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 1 
 on: March 03, 2021, 09:19:03 AM 
Started by Forge - Last post by Puritan
Puritan, I have yet to play it but that JABA map you just posted looks really cool: http://www.scent-88.com/reviews/J/jaba/jaba.php

If you ever find more from the same author or more levels released out of Japan in general, I'd be quite interested in seeing them pop up.

Been enjoying the latest uploads and frequent updates as always despite running out of time to play Duke lately. Thanks again for your work!

Also, review of Fallout Freeze never went up?


Thank you very much, monsieur !
JABA is actually very well done for it's time with nice architecture.
I think it was an active mapping community in Japan back in the days but the authors rarely popped up on western web sites.
Very few spoke English so they kept the releases within Japanese forums.

I decided not to host Fallout due to some monetizing / copyright issues.

 2 
 on: March 03, 2021, 08:00:29 AM 
Started by Forge - Last post by ck3D
Puritan, I have yet to play it but that JABA map you just posted looks really cool: http://www.scent-88.com/reviews/J/jaba/jaba.php

If you ever find more from the same author or more levels released out of Japan in general, I'd be quite interested in seeing them pop up.

Been enjoying the latest uploads and frequent updates as always despite running out of time to play Duke lately. Thanks again for your work!

Also, review of Fallout Freeze never went up?

 3 
 on: January 29, 2021, 05:50:02 PM 
Started by Puritan - Last post by Aleks
Hard to believe we're still mapping/modding for a 25 year old game :o And giving Duke is Ten a try might seem like a nice way to celebrate, never played this one before.

 4 
 on: January 29, 2021, 07:56:05 AM 
Started by Puritan - Last post by Puritan
Happy birthday, Duke Nukem !

 5 
 on: January 19, 2021, 01:30:58 PM 
Started by Micky C - Last post by Aleks
Yeah I'm also too used to the old system. I don't really write the tags anywhere most of the time, unless setting some effects that require lots of different channel, then I go for example 280XX and XX goes from 01 to whatever is needed. Other than that I just put random 4-5 digit number and check if it's free. There's a useful feature when you hold Left Shift over a sprite, it will show lines connecting to every other object tagged under the same channel.

 6 
 on: January 18, 2021, 05:25:19 PM 
Started by Micky C - Last post by Puritan
I only recently found out about this one, it's for "convenient tags". Basically, you can write any word instead of numbers to link a channel, for example DOOR1 or something instead, and the maptags file will link these with tag numbers. I got rid of it fast myself, as it's not something I'd need myself - the file is created even if you mistakenly write a letter instead of a number while putting the tag. Don't think it's necessary to include in the release, I think the name-tags are only used for the editing maps, but then it gets converted to numbers, as I've never seen one attached with a map - but I'd recommend doing a quick check if the map alone would work without it, or even better checking that on a short example map with one activator-open door using a convenient door tag instead of regular one.

Thank you, Aleks  ;)
That naming feature reminds me of the tag-system in the Source engine ( Half-Life....etc.)

Think I'll stick to my "ancient" system.....paper and a pencil to keep track of tag numbers.

 7 
 on: January 18, 2021, 11:16:08 AM 
Started by Micky C - Last post by Aleks
I only recently found out about this one, it's for "convenient tags". Basically, you can write any word instead of numbers to link a channel, for example DOOR1 or something instead, and the maptags file will link these with tag numbers. I got rid of it fast myself, as it's not something I'd need myself - the file is created even if you mistakenly write a letter instead of a number while putting the tag. Don't think it's necessary to include in the release, I think the name-tags are only used for the editing maps, but then it gets converted to numbers, as I've never seen one attached with a map - but I'd recommend doing a quick check if the map alone would work without it, or even better checking that on a short example map with one activator-open door using a convenient door tag instead of regular one.

 8 
 on: January 16, 2021, 07:16:30 PM 
Started by Micky C - Last post by Puritan
Recently I discovered a new file in Eduke32 when building maps.
It's called ' *.maptags '

Anyone know what the file is for?
Does it need to be included when publishing a map? ( Example: I'm thinking of the *.ain-file that comes with Half -Life 2 maps).

 9 
 on: January 06, 2021, 05:23:00 PM 
Started by Puritan - Last post by Puritan
Nice to see something going on around this thread and it's cool you're working on something, Puritan! Is it the same map that was on your previous screenshot from 2019? Looks cool, especially the 2nd one, there's some nice depth to it from the structure. Is it gonna be some kind of mall?

Thank you.
I spend quite many hours working on stuff on CGS behind the scene.
Mostly reading and testing code. Then write new code wherever it's needed. (hence the leap from old PHP-code and into PHP 7 and above)
When getting tired of it I find it very relaxing to enter the Build engine.
Could have been more often obviously.

The shot is not from a mall, it's supposed to be a part of the EDF administration area.
The map will be a journey through; a mall (!), some burger joint, an industrial area, a small cityblock and, of course, the reactor core  :P

The two shots you posted looks very good indeed !

 10 
 on: January 06, 2021, 12:53:58 PM 
Started by Puritan - Last post by Aleks
Nice to see something going on around this thread and it's cool you're working on something, Puritan! Is it the same map that was on your previous screenshot from 2019? Looks cool, especially the 2nd one, there's some nice depth to it from the structure. Is it gonna be some kind of mall?

And working on a project for 4 years is something I can easily relate to... Back in Business taking 17 years was one thing, but now I picked on a map I started in 2008. It's at about 12k walls already, so I'd say about 75% done, I have quite clear idea of what areas need to be build and how the progression will go (actually I have made so many sketches over the years with map layout and specifically marked progression that it's insane). Was mostly just drawing the outlines/interconnections of the new areas lately, to get a better estimate on how should I plan out the resources. The map takes place in an underground hi-tech complex. It will be based more on atmosphere and puzzles than intense combat this time (in fact I'm planning to limit the enemy rooster to more "horrorish" ones like Newbeasts, Octabrains, Slimers and Commanders - hit-scanners will be out this time). Here's 2 quite old screenshots, but not much has changed in these areas.


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