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Old 01-09-2007, 08:44 AM   #81
NightFright

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Re: SD_Duke v. 1.00 !!!
Hey dudes, what happened to the frozen Protector drone model? We could need it!
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Old 01-09-2007, 08:57 AM   #82
Hellbound
 

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Re: SD_Duke v. 1.00 !!!
It will be $20
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Old 01-09-2007, 10:41 AM   #83
NightFright

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Re: SD_Duke v. 1.00 !!!
Only? No prob! Where's your PayPal account, dude?
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Old 01-09-2007, 02:35 PM   #84
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Re: SD_Duke v. 1.00 !!!
And what happened to the bloddy Protector drone texture ??? It will be 20 $ more ?
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Last edited by L2theKING; 01-09-2007 at 02:38 PM.
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Old 01-09-2007, 04:09 PM   #85
NightFright

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Re: SD_Duke v. 1.00 !!!
Looks like this whole thing is going the shareware way now! Let the money cow give its milk!
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Old 01-09-2007, 04:14 PM   #86
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Re: SD_Duke v. 1.00 !!!
Wheew, when I'm thinking about SD_Duke, I'm going to puke

I'll have to do that. What is the deadline ?
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Old 01-09-2007, 05:43 PM   #87
NightFright

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Re: SD_Duke v. 1.00 !!!
Well, tomorrow! *LOL* No, I was kidding.

I meant immediately, of course.

*EDIT*
Basic reason for this is the HRP release date is coming closer (aiming at the end of January) and I'd like to have everything in the mod which is also used in the HRP. Nothing should be missing. Oh, and if you have any further fixes, feel free to apply them!
Last edited by NightFright; 01-11-2007 at 06:53 AM.
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Old 01-21-2007, 06:13 AM   #88
lycanox

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Re: SD_Duke v. 1.00 !!!
Where do I download this?
All the links are down.
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Old 01-21-2007, 03:59 PM   #89
NightFright

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Re: SD_Duke v. 1.00 !!!
You mean SD Duke? Well last time I checked, the links on my site were still working. It's the lastest mod build AFAIK, it only needs the frozen Protector Drone model.
Oh yeah, in case you don't know: Use my signature link!
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Old 01-23-2007, 06:14 PM   #90
NightFright

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Re: SD_Duke v. 1.00 !!!
Very well. Hellbound just sent me the frozen skins I asked for. This will be included with upcoming HRP. However, he could need some help with the painskins for the Protector Drone (newbeast). If anyone of you could give him a hand on this... please do it *NOW*!
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Old 01-25-2007, 06:06 AM   #91
NightFright

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Re: SD_Duke v. 1.00 !!!
So guys... PAINSKINS! Protector Drone! ... Anyone?
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Old 01-25-2007, 07:22 AM   #92
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Re: SD_Duke v. 1.00 !!!
with code
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Old 01-25-2007, 12:44 PM   #93
Dr. Kill

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Re: SD_Duke v. 1.00 !!!
I will get to painskins when I have time.

I was working full time, but lately there has been severe work shortages. I think I will downgrade to partime once fulltime is availible again, because work is going to be a lot more frustrating. A lot of changes are going on. So, pretty soon, I will be off three days a week instead of two.

No promises, but I may have time for painskins then. Granted that I am given all the new characters I am missing. And I will do boss painskins as I said!
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Old 01-25-2007, 05:39 PM   #94
NightFright

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Re: SD_Duke v. 1.00 !!!
Guys, you got more time! HRP is delayed till end of February. Until then, I would like to see painskins for both the Emperor AND the Protector Drone! I think you guys can do that!
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Old 01-30-2007, 06:18 PM   #95
Martin Howe

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Re: SD_Duke v. 1.00 !!!
Gotta question concerning SD_DUKE and Duke Nuclear Winter. As I understand it, unlike most mods, SD_DUKE is kinda a generic mod that ideally could be loaded alongside other stuff, including some TCs/PCs. With DC this is fine but what about Nuclear Winter? I say this, because Hendricks266 now has an embryonic NW HRP but the TC itself uses lots of sounds between 398 and 449, as does SD.

Since Eduke32 is required anyway and has an upper limit of 1500 sounds instead of 450, would it be a good idea to start the sounds in SD at 450, since no legacy TC will be using those? Or was this already considered?

Oh, and @NightFright:
I like your new avatar, nasty looking thing. We could make a tc or even a full game based on nasties like him; let's see, we could call it "fate" or "destiny" or something like that. I'm sure there's another word that means those things, just can't think of it right now...
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Old 01-31-2007, 03:02 AM   #96
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Re: SD_Duke v. 1.00 !!!
No, it's not a generic mod and for the most mods/tc's/pc's that needs some adjusting.
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Old 01-31-2007, 07:40 AM   #97
Einheriar

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Re: SD_Duke v. 1.00 !!!
@Martin Howe : Yeah, this nasty thing comes from 'Doom', I think this is the word you were looking for with 'fate' and 'destiny' ^_^
Actually, I don't think it needs a TC for Duke Nukem, as the dev team of Doomsday is working on it (and they should release the new 'HRP' soon ), and some people are working on textures and such things.

I love Doom, but as far as I'm concerned on this forum, I'd prefer to see full HRP for Nuclear Winter, Life's a Beach (Duke Caribbean) and Duke It Out in D.C. I'm not asking or forcing anyone here, firstly because I cannot do anything to contribute to this awesome project, and secondly 'cause it is a lot of work and the current HRP for DN3D isn't finished at the moment, but it would be awesome to play with all the models, new textures, new sounds & musics with EDuke32 ^^

Good luck guys, and keep up the great work!

P.S. : I love SD Duke mod, 'cause the way it adds reallistic FX is awesome, keep it up

Cheers
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Old 01-31-2007, 07:56 AM   #98
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Re: SD_Duke v. 1.00 !!!
And that "nasty thing" is called Cacodemon, just so you know! Play more Doom, pal! *LOL*
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Old 01-31-2007, 08:16 AM   #99
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Re: SD_Duke v. 1.00 !!!
Hey, Enheriar, I'm glad you like that shit
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Old 01-31-2007, 08:43 AM   #100
gt1750

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Re: SD_Duke v. 1.00 !!!
Are you planning any updates? Imo the fire should be re-done. I don't like the looks of it plus it's too HW demanding - it makes the game freeze when entering E3L2.
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Old 01-31-2007, 08:57 AM   #101
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Re: SD_Duke v. 1.00 !!!
It's not the fire freezes game on bank rool. I still have no idea what is it. We talked about it.

And if you don't like it, maybe you can provide me better? I know it's not great and I would use better if there is any.
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Old 02-01-2007, 05:59 AM   #102
NightFright

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Re: SD_Duke v. 1.00 !!!
We still need painskins for Protector Drone and Cycloid Emperor, anyway... let's give Hellbound some time. Before he asks for money again! *LOL*

BTW @Hellbound:
In case you don´t have latest Cycloid Emperor version, I can send it to you for further processing... However, TM is planning on an update for the model this week, IIRC.
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Old 02-07-2007, 06:59 PM   #103
NightFright

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Re: SD_Duke v. 1.00 !!!
Hey, yet another idea - besides painskins for Protector Drone:

What about painskins for Duke player model? It would be cool to see how badly you got hurt when you look into a mirror! It could be useful in multiplayer, too (if all palettes were made, that is)...
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Old 02-07-2007, 07:06 PM   #104
Hendricks266
Re: SD_Duke v. 1.00 !!!
Quote:
Originally Posted by NightFright View Post
Hey, yet another idea - besides painskins for Protector Drone:

What about painskins for Duke player model? It would be cool to see how badly you got hurt when you look into a mirror! It could be useful in multiplayer, too (if all palettes were made, that is)...
For ALL palettes? That would be a lot of work, and we would have to use… (calculates) over 30 (!) different palettes!

Post Script:
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Old 02-07-2007, 07:12 PM   #105
Tea Monster

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Re: SD_Duke v. 1.00 !!!
I've already redone the anims. The skins aren't going to be touched now. I was going to try doing a painskin, but I don't know if I have the time. If Hellbound wants to step in feel free!

@ NightFright - (kinda off topic) Its a shame D3 went so far in redesigning the Caco. I'd love to see those things in all their MD5 glory!
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Old 02-08-2007, 05:24 AM   #106
NightFright

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Re: SD_Duke v. 1.00 !!!
Well for the start, painskins for the single-player model would be enough. I dunno how many "hurt stages" are required... I guess one for 80%, 60%, 40% and 20% of health. That's 4 skins. The other palettes could be done later on... much later actually.

Regarding the Cacodemon: The model they are using in the Doomsday HRP looks good already, and the new one that (might) be worked on right now should be even better.
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Old 02-08-2007, 08:36 AM   #107
Hunter_rus

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Re: SD_Duke v. 1.00 !!!
There is missed frozen duke. One texture can be used for all colors of duke.
This is important in multiplayer.

P.S. Why duke don't kick frozen females? Do you know about that or it was accidentally deleted by pain code?
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Old 02-08-2007, 06:32 PM   #108
NightFright

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Re: SD_Duke v. 1.00 !!!
Hell, for your personal info (and relief), we will include SD_Duke mod as optional component with the HRP installer package. Version number will be v1.01, for some stuff has been added since v1.0 (Protector Drone frozen skin, Battlelord death fix). I hope you still have a little bit more planned till then (painskins? -> hint, hint!)...
Last edited by NightFright; 02-08-2007 at 06:35 PM.
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Old 02-08-2007, 07:25 PM   #109
ilovefoxes
Re: SD_Duke v. 1.00 !!!
I was looking on SD_DUKE... oh, well, why didn't port something to HRP own original CON Duke? I mean, like that pain skins for dead bodies?
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Old 02-09-2007, 05:50 AM   #110
Hunter_rus

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Re: SD_Duke v. 1.00 !!!
Also frozen skins can be added to HRP.
But there is 2 problems:
1. SD_Duke use nice frozen models. Imossible to use these models with not modified con.
2. Auto tint is applied. (like expander problem).
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Old 02-09-2007, 08:51 AM   #111
NightFright

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Re: SD_Duke v. 1.00 !!!
Yeah. Learn well, young Padawan: SD Duke *MOD* (!) is all about con hacking. While HRP is NOT.
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Old 02-09-2007, 08:53 AM   #112
ilovefoxes
Re: SD_Duke v. 1.00 !!!
Hm? For what I know the painskins can be added to the dying animations.

EDIT: Well, I will try it myself. =/

EDIT 2: Sure it works.

Quote:
// Trooper (1680)
model "highres/sprites/monsters/1680_trooper.md3" {
scale 9 shade 2
skin { pal 0 file "highres/sprites/monsters/1680_trooper_blue.png" }
skin { pal 1 file "highres/sprites/monsters/1680_trooper_blue.png" }
skin { pal 2 file "highres/sprites/monsters/1680_trooper_red.png" }
skin { pal 5 file "highres/sprites/monsters/1680_trooper_blue.png" }
skin { pal 9 file "highres/sprites/monsters/1680_trooper_blue.png" }
skin { pal 11 file "highres/sprites/monsters/1680_trooper_green.png" }
skin { pal 12 file "highres/sprites/monsters/1680_trooper_gray.png" }
skin { pal 18 file "highres/sprites/monsters/1680_trooper_gray.png" }
skin { pal 21 file "highres/sprites/monsters/1680_trooper_red.png" }
skin { pal 22 file "highres/sprites/monsters/1680_trooper_green.png" }
skin { pal 25 file "highres/sprites/monsters/1680_trooper_blue.png" }

anim { frame0 "FRAME1" frame1 "FRAME20" fps 22 flags 0 } // Walk
frame { name "FRAME1" tile0 1680 tile1 1704 }
anim { frame0 "FRAME21" frame1 "FRAME30" fps 22 flags 0 } // Shoot
frame { name "FRAME21" tile0 1715 tile1 1717 }
anim { frame0 "FRAME31" frame1 "FRAME38" fps 7 flags 0 } // Fly
frame { name "FRAME31" tile0 1720 tile1 1724 }
anim { frame0 "FRAME40" frame1 "FRAME45" fps 7 flags 0 } // Fly Shoot
frame { name "FRAME40" tile0 1725 tile1 1727 }
anim { frame0 "FRAME76" frame1 "FRAME86" fps 4 flags 0 } // Sit
frame { name "FRAME76" tile0 1741 tile1 1742 }
anim { frame0 "FRAME87" frame1 "FRAME95" fps 20 flags 0 } // Duck
frame { name "FRAME87" tile0 1744 tile1 1751 }
anim { frame0 "FRAME96" frame1 "FRAME102" fps 13 flags 1 } // Warp
frame { name "FRAME96" tile0 1754 tile1 1755 }

skin { pal 0 file "highres/sprites/monsters/1680_trooper_dead_blue.png" }
skin { pal 1 file "highres/sprites/monsters/1680_trooper_dead_blue.png" }
skin { pal 2 file "highres/sprites/monsters/1680_trooper_dead_red.png" }
skin { pal 5 file "highres/sprites/monsters/1680_trooper_dead_blue.png" }
skin { pal 9 file "highres/sprites/monsters/1680_trooper_dead_blue.png" }
skin { pal 11 file "highres/sprites/monsters/1680_trooper_dead_green.png" }
skin { pal 12 file "highres/sprites/monsters/1680_trooper_dead_gray.png" }
skin { pal 18 file "highres/sprites/monsters/1680_trooper_dead_gray.png" }
skin { pal 21 file "highres/sprites/monsters/1680_trooper_dead_red.png" }
skin { pal 22 file "highres/sprites/monsters/1680_trooper_dead_green.png" }
skin { pal 25 file "highres/sprites/monsters/1680_trooper_dead_blue.png" }
anim { frame0 "FRAME47" frame1 "FRAME64" fps 15 flags 1 } // Die
frame { name "FRAME47" tile0 1730 tile1 1733 }
frame { name "FRAME64" tile 1734 } // Dead
anim { frame0 "FRAME65" frame1 "FRAME74" fps 12 flags 0 } // Beg
frame { name "FRAME65" tile0 1738 tile1 1740 }
}
So, now, lets update the normal HRP? =)
Last edited by ilovefoxes; 02-09-2007 at 10:01 AM.
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Old 02-09-2007, 09:59 AM   #113
Hunter_rus

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Re: SD_Duke v. 1.00 !!!
about ice

before:
skin { pal 0 file "highres/sprites/monsters/1680_trooper_blue.png" }
skin { pal 1 file "highres/sprites/monsters/1680_trooper_blue.png" }

After:
skin { pal 0 file "highres/sprites/monsters/1680_trooper_blue.png" }
skin { pal 1 file "highres/sprites/monsters/1680_trooper_ice.png" }

Quote:
Originally Posted by Hunter_rus View Post
But there is 2 problems:
1. SD_Duke use nice frozen models. Imossible to use these models with not modified con.
2. Auto tint is applied. (like expander problem).
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Old 02-09-2007, 10:02 AM   #114
ilovefoxes
Re: SD_Duke v. 1.00 !!!
That don't will put too the frozen on monsters in pal floors? Like in E1L2 stripper?
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Old 02-09-2007, 02:07 PM   #115
NightFright

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Re: SD_Duke v. 1.00 !!!
I would rather not mess/experiment with def code right now. Currently all the stuff is working so well and nobody ever complained.
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Old 02-09-2007, 02:34 PM   #116
Hellbound
 

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Re: SD_Duke v. 1.00 !!!
Hmmm.. I think that inculding that stuff would work good for HRP. The only shit would be when Trooper will get up and suddenly he'll be 'clean'. That was how it worked when Dr. Kill relased his first Blood & Gore Pack
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Old 02-09-2007, 03:03 PM   #117
NightFright

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Re: SD_Duke v. 1.00 !!!
Well it was like this (the "unbloody" returning enemies) in original Duke3D, too... so we just would have the very same thing then. I guess I will include it - but not the ice stuff. That would just look as shitty as the current "solution". Ice versions are SD_Duke territory.
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Old 02-09-2007, 03:32 PM   #118
Hellbound
 

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Re: SD_Duke v. 1.00 !!!
Maybe try to add those hurtmed skins as dead skins, cause those present dead skins would be too bloody for regular hrp.
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Old 02-09-2007, 07:14 PM   #119
Hellbound
 

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Re: SD_Duke v. 1.00 !!!
The new 'face' of blood



Made by Dr. Kill, updated by me.
SPILL THE BLOOD
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Old 02-10-2007, 05:32 AM   #120
Hunter_rus

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Re: SD_Duke v. 1.00 !!!
First: nice battlelord. He is look same as i imagined!

I thought SD_Duke is only visual mod but it affect to gamplay.
1. burningstate:
Delete line "ifrnd 1 killit". Your FIRE_PARTICLE1 can suicide itself.
You doubled code "addphealth -1". Duke take double damage. Delete first block.
In firestate these already fixed.
2. pigdivestate:
There is 5 of "shoot SHOTGUN". In original was 4. Unfair pig cop!
3. duke don't kick frozen female

About visual
1. troop_body_jibs:
Two heads for one troop is possible.
2. checksparkhit:
Duplicate condition for 4192(full duplication),237,760,761,118,4190,4193,1133.
There are can be errors.
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