it shows an "out of memory" error instead of just quitting silently:

    Spoiler
  4. Elan Musk podcast aftermath

    07 September 2018 - 01:04 PM

    Wow, what world of pussies we live in. Elan Musk was on the Joe Rogan Experience podcast, and people are flipping their shit, selling shares and freaking out.

    http://www.dailymail...ce-podcast.html

    Here's the podcast itself:



    I watch Joe Rogan's podcasts regularly, and this one was pretty much par for the course. The fact that people would react so negatively to this shows what pussies they are.

    Elan Musk is a brilliant engineer and innovator, he's not charismatic and he's not good at PR. Once you understand that, there's nothing about this which should be upsetting to anyone.
  5. autoaim and half-submerged sprites (cstator 128)

    25 August 2018 - 05:38 PM

    I don't normally use auto-aim, but upon release of Alien Armageddon I got reports about a certain enemy being very difficult or impossible to hit when autoaim is on, while they can be hit normally with autoaim off. It turns out the enemy in question is a water based enemy that uses the 128 cstat bit. Testing this myself, I can confirm that with auto-aim on, the shots go above the enemy's head. When I disable the half-submerged bit on the enemies, autoaim will hit them again.

    This seems to confirm that while the hitbox of the enemy moves downward when bit 128 is on, auto-aim angle does not move down. Apparently, the auto-aim angle is based on the coordinates of the enemy and does not take the half-submerged cstat into account.

Comments

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  1. Photo 27 May 2012 - 06:52
    Can you please release just the AI part of DukePlus so we can run it with the latest eDuke? Thanks!
  2. Photo 19 Aug 2011 - 20:12
    tanks for the support dan! here is "daniel"! (from the msn) =)
  3. Photo 11 Jul 2011 - 11:45
    I can give beta-testing a shot. I have no distractions, just the limitation on how long my back can hold out.
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