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Reputation: 260 My posts turn threads into gold
Active Posts:
343 (0.1 per day)
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Everything EDuke32 (271 posts)
07-May 09
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User is offline Today, 11:53 AM

My Information

27 years old
June 4, 1990
Not Telling Not Telling
St. Petersburg, Russia

Contact Information

Click here to e-mail me
Website URL:
Website URL  http://lzg.duke4.net
ICQ  355591824
Skype  the_lezing

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Posts I've Made

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

    18 April 2018 - 05:10 PM

    View PostMicky C, on 17 April 2018 - 04:55 PM, said:

    Unfortunately it is a sector construction, ~5000 walls. It also uses Leezing's EXTClut pack for extra pals. There are many pals that add different amounts of various colours, in this case white. I've used 4 different pals (each with a different white intensity), and shaded them to create a smooth transition.

    In addition to the extensive wall use, another limitation is that the brighter bits are simply whiter, not brighter. Meaning that if you turn down the visibility, the bright bits won't darken down to the original texture, rather a blacker version of the white texture. See the example below with low visibility to understand what I mean:

    It could certainly be used in a more wall-limited fashion though!

    Cool effect, a bit overdone though considering the amount of walls used. ExtCLUT was meant for making more advanced lighting in maps, still being compatible with vanilla maps. But such paletted lighting is incompatible with Build's sector visibility, so overbright surfaces should have the visibility set to max to avoid such artifacts.
  2. In Topic: evenworsemap.map (oh god why)

    18 April 2018 - 04:40 PM

    View PostMicky C, on 18 April 2018 - 02:36 AM, said:

    Is it not possible to have an empty map?

    An empty map is not the worst map, just unfinished one.
  3. In Topic: [MoD] ---- Mr The Killer ----

    12 April 2018 - 05:57 AM

    Mi mi mi :lol: Great mod Seb Luca, especially for one that took only several months to create. Brings me memories of some old Duke total conversions. Despite changed look and sounds, it's pretty clear that it is heavily based on original Duke3D game mechanics. The "super soda" that makes you fly on your farts is a nice touch however. The gameplay is challenging at times but enjoyable and diverse.
  4. In Topic: Build 2 Released by Ken Silverman

    28 March 2018 - 04:48 AM

    View PostMusicallyInspired, on 26 March 2018 - 11:31 AM, said:

    Some more work. changed the lighting to a night setting, gave the roof a lip over the walls of the house, and added beds and a basement. Some nice shadows on the stairs in the basement (which are SOS).

    You've done quite impressive looking work with that house. Overally I'm quite impressed by the capabilities of this engine, seeing that it's fully CPU-powered and programmed by a single person. However currently it's stilll far from a complete engine. My quick tests with maps imported from Build engine show that BUILD2 can't handle complex maps with reasonable framerate (working almost an order of magnitude slower than old Build engine for same geometry complexity even without light sources). Also I'm concerned by the lack of 'overbright' RGB lighting near the light sources, what renders whole lighting system totally impractical. Mirrors are also unsupported.

    Still that's a handy addition to Evaldraw environment functionality. I've been using Evaldraw since 2004 for prototyping stuff, and BUILD2 incorporated into the same language means that one can easily prototype full-3D games with it.
  5. In Topic: Duke sprite with accurate weapons

    01 February 2018 - 05:26 AM

    View Postsebabdukeboss20, on 10 January 2018 - 02:22 PM, said:

    I felt this deserved it's own topic instead of with my variant enemy sprites. I had some free time and was wondering if anyone ever made Duke sprites holding the correct weapons instead of holding that white rocket launcher box thing, so here are my attempts on them. The pistol and devastator were the hardest to do because of the different poses. But feel free to use them if you want.

    Note: I have not tested them in animations.

    Bravo. Now somebody has to insert all these sprites into the game at correct offsets to make the animations actually work.
    However, I find it overcomplicated to have each sprite with every possible weapon. There's a hundred of sprites of Duke in the game, and there are 11 weapons (if we count knee as a weapon and not counting the pipebomb detonator which is technically also a weapon). Should we use 1100 sprites of the protagonist in a first person shooter just to show his weapon in the mirror? If really needed, I would prefer a two-sprite solution. Just draw Duke without any weapons and put a corresponding weapon sprite on top of it in the right place in the game (the ones you have drawn for your sprites). Sprites in Build have xoffset/yoffset parameters to ease weapon placement for different postures.

    I remember multiplayer mode displaying current weapon image right above each player what is a quick and dirty realization of the concept.


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