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Old 05-20-2007, 05:41 PM   #201
Telee

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Re: DukeKart
Quote:
Originally Posted by Commando Nukem View Post
Lets make this clear.

You can't do it.

End of disscussion. If 3DR didn't stop someone from doing something illegal it was probably because it was more trouble then it was worth. But we are on THEIR boards making their rules all the more enforced. They have admins here, they have staff here. They will know if someone breaks it directly. You know from experience telee. They shut your Lame Duke remake down. Its not legal. Just don't do it. End of disscussion, this is off topic.
Well when I started it I was well aware of legal stuff but since it was freeware I would have thought they wouldn't care - besides, it doesn't even mention any legal/copyright stuff in the readme for Lameduke. I'd even seen lots of Lameduke stuff on the net that didn't get into any trouble, and thus, I started it. But soon after 3DR went on a witchhunt for Lameduke stuff and shut down a bunch of stuff including mine. Besides, with them shouting that they don't want anything to do with Lameduke in the readme who would expect them to be sensitive about it?

Anyway, that's my final opinion on that subject; this might go on forever. On the topic of Dukekart...

Quote:
How should all of us with maps proceed? Do we send them to eyceguy or should we just release them for everyone to play with?
We should probably do it like the Mario Nukem TC. Basically a community project, if you want to join in just download the stuff and get mapping. Then once you want to post your map/a beta version just upload it here and we can get criticism from players and such.
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Old 05-20-2007, 06:00 PM   #202
Bonesnapper
 
Re: DukeKart
I dont think we should do anything like the MN TC.

It died.
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Old 05-20-2007, 06:02 PM   #203
Telee

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Re: DukeKart
Quote:
Originally Posted by Bonesnapper View Post
I dont think we should do anything like the MN TC.

It died.
http://amc.planetduke.gamespy.com/sm...p?topic=6827.0
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Old 05-20-2007, 06:17 PM   #204
Bonesnapper
 
Re: DukeKart
I was thinking of a rather different mod then. One that was started in like 1998.
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Old 05-25-2007, 01:01 PM   #205
Hendricks266
Re: DukeKart
In your .def file, I saw this:
Code:
// these two help remove the "atomic" on the logo
dummytilerange 2502 2503 1 1
I have a better way to do it. First, get rid of the above code. Second, change:

Code:
// the DukeKart CON Files
include DK_DEFS.CON
include DK_VARS.CON
include DK_WYPNT.CON
include DK_ITEM.CON
include DK_BOTAI.CON
include DK_ACTRS.CON
include DK_MENU.CON
include DK_EVENT.CON
include DK_USER.CON
include DK_ENVR.CON
to:

Code:
dynamicremap
// the DukeKart CON Files
include DK_DEFS.CON
include DK_VARS.CON
include DK_WYPNT.CON
include DK_ITEM.CON
include DK_BOTAI.CON
include DK_ACTRS.CON
include DK_MENU.CON
include DK_EVENT.CON
include DK_USER.CON
include DK_ENVR.CON
This will enable you to change the tiles of hard-coded actors, as we will do.

Put this into DK_DEFS.CON:

Code:
define PLUTOPAKSPRITE 2431 // originally 2501
Tiles #2431-2439 are blank, so nothing will be drawn onto the screen, as opposed to a 1×1 black box.
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Old 06-11-2007, 01:15 PM   #206
eyceguy

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Re: DukeKart
Hey all!

Its been some time, internet finally crapped out and havent had time to get to a cafe around here, though I still am working on dukekart. I've fixed the bots following the waypoints, and currently have some other stuff, such as a way to dynamically spawn actors onto the track instead of having them hardcoded in the map (this would allow for more characters if we wish later on), i have a basis for the code that determines what place you are in, and have an idea to make it better.

back to the movement problem though, (uggh)
i tried messing more with the xvel member and still nothing happens, i have the wiki that TX compiled for a download, which helps since i have extremely limited inet access right now.

So i took advice and had the xvel set every tick, but that doesn't do a thing, i've tried different things with movesprite, but my characters still shake like they are hyped up on coffee.

I read someting about statnum for actors and thought that it *might* have something to do with it, but still no luck. Any other help would be greatly appreciated

So, I'm not dead, just disconnected
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Old 06-11-2007, 01:42 PM   #207
DeeperThought

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Re: DukeKart
It's nice to hear that you're still making progress on this. It's too bad that the Duke Nukem forum is currently being inundated with spam which will bury this and the other mod threads.
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Old 06-11-2007, 04:08 PM   #208
Jblade

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Re: DukeKart
Quote:
Originally Posted by DeeperThought View Post
It's nice to hear that you're still making progress on this. It's too bad that the Duke Nukem forum is currently being inundated with spam which will bury this and the other mod threads.
Yeah, the 'Duke Vs X' threads really need to die out. It's good to hear you've been progressing on this whilst off the net
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Old 06-12-2007, 11:35 AM   #209
Dopefish7590

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Re: DukeKart
sounds good
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Old 06-12-2007, 01:17 PM   #210
DavoX

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Re: DukeKart
I'm really looking forward to this one, I'll make a map for it for sure.
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Old 07-06-2007, 04:29 AM   #211
Micki!

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Re: DukeKart
*cough*Progress*cough*
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Old 07-07-2007, 06:33 PM   #212
Sharpie

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Re: DukeKart
I cant wait to see what this is going to look like!!!! Its going to be awesome
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Old 07-07-2007, 10:30 PM   #213
Telee

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Re: DukeKart
Quote:
Originally Posted by Micki! View Post
*cough*Progress*cough*
Not much to say at the moment. I have a couple levels in progress (one of them being very far to completion) but I haven't worked on it in a while since I've been busy with something else.

Once I have the time to work on it I'll post some screens
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Old 07-13-2007, 03:07 AM   #214
Kev_Hectic

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Re: DukeKart
As for that Battlelord kart I was working on, I kinda gave up half way through. I had a hard time getting to look right from the back angles and it made me frustrated. I did finish half the frames though.
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Old 07-16-2007, 02:54 AM   #215
Micki!

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Re: DukeKart
Noooo

Please post it here... Perhaps some of us here can help you out with it..!
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Old 07-18-2007, 02:43 AM   #216
Kev_Hectic

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Arrow Re: DukeKart
Well, here's what I did so far, but I just can't get those frames from the back to look right. This was a tough one to do...


And also keep in mind that some details are missing from some frames, mainly because it was not done.
Attached Images
File Type: png unfinished.png (42.9 KB, 84 views)
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Old 07-18-2007, 03:55 AM   #217
Daedolon
Re: DukeKart
Can't see any problems in it, although the hand looks a bit bigger in the back-shot, but it kinda just makes him more menacing. Good work.
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Old 07-18-2007, 04:56 AM   #218
Steve

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Re: DukeKart
Yeah, it looks pretty bloody good to me.
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Old 07-18-2007, 06:49 AM   #219
Micki!

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Re: DukeKart
Well, i can't see what the big problem is

I mean, the back-view of the Battlelord is the issue i guess (like you said), But isn't it pretty much the same outline as the front view..? Just with different details within the outline..?

Or is there a biger issue i'm missing..? (maybe it simply looks somewhat wrong in the end..?)

I personally think it can be done, from what i see of it atm...

(Looks awesome even if unfinished )
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Old 07-20-2007, 02:29 PM   #220
Nacho

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Re: DukeKart
What would the other characters drive I wonder.
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Old 07-20-2007, 03:13 PM   #221
Nacho

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Re: DukeKart
I used to make sprites for fan games. Nothing with this level of detail though...

Anyways I hoped on the band wagon for fun. Don't know what to make him ride on. Still need some editing.



Suggestions?
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Old 07-20-2007, 04:08 PM   #222
DeeperThought

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Re: DukeKart
Quote:
Originally Posted by Nacho View Post



Suggestions?
Don't forget to draw the toilet.

Oh, wait. I forgot that enforcers don't use toilets. Seriously, it's a great start.
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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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Old 07-20-2007, 04:21 PM   #223
Micki!

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Re: DukeKart
I could imagine Enforcers driving a very flat designed go-kart... like a alittle Formel-1 racer car (not exactly like though)... and with Spoiler on the back and such...

Haha, a driving toilet for Assault troopers would rock
Anytime turbo is being used, a toilet flush should be heard then, haha
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Old 07-20-2007, 04:37 PM   #224
Hendricks266
Re: DukeKart
How about the Shitmobile?

Wait, where are the wheels?!
Attached Images
File Type: gif LOL!.gif (6.5 KB, 26 views)
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Old 07-20-2007, 04:39 PM   #225
Nacho

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Re: DukeKart
Quote:
Originally Posted by Micki! View Post

Haha, a driving toilet for Assault troopers would rock
Anytime turbo is being used, a toilet flush should be heard then, haha
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Old 07-21-2007, 03:33 AM   #226
Micki!

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Re: DukeKart
Quote:
Originally Posted by Nacho View Post
Someone tought of this beforehand i see

Hahaha
Hey, now we have a a concept of it's looks
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Old 07-21-2007, 04:38 AM   #227
Parkar

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Re: DukeKart
Quote:
Originally Posted by Micki! View Post
Someone tought of this beforehand i see

Hahaha
Hey, now we have a a concept of it's looks
There is a car like that in UT2004 as well.
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Old 07-21-2007, 10:23 AM   #228
Micki!

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Re: DukeKart
Yeah, i remember that now haha
But it was very very small..!
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Old 10-14-2007, 04:01 PM   #229
eyceguy

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Re: DukeKart
Hey all, its been some time since i've been around here, but some stuff has gotten done even though its been in stasis for a while.

This dev release has the new bot ai along with an early version of code to determine what place one is in.

The racers have all been replaced by kev_hectic's pigcop but using different palletes so there aren't a lot of square boxes racing

Download DukeKart Dev

still having trouble with the actual actor movement code to keep them from being so shaky

Here are the corresponding code blocks I've tried:

DK_TEMPA is set to the actor's velocity and other checks
are then made to see how the velocity is affected before
actually applying it to the actor in question

This is the one used in the dev release, the actors actually move and such, but shake like crazy
Code:
  getactor[THISACTOR].ang DK_TEMPD
  cos DK_TEMPB DK_TEMPD
  sin DK_TEMPC DK_TEMPD
  mulvarvar DK_TEMPB DK_TEMPA
  mulvarvar DK_TEMPC DK_TEMPA
  divvar DK_TEMPB 16383
  divvar DK_TEMPC 16383
  movesprite THISACTOR DK_TEMPB DK_TEMPC 0 CLIPMASK0 DK_TEMPD
This code does nothing, actors sit there looking stupid
Code:
setactor[THISACTOR].xvel DK_TEMPA
now for the second code, ive tried to change the actors spritestat thinking the actor needed some flag before xvel would work, i've even tried using move to "jump start" the actor thinking that xvel wouldn't work while ifmove == 0

if you need to see more of the code its in DK_ACTRS.CON around line 160

Thanks for help and feedback!
eyceguy
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Old 10-14-2007, 08:55 PM   #230
DeeperThought

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Re: DukeKart
Thought I could say something helpful, then realized it wasn't, and now the kids are screaming at me, so that's all the time I have
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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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Old 10-16-2007, 12:04 PM   #231
Western Shinobi

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Re: DukeKart
So is level design open to anyone who can offer? I'd love to make some mariokart maps Duke Style. I'm a really good level designer too, so I think I could be a very good asset to the project. ^_^
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Old 10-19-2007, 04:03 PM   #232
eyceguy

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Re: DukeKart
Any and all maps are welcome!

If you make a map you can attach it in this thread
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