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  Messages - Semicharm
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1  Duke Nukem / In Construction / Semicharm's Stuff on: December 31, 2004, 07:32:36 PM
Well, things came up and I had to put the project on the back burner for awhile, so it looks like it's going to be late, but it will come sooner or later.  At least I have started several new chapters for my novel!  One of them is almost finished too.  (Check out my sig).
 
Anyway, I do have some progress on Royal Rumble to report.  Most of the con code was finished in a few hours, OK half a day.  I don't want to spoil it, but the new ones are smarter and tougher.  I haven't added the modified aliens in yet because there's a few effects I want to add, but I'm still hitting the wall/sector limits.  It doesn't help that I redid the theater either, but I think that the results will speak for themselves.  More hires and custom pics have been added, but I don't have all of the hires replacements I want yet and some of them in the texture packs don't fit anymore, so I have to mod or replace them.   That's all for now.  I'll give my beta's a headsup when when it's time.  Again new testers are still welcome.
2  Duke Nukem / Duke Nukem 3D Editing / * Urgent! Subway Problem on: December 05, 2004, 05:08:43 PM
There really isn't a much of a difference between using red or white sector lines in a train.  The rules are still the same.

The problem is how the sliding sector effects work.  The sliding effects, such as the 2-way train, look at all of the walls that are touching the main sector, the one with the SE, and only moves them.  Also the only
sprites that the effect will move are the ones that are in the main sector.  The same is even true for Duke himself.  If he leaves the main sector he will fall off.

The secret to making complected stuff like this move is to make it such that the main sector touches every single point of all of the sectors that are inside of it.  It doesn't actually have to touch the wall itself, just the point.  (Build is weird, I know).  Also, it doesn't work right if there are more than 3 walls intersecting at a single point.  The effect will only move Duke if he is inside the main sector, so he has to be able to stay in it while it is moving.  

That's basically all there is to it!  You can look at the jeep and forklift (ya, the forklift moves too) from my Jungle Factory map for some examples.
3  Duke Nukem / In Construction / Semicharm's Stuff on: December 05, 2004, 03:27:16 AM
Well, it looks like I'm going to have some free time for a little while (long story).  I've been putting around with Duke a bit lately, mostly in my current map slated for release, Royal Rumble.  I've been cleaning it up and removing some stuff that wasn't finished so that I can push ahead for a release, hopefully before the end of year.

Here's as it stands now
Design: finished
Gameplay: finished except a few monsters (see Cons)
Texturing: finished (see Textures)
Shading: finished, pending texture updates (see Textures)
Textures: revamping for hires replacements which will work in "classic duke" too!
Cons: new commando pigs and troopers are still in progress, civilians have been killed

I'll be in touch with my testers when the new textures and cons are ready (if they're still interested).  New testers are also welcome!

Now for the bad news: This is likely to be my last release so I hope that you all enjoy this one!.  

Well, I suppose there's a chance that the next map after this one in the episode (ya this was all part of a big episode) could see the light of day since I managed to retrieve it from my old backups, so it depends how much was left to be done.  JF and RR took too much to remake so I really don't see any others on the horizon past that.
4  Duke Nukem / In Construction / Semicharm's Stuff on: August 08, 2004, 07:30:41 PM
Canceled?  Don't know at this point.

I ran out of walls and such awhile ago so the best I could do to balance the lack of shadows is use more ambient lighting.  Unlike the old duke maps, all light sources are counted for, more or less, but it's not quite so apparent from the screens I posted.  I was almost finished with design and everything, but it just didn't feel right.  Great architecture and such, but the game play was just the same old.
5  Duke Nukem / In Construction / Semicharm's Stuff on: August 08, 2004, 08:20:44 AM
OK, I didn't want to do this, but I've been away from this for so long now I might as well just dismiss any pretense and make it official: all of my maps and projects are now postponed until further notice.  Thanks to those who've helped me (you know who you are), you have my undying appreciation.
6  Duke Nukem / Duke Nukem Main / BUILDing on: August 05, 2004, 03:23:58 AM
Quote
I meant ingame shots of IW. I can't use NOLFB as it often crashes.
WHAT? :-?   You don't need nolfb to use JonoF's port and you can set the resolusion to anything you want.  

Oh ya, and I use JonoF's port in XP for build and Duke, running at 1024x768 with no problems.  Before that I ran Duke in XP, but I had to use DOS to run build because ATI f***ed VESA support in their 98 drivers and 320x200 ran way too fast to be usable.
7  Other topics / Computers / Internet / Auto-Rebooting on: August 04, 2004, 06:20:50 AM
You should be careful when raising temp settings.  First make sure that temp is the problem then fix it if it is, just don't mask the problem.  

Also, check system standby settings.  Some PCs have problem with that as well.  Check the windows control panel and the BIOS, which would be in the same place as the temp settings.
8  Other topics / General games / Last game you played on: August 03, 2004, 08:53:21 AM
Just finished Undying.  All I can say is that those that think Silent Hill was scary doesn't even know what scary is!  Something about the howlers just makes my skin crawl and always dread seeing one of the flying creatures making a dive bombing run.  

Well, it started out great, but it kinda went down hill after the monastery past mission.  It felt like that they hit a creative wall and couldn't come up with any goods ideas.   The Oneros mission was interesting though.  Oh ya, and the end was just plan bad.  Worst setup for a sequel that will never happen.
9  Duke Nukem / Duke Nukem 3D Editing / Timer on: August 03, 2004, 08:38:34 AM
I remember reading somewhere that it's 32=1 second, so 32x60=1920 would be 1 minute.
10  Other topics / Computers / Internet / New mobo+PSU +SB live 5.1 on: August 02, 2004, 04:09:37 AM
Ya, don't mention it, I guess.  ;)  
11  Duke Nukem / Duke Nukem 3D Editing / Timer on: August 02, 2004, 03:32:35 AM
Ya, that.
12  Other topics / Computers / Internet / New mobo+PSU +SB live 5.1 on: August 01, 2004, 02:48:40 AM
Well, either check the jacks or check Creative's sound mixer app.  I believe that their speaker setup overrides the windows control panel setting.
13  Other topics / Computers / Internet / New mobo+PSU +SB live 5.1 on: July 31, 2004, 05:43:45 PM
You have the new one which should support 5.1.  BTW, that's a joystick port.  ;)  
14  Other topics / Computers / Internet / New mobo+PSU +SB live 5.1 on: July 30, 2004, 05:09:48 PM
Ya, first a buy brand name PSU.  It powers everything in a PC, so buying a cheap one is a good way to ruin your day and your PC.

BTW, how many jacks are there on the back of your SBLive?  The old ones can only have 4.
15  Other topics / Computers / Internet / Computer will not start. on: July 29, 2004, 07:32:49 PM
Quote
Nope... the memory is just really fucking stubborn to seat. I had to take out the video card and the DVD-RW and CD-RW to get to it.
Damn that's tight, how small is your case?
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