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Messages - ToiletDuck64

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Duke 3D Modifications / Re: [RELEASE] Mario Kart battle stages
« on: November 04, 2013, 11:05:25 AM »
Here's another one - the Pipe Plaza from Double Dash:
- "Pipe Plaza"
- "Pipe Crossfire"
I tried to get the pipes to behave the same way they do in the original Mario Kart stage. I managed to make it work...mostly.
(For example, firing rockets (or better yet, shrinker shots) into them has hilarious consequences. Seriously, just try it yourself. It's fantastic. Especially in Pipe Crossfire.)

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Duke 3D Modifications / Re: [RELEASE] Mario Kart battle stages
« on: August 04, 2013, 10:09:55 AM »
And now, maps based on another Mario Kart 64 battle stage:
- "Skyscraper"
- "X-Scraper" (my expansion of the Skyscraper, of course)

I attached the Double Deck and Triple Deck (both TROR and non-TROR versions) in this I guess that's all the Mario Kart 64 battle stages. Having done that, I guess it's time for me to check out the battle stages in other Mario Kart games... (I already have a few in mind that I'd like to do...)

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Duke 3D Modifications / [RELEASE] Mario Kart battle stages
« on: August 01, 2013, 10:05:56 AM »
Lately, I've been remaking Mario Kart battle stages in Duke Nukem 3D... (just MK64 for now, but I'm considering other Mario Kart games as well)

One way I'm trying to add originality is by, in addition to just remaking the stages, making expanded/extended versions. (usually named "____ X", but only if I can't come up with anything better)

For now:
- Block Fort
- Block Fort X
- Big Donut
- Big Donut X

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Classic Duke 3D / Re: Some old maps I made...
« on: July 27, 2013, 05:55:42 PM »
The guy who was working on TROR isn't bothering with polymost TROR since one day polymer will replace polymost (plus he doesn't really understand polymost).
He also said that he's taken classic about as far as it can go without putting in an insane amount of work for only minor improvement. I agree that it would be nice to at least know why the glitches are occuring so that we can try to avoid it in future maps.
Plus he's also shifted most of his focus onto the new lua scripting.

So yeah better call it "finished".


Okay, I guess I'll call it "finished" then. I suppose I can always upload a fixed version later if I find a way to make it work in classic.

General Discussion / Re: What is your own worst map(s)?
« on: July 25, 2013, 10:08:29 AM »
Here's a really old map I made back in 2002 and hadn't touched since (after digging it up I used Mapster to fix some corruption, but that doesn't count). It was basically part of a bunch of...well, I'd call them "maps", but that would imply that any of the other ones were anywhere near finished. I called them all "crap#" as temporary names, then decided to leave it that way because it seemed appropriate.*

This is the "best of the worst" so to speak; that's probably why it's the only one that got finished. Partial list of dumb things in this map:
- Excuse the Stadium ripoff.
- There's a glitchy water's possible to brute-force your way out of the glitch though. (Actually, the whole area near that (with the trains and stuff) is somewhat derpy, to be honest.)

*(By the way, by "crap" being an appropriate name, I mean when looking at them as if they were finished maps...some of them might still be useful as set pieces or somesuch.)

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Classic Duke 3D / Re: Some old maps I made...
« on: July 25, 2013, 09:49:01 AM »
So...should I:
(a) wait until the software (and/or Polymost) rendering problems get fixed, or...
(b) just call it "finished" with Polymer as a "system requirement"?

(It's unfortunate that of the two ways to make this map work, both are apparently broken in classic. :( The worst part is that I don't know why the option I went with is broken.)

By the way, my computer is indeed "super old"...

Classic Duke 3D / Re: Some old maps I made...
« on: July 25, 2013, 05:37:45 AM »
I can guess what the problems are so I don't need to download it. The TROR limit is 8 in software mode.

If you run the map in polymer (there's a checkbox for it in the startup window), all the bugs should go away.
But then you might as well have stuck with using sloped TROR since that's probably faster to make and uses less walls (and would therefore run slightly faster).

I'm also a bit concerned that if the layers are too close together, there might be problems with weapons not hitting the player for example if the player is standing in a lower layer with the top half of his sprite sticking out in the top layer, shooting the top bit won't cause any damage, another reason to stick with the slopes (sorry this didn't occur to me before).

First off...I tried checking that box, but, apparently, I can't use Polymer - the game won't let me:
Initializing Polymer subsystem...
PR : Your video card driver/combo doesn't support the necessary features!
PR : Disabling Polymer...
The problem with this is that I can't find any documentation on what the system requirements are for Polymer - and no, "Polymer renderer requires a bad-ass video card." doesn't count.

What does the map look like with Polymer anyway? Does it really fix all the graphical glitching?

I suppose I could try remaking these maps with sloped TROR boundaries, but I'm very reluctant to move forward until I find out why this is happening i.e. what I did wrong that is causing them to glitch up as badly as they are now.

Classic Duke 3D / Re: Some old maps I made...
« on: July 25, 2013, 12:04:34 AM »
Here's the TROR-stacking-abuse version of the Triple Deck. It's got the same graphical glitching issues as the TROR Double Deck, and issues caused by going beyond known limits of the TROR feature. (Basically, I had to stack about 11 or so TROR layers, and if I'm not mistaken the official limit is 8 before problems occur.)
Just like with the TROR Double Deck, I can't call the TROR Triple Deck "finished" either until all the graphical glitching is fixed.

A couple of things I'm wondering...
Is the graphical glitching just as bad for everyone else as it is for me?
Also, is there a renderer setting or something that fixes this (or at least makes it not as bad)?

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Classic Duke 3D / Re: Some old maps I made...
« on: July 17, 2013, 09:21:34 AM »
Well...since TROR slope abuse didn't work out (as you can see above), I tried TROR stack abuse instead, and tried to replicate the Mario Kart 64 Double Deck using this feature.

As you can see, it ended...well, badly.

To be honest, I could call the map finished if it weren't for all the graphical glitching. Does anyone know how to fix it?
The problem is, I'm not sure if the TROR feature even officially supports this kind of abuse.
(By the way, Mapster's corruptcheck feature must be herping the derp, as it seems to think nothing is wrong with the map as it stands now.)

(edit) Oh, and you know what's worse? I'm working on a "Triple Deck" expanded variation. I'm sure you can figure out how well that is going.

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Classic Duke 3D / Re: Some old maps I made...
« on: June 24, 2013, 06:27:52 AM »
Well, I tried re-making the Double Deck with the TROR feature, and ran into the problem that apparently, TROR surfaces "facing" the same direction (by "same direction", I mean if the base surfaces were both floors or both ceilings before getting sloped) cause problems when visible through each other. :( Attached are a couple of proof-of-concept maps.

I guess it's back to the drawing board for re-making the Double Deck, then...

(Two things about the original maps:
- The stairways in the original maps were workarounds of sorts, for the fact that the original engine didn't support the "floating" ramps that were in Mario Kart 64.
- They don't actually require Atomic/Plutonium, and shouldn't be listed as such on the map listings; requires Polymost or better because of the amount of spritework it has, though.)

(edit: had to fix one of the maps in the attached zip)

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Classic Duke 3D / Re: Some old maps I made...
« on: June 19, 2013, 10:09:05 AM »
Hello and welcome aboard  :)
Are you gonna finish 'em?
Or just a release-as-they-are?

I guess it's pretty much a release-as-they-are, because I'm not particularly interested in working on them anymore...

Not even with True Room Over Room, or colored, dynamic, shadow-casting lights?

A lot of things you can do in the game nowadays weren't introduced until after those maps were be honest, if I was going to create updated versions of the maps using stuff like that, I'd probably be better off starting over from scratch than trying to retrofit the existing maps. Besides, I don't even know how I'd make those features work in the map design...

Classic Duke 3D / Re: Some old maps I made...
« on: June 19, 2013, 06:00:52 AM »
Hello and welcome aboard  :)
Are you gonna finish 'em?
Or just a release-as-they-are?

I guess it's pretty much a release-as-they-are, because I'm not particularly interested in working on them anymore...

Classic Duke 3D / Some old maps I made...
« on: June 18, 2013, 08:16:42 PM »
Here's a bunch of old DukeMatch maps of mine that I haven't actually worked on in years, and I'm only calling them "finished" because I'm not working on them and they're reasonably close to being done...they're all kind of derpy, to be honest, especially - "Basic Airborne Research Facility" - It's a big derpy...airplane out in the middle of the ocean or something. The biggest problem with this one is that it has too many areas with nothing going on in them, and not enough windows to the outside. - "Double Deck" - Based on the Double Deck from Mario Kart 64. - "Triple Deck" - Like, but expanded with even more spritework to a third..."deck". (The items on the higher levels get a bit derpy; I at least wanted something up there.)
For both of these maps, I had to build all the "railings" on the map, as well as all the platforms and stuff above the lowest level, entirely of spritework. I couldn't use ramps like MK64 did, so I used stairways instead. (For the sake of consistency, even the lowest level has stairs, even though they're sector floors and are therefore slope-able.)
Both of these maps suffer from some sprite view-clipping problems (such as railings being visible through the floor below them); that's because, among other reasons, I don't see a good way to make the railings visible from on top of but not through the floor they're attached to, and because I don't think the sprite alignment feature was designed for something this complicated, especially all in the same area. (edit: It turns out, these problems only happen with the "classic" rendering mode, which Mapster was using at the time...)

(I'm new to this, and may be failing to do something important when posting this...just bear with me.)

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