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#201 | ||
Re: DukeKart
Quote:
Anyway, that's my final opinion on that subject; this might go on forever. On the topic of Dukekart... Quote:
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Smoker incapacitated Telee |
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#202 |
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Re: DukeKart
I dont think we should do anything like the MN TC.
It died. |
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#203 |
Re: DukeKart
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Smoker incapacitated Telee |
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#204 |
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Re: DukeKart
I was thinking of a rather different mod then. One that was started in like 1998.
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#205 |
Re: DukeKart
In your .def file, I saw this:
Code:
// these two help remove the "atomic" on the logo dummytilerange 2502 2503 1 1 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 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 Put this into DK_DEFS.CON: Code:
define PLUTOPAKSPRITE 2431 // originally 2501 |
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#206 |
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 ![]() eyceguy |
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#207 |
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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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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#208 | |
Re: DukeKart
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#209 |
Re: DukeKart
sounds good
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#210 |
Re: DukeKart
I'm really looking forward to this one, I'll make a map for it for sure.
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#211 |
Re: DukeKart
*cough*Progress*cough*
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A true genius does not need boundaries such as 'common sense' |
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#212 |
Re: DukeKart
I cant wait to see what this is going to look like!!!! Its going to be awesome
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360 gamertag: sharpie92 DNF on 360 please http://www.youtube.com/watch?v=gFct6lg0Vmo <<<< Watch for a laugh |
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#213 |
Re: DukeKart
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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Smoker incapacitated Telee |
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#214 |
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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RIP: 3D REALMS 1987 - 2009, you're still dead to me |
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#215 |
Re: DukeKart
Noooo
![]() Please post it here... Perhaps some of us here can help you out with it..!
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A true genius does not need boundaries such as 'common sense' |
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#216 |
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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.
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RIP: 3D REALMS 1987 - 2009, you're still dead to me |
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#217 |
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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Duke Hard - 17 map episode for Duke Nukem 3D. |
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#218 |
Re: DukeKart
Yeah, it looks pretty bloody good to me.
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#219 |
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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A true genius does not need boundaries such as 'common sense' |
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#220 |
Re: DukeKart
What would the other characters drive I wonder.
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#221 |
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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#222 |
Re: DukeKart
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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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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#223 |
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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A true genius does not need boundaries such as 'common sense' |
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#224 |
Re: DukeKart
How about the Shitmobile?
Wait, where are the wheels?! |
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#225 |
Re: DukeKart
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#226 |
Re: DukeKart
Someone tought of this beforehand i see
![]() Hahaha Hey, now we have a a concept of it's looks ![]()
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A true genius does not need boundaries such as 'common sense' |
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#227 |
Re: DukeKart
There is a car like that in UT2004 as well.
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#228 |
Re: DukeKart
Yeah, i remember that now haha
But it was very very small..! ![]()
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A true genius does not need boundaries such as 'common sense' |
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#229 |
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 Code:
setactor[THISACTOR].xvel DK_TEMPA 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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#230 |
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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__________________
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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#231 |
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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-Brad Newsom President/Founder http://www.vigilantec.com/ http://www.westernshinobi.com/ |
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#232 |
Re: DukeKart
Any and all maps are welcome!
If you make a map you can attach it in this thread |
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eduke32 mod |
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