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#81 |
Re: DukeKart
This mod is gonna rock... now what about a in game multiplayer browser? This would be cool to play with friends.
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#82 | |
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Re: DukeKart
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#83 |
Re: DukeKart
hey all, I'm running into a small road block and looking for some help.
i'm looking at chaning the waypoint system slightly to resemble something like a Flow Field, but in order to to that i need to store the angle of the waypoint actor into the actual sector (instead of thousands of sprites). So Off to the wiki I went. looking at the sector member functions i saw two possible fields i could store the value in, filler and extra. filler had no info on it yet, and extra only talked about its role in sprites and hittypes, but not sectors ![]() ![]() and if for some reason i cannot store a value in a sector memeber, how would i go about looking for a certain actor within the same sector as the current actor, cause that is the only other idea i can think of. so does anyone have any ideas? all help is appreciated
Last edited by eyceguy; 04-23-2007 at 01:57 PM.
Reason: im a programmer not an english major :)
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#84 |
Re: DukeKart
I wouldn't mind trying to build one or more of those tracks if that's allright. Even though I can hardly finish my own personal map. :/
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#85 |
Re: DukeKart
I have a load of maps which I'm sure you could make some use with. That is, if I've still got them.
Oh and why not add Lo Wang into this? He can be like MarioKarts Donkey Kong equivlent and I don't mean as a stuid Ape, anyone whos played the Mario Kart series will know what I'm on about. ![]() |
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#86 | |
Re: DukeKart
Quote:
Your waypoint actors can be angled, just like in that flowfield demonstration you linked to, so what is the problem? As long as the cars know what the next waypoint is, they can adjust their angle accordingly. But I gather that your karts don't know which waypoint to go to next, which is why you are asking about looking for a certain actor within the same sector. I think you want to figure a lot of this out out for yourself, but maybe I can steer you in the right direction. There are lots and lots of waypoints, but there are only a small number of karts. You could set aside some global gamevars for storing the IDs of the karts, then have the waypoints check these IDs to see where the karts are headed and set goals on them as appropriate. (This way, actors don't have to look for each other using findnearactor, which is inefficient). Also, you don't need to have as many waypoints as it sounds like you are using. You can have the karts turn gradually instead of facing the angle of the next waypoint immediately.
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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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#87 |
Re: DukeKart
DT: youre right i do like to figure stuff out on my own. i at least try to give it a whack or two before asking for help.
and i think I may have been unclear about how many waypoints i was using. for a simple 8 style track i have under 15 waypoints. (there's no way in hades i would want to manually angle thousands of waypoints) ![]() i did use your idea with the bot's id stored in gamevars and even though i didn't use findnearactor a lot, i can now say that my code will be findnearactor free ![]() my waypoints are angled, thats not the problem, but i was just trying to figure out how to take the value of the angle and store it in the waypoint's sector, thus simulating a flow field when actually im using only one waypoint per sector. i ran across the idea while googleing 'racing ai' and though that it was a simple yet elegant method. but, i'll look into your idea some more, and if i have any other problems, i'll ask some more ![]() thanks for the help DT! |
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#88 |
Re: DukeKart
I think you'll want to store IDs for human players using the same set of vars, because it's convenient to treat all players the same when you're doing things like listing the race positions (1st, 2nd, 3rd, ...) or have a guided missile deciding who it's going to track, etc.
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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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#89 |
Re: DukeKart
Hi! Kev and Geoffrey your sprites are gorgeous!
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#90 |
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Hey all! Got some good news for ya!
Progress is moving along great! Had a nice run in with waypoints "sleeping" on the job, making life fun. What stunk was that the error that the bots showed because of the sleeping waypoints was EXACTLY the same from a error I had in the bot turning code (thus thinking my error was there and not elsewhere), but that is all taken care of. I've purposely give the bots a slight advantage when it comes to turning. They don't slow down as much as a human player does. This is due to the fact that a bot can/may use the turn function quite a bit to try to stay in line as possible with it's target, thus slowing them down on long straight paths. They might need more advantages, I was able to lap the person I *think* was in second by the 4th lap. Have a few more minor things to work out and then I think DukeKart might be ready for a development/beta release so I can get some feedback from the community. So with that in mind I would like to ask for the first round of feedback. Item probability. Here is what I have so far Code:
(1-4) (5-8) Slimer ~37%* ~3% Booster ~10% ~41%* PipeBomb ~25% ~3% Rocket ~22% ~3% H. Rocket ~6% ~38% Atomic Shield 0% ~13% * denotes the fall back item if none of the "ifrnd" come through |
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#91 |
Re: DukeKart
When it comes to boosting, I prefer the F-ZERO type system where players get a certain amount of boost energy which they can use whenever they want, and gets restored at certain points (either by completing a lap or by driving over a recharge area). But then again, I've never been a big fan of kart racers, so what do I know. It's hard to comment meaningfully on the item distribution without knowing how effective the items are.
On the bot turning issue, it sounds like you might want to try (a) allowing karts to turn in small increments without losing speed (e.g. you only start to lose speed if you have turned more than X degrees over Y ticks), and/or (b) making bots wait in between angle adjustments so they aren't turning all the time. EDIT: One more thing. In kart racers, the bots always cheat, and I've always hated that. I know it will be tempting to make them cheat, but I hope you don't give in to the dark side on that issue.
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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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#92 |
Re: DukeKart
Yes, I do agree that when bots cheat it is annoying, and I don't want them to cheat, but at the same time there has to be some competition, I remember playing the original MarioKart and I always lap at least the 8th place and 7th place players, by the end of the race (even on the harder modes). and one or two times i actually managed to lap the 2nd place player (no joke!)
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#93 |
Re: DukeKart
Okay as promised a development release!
http://www.freewebtown.com/eyceguy/d...070430-dev.zip just extract to a dir and add duke3d.grp and start er up! oh and before anyone says ![]() *episodes don't have any corresponding tracks with them, use a usermap *bots can get stuck from time to time but work for the most part, still figuring that one out *yes I'm using move commands for the carts. (BEGIN TRUTH STRETCHING) i had tried something else one time and ended up moving so fast i ended up in someone's quake 3 game. that was awkward to try to explain. (END TRUTH STRETCHING) anyway lemme know what you think of it so far! EDIT: upload was corrupt, that should be fixed now ![]()
Last edited by eyceguy; 05-01-2007 at 12:39 PM.
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#94 |
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Re: DukeKart
I find the control scheme confusing. What are the new controls and game play mechanics so far? I noticed my kart was hard to stop and it'd randomly change speeds.
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#95 |
Re: DukeKart
I've just tried it. Nice piece of work though it's obvious it's a very early relelase.
My main complaint: The turning doesn't feel right at all. It should be closer to this (if possible): E.g. when you the turn left key, the sprite should turn left and a tiny bit later the screen should follow it. Other: -weird acceleration, the speed seems to change randomly -lots of missing stuff (black squares instead of some sprites) Eduke complains about it. I guess that's because of the ripped MarioKart stuff you use and that can't be included. Still, it's pretty cool. I look forward to see more ![]()
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[\\\]=>My automotive art & design gallery on DeviantArt<=[///] "There's no Photoshop filter for talent!" - HotShoe, S&D "One day when I get rich and win the lottery I'll buy the rights to DNF and finish it myself." - Yatta |
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#96 |
Re: DukeKart
@bonesnapper:
I completely forgot to mention the controls ![]() up arrow: accelerate down arrow: decelerate / stops / reverse left/right: turn left control: fire item / select player as i mentioned i am using the move commands to move the carts, and tried to simulate 'gears' using them thats why the jumpy-ness while accelerating stopping isn't automatic, but there are two ways: pressing the down arrow will down-shift until you stop at which point you will reverse. also not pressing the accel key will cause your kart to cruise to a stop. @gt1750 the missing black squares and eduke complaints are from the lack of highres art (mostly due to the mario kart stuff), but the reason i included it was because of dummytiling the missing actors within the art file eg actors 3-8 so that the game would still use them even though the art doesn't exist. as i get art for those sections, i can remove the dummytile sections, and then maybe altogether remove the dire need for the def files and fork off a dukekart hrp. i do understand that the game's controls are awkward/stiff and i definately would like to redo that part. at the same time, I'm proud of what i managed to get done in about a months time with this, and felt it would be beneficial to at least release a dev version to get some feedback before pushing forward. thanks for the comments! eyceguy |
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#97 |
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Re: DukeKart
As someone who has drove a real go-kart before, which was an automatic, its a really smooth experience if you know what youre doing. I noticed on the second lap the other racers went crazy and started clinging on the walls and warp and stuff.
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#98 | ||
Re: DukeKart
I just tried it and, I have to say it's pretty buggy. But a good start anyway. Yeah, the acceleration is pretty random, and the enemy cars get confused sometimes, they run into walls and drive around backwards. It's pretty cool though seeing my sprites in action
![]() Maybe that's something I'll try to do when I get some more time... add some more animation to the current two sprites I have. Also, maybe I'll make a few new character sprites as well, and try to make a whole set. If anyone would like to help me out a bit, feel free. Would it be possible to add additional frames of animation, to make it look like the character is steering left and right while from the behind the camera view? (like the leaning animation in Mario Kart) I don't want to make any additional frames that will go to waste. I don't remember what the Deliverator was in any of the Duke games, got any pics? Quote:
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#99 |
Re: DukeKart
the duke nukem kart should be duke nukem on deeperthoughts devistator drone
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#100 |
Re: DukeKart
I updated my Pig Kart a bit... I added frames of animation to the tank treads...
![]() There are four frames of 'tread' animation for each pose... except for the side angle which has none. I also made the Pig Cop shake a bit to try to make him look less static... though I'm not sure how well I succeeded. animation: ![]() will probably update the Octobrain later.
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RIP: 3D REALMS 1987 - 2009, you're still dead to me |
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#101 |
Re: DukeKart
It looks like hes laughing - probably at when he is going to pull some evil power-up on you. That looks great!!!
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#102 | |
Re: DukeKart
Quote:
![]() The updated pigcop seems better... though, i don't know about the shaking... maybe it'll look more fitting if he's actually moving..? ![]() We need Enforcers riding small rocket-cars ![]()
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A true genius does not need boundaries such as 'common sense' |
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#103 |
Re: DukeKart
@Kev_Hectic
I made a quicky in Photoshop I thought of something along these lines with the Battlelord Kart... --- ![]() --- I've only drawn the stuff i mainly thought of on a Battlelord-Kart... Those are: 1) An engine visible outside the kart, like those sports cars... 2) The exhaust having a similar shape like shown (not the look, just the shape ![]() 3) A plow in front... for visual appeal, not affecting other vehicles ![]() 4) Spikes on the wheels 5) The steering box-thingy, should be a bit messy... with cables all over and stuff Basicly the whole kart should look somewhat custom made out of scrap pieces... Hence the unusual engine for a kart, and the plow etc... I will leave additional details to you if you like this idea... i didn't bother looking how an actual engine looked like, or doing any other angles (though, if it's prefered, i'd make other angles ![]() I hope this might help make you finish it faster ![]()
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A true genius does not need boundaries such as 'common sense' |
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#104 |
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Re: DukeKart
I think maybe the Battle Lord could drive something like the Dragula.
Less tacky, and better colors, and I think it could be cool. ![]() |
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#105 | |
Re: DukeKart
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So, uh, what would be left of the original design if it weren't tacky?
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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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#106 | |
Re: DukeKart
Quote:
![]() Haha, i remember that car from Carmageddon TDR2000 (though, the games itself isn't that good)
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A true genius does not need boundaries such as 'common sense' |
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#107 |
Re: DukeKart
Whaaaaaaaaaaaaaat, How Dare You Say Carmageddon Isn't That Good!!! Heresy!!
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#108 | |
Re: DukeKart
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But Carmageddon TDR2000 is poor... ![]()
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A true genius does not need boundaries such as 'common sense' |
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#109 | |
Re: DukeKart
Quote:
Death rally |
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#110 |
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Re: DukeKart
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#111 | |
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RIP: 3D REALMS 1987 - 2009, you're still dead to me |
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#112 |
Re: DukeKart
You shouldn't mind any displacement or anything... as i said, i'm not familiar with engines look...
Or vehicle design in general... ![]() You're right though, the steering column should likely be placed a little backwards-(or more angled maybe)... or the engine pushed forwards ... Perhaps the Plow could be bigger... the Engine could be placed right behind it (half covered by it) Maybe the two wheels on the back should be bigger ![]() Else, cool you seem to like it...
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A true genius does not need boundaries such as 'common sense'
Last edited by Micki!; 05-03-2007 at 08:36 AM.
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#113 |
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Re: DukeKart
I think a bigger spikey plow would be awesome.
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#114 |
Re: DukeKart
Seeing as the look of the sprites is based just on how fun(ny) it looks, I think it may be fun to give the Battlelord a small kart (like the one Micki! drew) but then also see how he holds his legs open so they won't block his view (after all, it is a small kart)
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traB pu kcip |
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#115 |
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Well, here's what I came up with. What do you think?
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RIP: 3D REALMS 1987 - 2009, you're still dead to me |
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#116 |
Re: DukeKart
i like it :thumbs:
good work |
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#117 |
Re: DukeKart
Would it look better if there were simply 4 big (not long) spikes sticking out of the axle sides in the center of the wheels instead of the smaller and harder to see ones: most especially when spinning?
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#118 |
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actually, yeah. It would look better, if the spikes were sticking out of the hubcaps instead of on the tires. Maybe I'll change that.
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RIP: 3D REALMS 1987 - 2009, you're still dead to me |
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#119 |
Re: DukeKart
That looks realy cool..!
![]() ![]() The orange spikes on his back look a little strange though... maybe a little too simple (the colors look so "plain" compared to everything else) Also, on the Battellords neck, there's actually two long spikes (one on each side) This GIF animation of the battlelord shooting, you can slightly (hardly actualy) see the spike i mean just a few pixels above the shoulder pads... it's not that long... ![]() Also on this GIF, you see a slight black part on the orange spikes too On this Fanart i once made, i made them clearly visible (because i doubled the length ![]() Though, the spike on the Battlelords right looks like it's coming OUT of the neck... Anyways, it's that particular spike i'm refering to... http://www.duke4.net/images/fanart/micki/23.png Also, the whole head isn't covered in metal plating, only the part above the eyes... like a head-band Else it's extremely cool looking, just like i had imagined it actually..! ![]()
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A true genius does not need boundaries such as 'common sense'
Last edited by Micki!; 05-04-2007 at 01:06 AM.
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#120 |
Re: DukeKart
Something I should have posted before but wouldn't it look cooler with the engine on the back? That way you will see it while driving to. It does look pretty darn sweet though.
Another thing I just thought of, why not have parts of all the characters blue so you can pick the color? Not shure what on the octabrain cart would work though. |
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