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Messages - David B.

#1
Yes, they are sprites so one can see them even without Polymer, and because the framerate suffers from polymer lights IMO.



#2
Here is the results in Polymer :

- framerate between 22 - 40 fps. most of the time I noticed 26 fps on average
- without rain sprites min. 29 fps, most of the time I noticed 30-40 fps on average.

(I must say I don't have graphic card for games. I've never a good framerate with Polymer).

The effect itself is enjoyable. So, there is a compromise.






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#3
My best whishes for this new year to the community.

A map is probably coming soon... to start the year.

For this one, I'm testing a rain effect I've done myself but I'd rather have the opinion of a beta-tester about that and its downsizes.
The map itself is not completed and HRP is, as usual, needed.

It would be better to know if this effect worths the effort before to spent more time on it for the rest of the map.

#4
Site News & Feedback / Re: Mapper of the Month
05 December 2013, 12:29:35
Quote from: Micky C on  02 December 2013, 12:51:49
Congratulations to David B for getting mapper of the month. He's made some of the best if not the best levels for the HRP ever.
I'm glaaaad to read that.  :)

I hope some other levels will come up next, but I must admit I now spend less and less time on mapping.
I'll try to make an effort...

Thanks to the staff for adding me to the hall of fame.
#5
I'm not going use this for any hospital... nor come back again with an highland thing... cause when I think twice I wouldn't look very serious.
Beside I'm already mapping (on & off) a fantasy / "kind of hospital" * theme and I'll only use the original material for that one.

* I wont tell too much about that for the moment...
::)
#6
That's good to have some feedback.
In fact I already tried several experience about introducing new tiles in the game. Each time I did that, I had to stop the project.

First, the new tiles seems to bring something better but after a while I'm aware they are outplaced, like... it lacks of authenticity and it's not going with the game, I don't know... It never seems to work that well...
#7
thanks for your appreciation, guys.

That gaves me some ideas and make me see the downsides.
#8
Well, here is how looks the result of an experience with the handling of customized tiles...

I'm thinking about a remake of a map which wasn't very well designed at the time (neither the gameplay) compared with what I had in mind :-\
I still don't know if I should go further with that but this is supposed to be a remake of "highland" - and if so - even the layout, the gameplay and map size would be so different.

Now you - as a player - how much would you be interested by that idea ? Yes... no... ? Beside I could also use all that material for other purposes instead...


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#9
General Discussion / Re: Happy Birthday thread
08 November 2013, 20:53:01
Thanks Micky  ::)

#10
General Discussion / Re: Happy Birthday thread
08 November 2013, 13:20:17
Quote from: Micky C on  06 November 2013, 13:01:22
Who's David?
What ? You have already forgotten me ?
Well I'm not often here those days. Thanks Puritan.
#11
Many thanks, Master.  :)
Your help is really appreciated, that's a trick I ever whished to do.
#12
Is there anybody who could give me some clues about a trick ?

I don't know how to make some sprites move in a rotative movement, this movement triggered by a small rotative sector (so the sector is not noticed but only the "flying sprites" are seen by the player) ? The purpose is to make some flying insects around a trash can in an outdoor environment.

The sprites are outside the rotative sector (objects are spread while the sector is as thin as possible), but nevertheless they are carried away by the rotation ! I know it's possible, but the way to do this is not clear.
I guess this is only doable with "active" sprites, but that's not a problem (Now if this is also doable with any kind of sprite it would be even better...)

Also, I hardly understand what's the function of the "owner" of a sprite in its properties ? (This is related with the technique I'm trying to figure out above)

Help would be appreciated.

#13
Damnit ! Yes. It's mentionned in the demolition section, not in the "oddities".
#14
I guess it's the right place to post about something odd related to mapster32/or the game ;

I found out that when I use an explodable sprite (gas bottle in this case) combined to a masterswitch to trigger the explosion, the explosion doesn't occur (no sound, no blast) if the exploding sprite (the gas bottle) lotag is set to 0 (delay). Only the screen will shake for 1sec (and BTW I find this anomaly very interesting).

Is this trick known ? Someone could confirm ?
#15
Duke 3D Modifications / Re: [RELEASE] Entrapped
27 August 2013, 12:35:19
I'm sad he's leaving the eduke community, as he said on duke4.

I hope he'll be back one day, maybe he won't as a mapper anymore, but at least for playing our maps and share its impressions.

The time spent for the design of a single map is huge, but of course this is an hobby first of all where we try to materialize what we have in mind.

Now, this doesn't mean a mapper doesn't deserve a minimum of consideration for sharing so much... and what he received is some non-constructive criticism as I could read especially on the other forum - things that shouldn't be posted when someone doesn't like something. At the opposite, Paul was often giving fair feedback to everyone and offered his time.