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#41 |
Re: Duke Nukem Army v2.0
Im currently working on the single player episode. Just to inform you that the TC isnt dead, Im still working on the promised singleplayer mode (and cooperative multiplayer).
Actually there are now 4 maps completely done. They may need some tweaking regarding the difficulty level. ![]() ![]() |
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#42 |
Re: Duke Nukem Army v2.0
You keep producing these incredible looking scenes, but I wonder how the enemies are coming along.
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DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more. |
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#43 |
Re: Duke Nukem Army v2.0
I have not much experience in coding enemy AI
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#44 |
Re: Duke Nukem Army v2.0
I guess that the "difficulty" level is related to the enemy AI.
Those scenes look pretty amazing. I am looking forward to playing this TC.
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http://thaunandshad.com |
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#45 | |
Re: Duke Nukem Army v2.0
yeh, to enemy AI and how many and which enemy types appear relating to the difficulty level.
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#46 |
Re: Duke Nukem Army v2.0
I mean in its entirety
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http://thaunandshad.com |
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#47 |
Video
hey, I made a small movie showing ingame scenes. For those of you that dont want to download anything before
seeing it you can watch it at youtube: http://www.youtube.com/watch?v=OKF5MCCsmGM |
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#48 | |
Re: Video
Quote:
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DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more. |
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#49 |
Re: Duke Nukem Army v2.0
yeh well, I used windows movie maker and I dont have much experience with that programm. But I want to make a better teaser (with a different programm) after I coded better enemy AI, more enemies, maps etc... And increased quality of the mod but at its current state its not worth to spend more time in making a movie. That movie took me 10 minutes, so I think its still ok for that small amount of time I spend :P
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#50 |
Re: Duke Nukem Army v2.0
Nice flick. Despite the lack of zoom (not your fault of course), the scope really appeared to be helpful for zeroing in on a target. What music did you use?
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#51 |
Re: Duke Nukem Army v2.0
"Alan Silvestri - What We Need Is A Hero" - From Beowulf
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#52 |
Re: Duke Nukem Army v2.0
Nice vid, My thoughts while watching were along the lines of, This looks excellent, the tank was excellent, and most of the stuff is really nice.
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#53 |
Re: Duke Nukem Army v2.0
![]() hey folks, version 3.0 is done (so the first single player episode) including: 4 playable maps 6 different enemies (all of them using modified code, not rewritten from scratch, im too lazy) 2000 liters of blood wish alot fun playing the mod and hope you enjoy it download: http://files.filefront.com/dukearmy3.../fileinfo.html |
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#54 |
Re: Duke Nukem Army v2.0
![]() ![]() ![]() ![]() ![]() ![]() ![]() Will try RIGHT now. ![]() |
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#55 |
Re: Duke Nukem Army v2.0
Just downloaded. And like I told you Kenia the other night the ALT fire is still broken.
EDuke32 1.4.0 svn (Feb 6 2008 23:26:40) Copyright (c) 1996, 2003 3D Realms Entertainment Copyright (c) 2007 EDuke32 team addsearchpath(): Added C:/Duke Nukem/Duke Army/ Initialising Windows DirectX/GDI system interface OS: Windows XP (Version 5.1.2600) - Service Pack 2 Loading OPENGL32.DLL Loading GLU32.DLL Initialising DirectDraw... - Loading DDRAW.DLL - Enumerating display devices * Primary Display Driver - Creating DirectDraw object - Checking capabilities Detecting video modes: - 320x200 8-bit fullscreen - 320x240 8-bit fullscreen - 400x300 8-bit fullscreen - 512x384 8-bit fullscreen - 640x400 8-bit fullscreen - 640x480 8-bit fullscreen - 720x480 8-bit fullscreen - 720x576 8-bit fullscreen - 800x480 8-bit fullscreen - 800x600 8-bit fullscreen - 848x480 8-bit fullscreen - 1024x768 8-bit fullscreen - 320x200 16-bit fullscreen - 320x200 32-bit fullscreen - 320x240 16-bit fullscreen - 320x240 32-bit fullscreen - 400x300 16-bit fullscreen - 400x300 32-bit fullscreen - 512x384 16-bit fullscreen - 512x384 32-bit fullscreen - 640x400 16-bit fullscreen - 640x400 32-bit fullscreen - 640x480 16-bit fullscreen - 640x480 32-bit fullscreen - 720x480 16-bit fullscreen - 720x480 32-bit fullscreen - 720x576 16-bit fullscreen - 720x576 32-bit fullscreen - 800x480 16-bit fullscreen - 800x480 32-bit fullscreen - 800x600 16-bit fullscreen - 800x600 32-bit fullscreen - 848x480 16-bit fullscreen - 848x480 32-bit fullscreen - 1024x768 16-bit fullscreen - 1024x768 32-bit fullscreen - 800x600 8-bit windowed - 640x480 8-bit windowed - 640x400 8-bit windowed - 512x384 8-bit windowed - 480x360 8-bit windowed - 400x300 8-bit windowed - 320x240 8-bit windowed - 320x200 8-bit windowed - 800x600 32-bit windowed - 640x480 32-bit windowed - 640x400 32-bit windowed - 512x384 32-bit windowed - 480x360 32-bit windowed - 400x300 32-bit windowed - 320x240 32-bit windowed - 320x200 32-bit windowed Using config file 'duke3d.cfg'. Scanning for GRP files... Using group file 'duke3d.grp' as main group file. Using group file 'autoload/dukearmy3_00.zip'. Compiling: EDUKE.CON (341 bytes) Including: dukearmy_defs.con (41913 bytes) Including: dukearmy_user.con (45881 bytes) Duke Nukem 3D v1.4+ style CON files detected. Including: dukearmy_weapons.con (14434 bytes) Including: dukearmy_effects.con (24569 bytes) Including: dukearmy_fallcode.con (1174 bytes) Including: dukearmy_game.con (227958 bytes) Increasing script buffer size to 32768 bytes... Compiled code size: 29976 bytes 2227/11264 labels, 396/2048 variables 12 event definitions, 249 defined actors Initialising DirectInput... - Loading DINPUT.DLL - Creating DirectInput object - Enumerating attached input devices * MOUSE: Mouse * KEYBOARD: Keyboard - Creating keyboard device - Creating mouse device Initialising mouse CONTROL_Startup: Mouse Present Loading art header... initcache(): Initialised with 33554432 bytes Loading palette/lookups... mmulti: This machine's IP is 203.211.67.236 Definitions file 'duke3d.def' loaded. RTS Manager Started. RTS file DUKE.RTS was not found Initializing OSD... Setting video mode 800x600 (32-bit fullscreen) polymost_glinit(): ATI detected, GL_FOG_HINT = GL_DONT_CARE Checking music inits... Checking sound inits... Initializing MultiVoc... - Maximum voices: 32 - Using 1280 byte mixing buffers Initializing DirectSound... - Loading DSOUND.DLL - Creating DirectSound object - Creating primary buffer - Setting primary buffer format Channels: 2 Sample rate: 44100Hz Sample size: 16 bits - Creating secondary buffer Demo demo1.dmo is of an incompatible version (117). Sound sounds/_0.wav(#2) not found. Sound sounds/_0.wav(#2) not found. Skin graphics/armytextures/marine/inv.png not found. Skin graphics/armytextures/marine/inv.png not found. Cache time: 5275ms E1L1: THE LANDING 88FLAK CANNON AMMO 88FLAK CANNON GRENADE 88FLAK CANNON AMMO 88FLAK CANNON! AMMO FOR 7.62 BF_SMG DOUBLE 7.62 BG-SMG! AMMO FOR FLAMETHROWER! FLAMETHROWER! ALTERNATE FIRE Fatal Signal caught: SIGSEGV. Bailing out. Uninitialising DirectDraw... - Releasing DirectDraw object - Unloading DDRAW.DLL Uninitialising DirectInput... - Releasing keyboard device - Releasing mouse device - Releasing DirectInput object - Unloading DINPUT.DLL This could be due to the latestsnap shot. Hopefully if DT has downloaded this he may have an idea of whats going on. EDIT: Been testing snapshots, Anything above eduke32_snapshot_20070901 will not work with Duke Army. So what ever was changed in eduke32_snapshot_20080125 and above keeps chrashing Duke Army when ever ALT fire is used.
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I Know Everything There Is To Know About Anything. Duke Nukem Red Alert SVN Ask Me Anything!
Last edited by The Commander; 02-14-2008 at 10:31 PM.
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#56 |
Re: Duke Nukem Army v2.0
Certain errors that used to be non-fatal have become fatal in recent snapshots due to changes in the way memory is handled; it probably has something to do with that. He should include a snapshot that is known to work with his TC if he's not doing so already.
@Commander: Look at the log when you use alt-fire with a working snapshot, and see if there are any invalid sprite ID errors or any other errors. Unfortunately, I don't have time to play it now.
__________________
DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more.
Last edited by DeeperThought; 02-14-2008 at 10:57 PM.
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#57 |
Re: Duke Nukem Army v2.0
If someone wants to send me the CONs I can figure out why it crashes... don't feel like waiting in a queue to download 100 megs of stuff to find a crash at the moment.
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#58 |
Re: Duke Nukem Army V3
Here are the CONS for you TX.
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I Know Everything There Is To Know About Anything. Duke Nukem Red Alert SVN Ask Me Anything! |
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#59 |
Re: Duke Nukem Army v2.0
Oh, that's just the same bug with the HoloDuke as was reported in one of the other threads.
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#60 |
Re: Duke Nukem Army v2.0
Is it a problem that Kenia has made with the Cons or is it something that is broken in the Eduke code?
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I Know Everything There Is To Know About Anything. Duke Nukem Red Alert SVN Ask Me Anything! |
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#61 |
Re: Duke Nukem Army v2.0
hey terminx, after I caught you now in my thread I wanted to know if your going to change setaspect command in the future (or any possibility to create zoom effects)?
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#62 |
Re: Duke Nukem Army v2.0
I believe thats a general problem with holoduke?
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#63 |
Re: Duke Nukem Army v2.0
I think you can avoid the crash by always setting RETURN to -1 in EVENT_HOLODUKEON.
__________________
DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more. |
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#65 |
Re: Duke Nukem Army v2.0
I was playing this one yesterday and had some major difficulties with the boss. It's really difficult to tell whether your rockets are hitting the boss or not which makes it really frustrating. Obviously most of the shots were misses since I had to dnstuff several times to get enough rockets.
Edit: Is there any way to prevent you from bleeding to death? Also, if you're wounded (i.e., you have just lost a leg or something), the game seems pretty much over, right?
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http://www.planetduke.com/msdn/ The West is not simply better than non-Western cultures, it is vastly, fundamentally better. Hellenic culture is the only truly human civilization, the only one for which human reason, not animal stultification, is the ideal. –Greg Swann http://m-sandt.blogspot.com
Last edited by Mikko Sandt; 02-27-2008 at 10:38 AM.
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#66 |
Re: Duke Nukem Army v2.0
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#67 |
Re: Duke Nukem Army v2.0
There weren't enough ammo so...
__________________
http://www.planetduke.com/msdn/ The West is not simply better than non-Western cultures, it is vastly, fundamentally better. Hellenic culture is the only truly human civilization, the only one for which human reason, not animal stultification, is the ideal. –Greg Swann http://m-sandt.blogspot.com |
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#68 |
Re: Duke Nukem Army v2.0
I was kidding...
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#69 |
Re: Duke Nukem Army v2.0
if you "just" lose a leg (or arm) yes, its over.
If you are only bleeding you can use bandages to stop you from bleeding (if you have some left) |
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#70 |
Re: Duke Nukem Army v2.0
Today I finally added handgrenades to the game, they were just missing too much
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#71 |
v 4.0 techdemo
heres a small tech demo video for the upcoming version 4.0:
http://www.youtube.com/watch?v=xl1E9BtOe9U enjoy! edit: additional link (better quality) http://files.filefront.com/da4divx/;.../fileinfo.html |
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#72 |
Re: Duke Nukem Army v2.0
Very nice. Hope you'll change the rate of turning for the vehicles before the release for maximum immersion. The vehicle health is a nice touch.
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#73 |
Re: Duke Nukem Army v2.0
Looks pretty sweet. I like the addition of planes and helicopters. Might want to adjust the way the plane works: tilt etc (if that is possible).
I am impressed; is that really the Build Engine??!!
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http://thaunandshad.com |
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#74 |
Re: Duke Nukem Army v2.0
yeh sure its build engine ^^
and for the tilt: I tried to make a tilt with the player structure "rotsrcn", but somehow its not working in the newest snapshot of eduke32 (think it will get fixed soon). But model rotation should work, I just have to implement it, which isnt that alot of work. The biggest part (physical behaviors) is done and the optical and acustic effects will get improved later
Last edited by kenia; 03-12-2008 at 09:30 PM.
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#75 |
Re: Duke Nukem Army v2.0
ah, and the airplane control will change later. The longer you press left or right, the more tilt and the faster you will change direction. But thats a thing I dont care about now, its ok like it is and Im glad that its working as intended
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#76 |
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Up
first post ![]() Hi all,sorry for my english :s(fr),but Duke army is not on file planet now (dead link?) and i search it on some site,but i have don't find it(only the 1.0 version),someone can upload it please? |
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#77 |
Re: Duke Nukem Army v2.0
Absolutely fantastic! It reminds me of what we were trying to accomplish with A.W.O.L. but never got around to finishing.
Amazing work man ![]()
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#78 |
Re: Duke Nukem Army v2.0
Im sorry that I have to write this, but I decided to stop the work on dukearmy, but I will upload the latest version of it soon. So anyone of you will have access to my vehicle code and anything else if you want to use it in another mod. Everyone has permission to use textures, models, code from it in your own mods, if you give me credits in a readme file.
similar end like A.W.O.L. ![]() |
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#79 |
Re: Duke Nukem Army v2.0
That´s sad. The TC looked very pomising.
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#80 |
Re: Duke Nukem Army v2.0
NO! why, I mean come on I thought this was a joke but now i'm puking out blood. It hurts.
But really, I puked.
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Last edited by peanut butter jelly; 05-10-2008 at 12:00 PM.
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