Duke4.net Forums: Jan Satcitananda - Viewing Profile - 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!

Reputation: 209 My posts turn threads into gold
Group:
Members
Active Posts:
310 (0.11 per day)
Most Active In:
EDuke32 & EDuke32 modifications (251 posts)
Joined:
07-May 09
Profile Views:
11,587
Last Active:
User is online 12 minutes ago
Currently:
Viewing Board Index

My Information

Age:
26 years old
Birthday:
June 4, 1990
Gender:
Not Telling Not Telling
Location:
St. Petersburg, Russia

Contact Information

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

Latest Visitors

Posts I've Made

  1. In Topic: Changes of classic render transparency handling behavior

    09 February 2016 - 07:43 AM

    View PostHendricks266, on 08 February 2016 - 01:52 PM, said:

    To disable all game-side modification of palette tables, add "globalgameflags 4" to your def files, or "setuserdef[].globalgameflags 4" to EVENT_INIT. (Flag 1 disables pinning of widescreen-unready HUD art to the sides, and flag 2 prevents the generation of the hardcoded fogpals.)

    If you want to use a blendtable with rotatespritea in 8-bit, negate the blend ID and use it as the alpha parameter. It is also possible to map alpha to blend IDs using the lognumalphatables byte at the end of your PALETTE.DAT, after all your blend tables. If you set the byte to a value n in the range [1, 7], the processing in falpha_to_blend in engine.c will kick in.


    Oh, thank you for the clarification. Gonna try these options and add them to the wiki.
  2. In Topic: LNGA mod & Qwnz0r Qwn3d TC

    27 December 2015 - 12:33 AM

    View PostTrooper Dan, on 25 December 2015 - 11:54 AM, said:

    You do amazing work at a technical level that I cannot approach. Are you using mapster script to build the GUI? This could become the standard for Duke mappers. But what if they don't want to use CLUT, or they have their own palettes?

    This editor is fully EDuke32-based, so it uses conventional game events to handle the GUI. My CLUT library window is designed specially for this mod, arranging the available palettes into seven categories. There's no point of having this for vanilla Duke editing imho, since there are not very many palettes.

    A couple of remarks regarding the plot. I've changed the way I'm currently seeing the storyline a bit. Now the custom episode is expected to blend sci-fi and new-age style, reflecting both scientific and spiritual advances of the humanity by 2040. The highlights of the game will encompass subjects like the nature of consciousness, mind-body problem, morality aspects etc. As for the story itself, there was some kind of an mysterious object (source of radio signals) discovered in the nearby outer space, and scientists couldn't identify its origin and properties. They found it necessary to check if the body poses any threat to our civilization. As all the attempts to contact the being from Earth have failed, the governments have funded a space mission and sent Duke for investigation. The object was deemed to be situated within our Solar system, but as Duke arrives, things go unexpectedly...
  3. In Topic: LNGA mod & Qwnz0r Qwn3d TC

    25 December 2015 - 09:26 AM

    How are you guys? =)
    Recently I've finally come back to this project and made some progress on the built-in editor GUI, namely the palette library and the tile browser, both featured on the screenshots below. Still it will take some days for the latter to gain the full functionality.

    Posted Image

    Posted Image

    Things keep changing in a number of ways for me lately, which marks that I'm proceeding to a new phase of life, so now it's time to select another nickname as well. Merry Christmas to all btw! I think I'll be able to showcase a new version of the mod (v0.4) in the upcoming year.

    View PostDavoX, on 08 April 2015 - 02:42 PM, said:

    Is it going to be easier than lebuild? :dukejk:

    Definitely it's going to be more visual and having a lot more what-you-see-is-what-you-get feel. It might not have features like scripting and working with complex geometry, but the available functions are expected to be more organized and refined as compared to LEBuild's feature set. For instance, now you'll be able to work with all kinds of objects at the same time (sectors, walls & sprites), or use the pre-lighting system and other stuff integrated with the game.
  4. In Topic: [RELEASE] My Name's Duke Nukem

    14 October 2015 - 05:54 PM

    As a rule of thumb, never release your first map =P
    Nonetheless, looks promising. Note that the secrets shouldn't be mandatory to find (no keycards and other important stuff there). However, mostly the map suffers from overscaling and random layout (the rooms are twice as big as they should). If you work out these issues in your later maps, you're definitely going to make a decent level.
  5. In Topic: [REL] The Flaming Shipwreck

    15 September 2015 - 08:58 PM

    Very cool. Undoubtedly A+ for design and layout; the map has got a nice feel and plays really well, yet pretty straightforward overall. What to note is a lot of fresh and inspiring eyecandy here and there. The 3D flowers you placed by the road are so cute =3 The signs are quite interesting as well. Also it's kinda hilarious to see an iphone in a 1996 game, lol. Great work Quakis, felicitations to you on completing this awesome level!

Comments

Jan Satcitananda has no profile comments yet. Why not say hello?


All trademarks are property of their respective owners and all comments are owned by their posters. Yes, our forum uses cookies. © 2004-2016 Duke4.net and Voidpoint, LLC

Enter your sign in name and password


Sign in options