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Messages - Duke64

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841


Mag 60 mod its not perfect it needs quite a bit of work on the model itself and its not the model from Turok 2 remaster before anyone assumes that somehow.

Snake Plissken was a big help with the kmat file for this and getting textures working out. As I had some troubles with getting the textures correct. https://duke64nukem.files.wordpress.com/2016/12/y2.jpg

EGT does the music here: https://elguitartom.bandcamp.com/album/egt-doom-covers-remastered

842
Turok Dinosaur Hunter / Re: Turok EX
« on: January 22, 2017, 01:10:12 AM »
Yeah it does self damage a lot I don't think its a very useful weapon its more a cool weapon an additional touch to weapons I suppose.

843
Turok Dinosaur Hunter / Re: Turok EX
« on: January 21, 2017, 11:23:55 PM »
I always just use the Pulse Rifle xD Particle Accelerator is always fun to use though. Alien weapon is my third choice in these because it uses my Pulse Ammo lol.

844
Sixty Four I can't wait to play this Doom map. I already played the Duke remix level man really neat ideas. Glad you all got an editor and the other new level looks good. I probably won't use the editor for awhile I'm knee deep in a wad I'm working on and helping out with the Soul Sanctum wad with you guys. Awesome work I will definitely play!

I'm really glad you are helping me with some kinks in the wad Soul Sanctum. Yeah these two maps are slowly being worked on. If I was really focused they would both be done. But I'm a bit busy with something atm. These aren't the only two maps I have started they're just the most built. I like to switch it up and keep it fresh myself. Just something I do idk. But the Doom map is real close to done its just a matter of when I get a moment to sit down with it. I plan to and when I do the map should be about 90% done after that and I can send it over for quick testing.

845
I will need someone to test it yeah. I will mention when its ready for that if I sent it now you would see things xD But its near that stage. Its a small level but its hard to improvise specific details of another engine. That's what I wanted to do at first was "bend" the editor to create things other engines have made. But I realized I can't have a Duke map and no DOOM! This was the best fit for me, though I wanted to do Doom 64 level 1 (I imagined all the problems that level would bring lol) which is still an idea some time in the future.

I'm really focused on the other map I showed because its another brand new one :) more freedom!

Plus this Doom map is nearly done final touches and gameplay though.


846
Good job and you are still having a crash now?? I'm not sure why it would crash with your mods unless there was a mistake there maybe if you created your kpf out of an rar. Always create .zip folder then rename to .kpf I've had troubles with .rar conversion to kpf. Even if it doesn't help just wanted to say that in general. Maybe you already fixed your crash also?

847
I think I got some of it working you walk up to this switch and they go down :) its between the pillars instead a little improvising. But they do lower down now also. Still not done in this room though.





Random outside pic



848
I think it does I seen new tracks like rainbow road from mario kart. I don't know how to do that yet on here but I think its possible. For now I'm just trying to upgrade one of the normal tracks first and race on it xD

849
Yeah those switches even the pillars are tough themselves. But I think I can improvise somehow yeah a sector activation to a secret area or I can just make the wall where Turok can just walk through with skulls facing it like I have it now well that is more like a Turok secret to me. I'm having trouble with that area regardless of the switches but I will pull through oh yeah xxD. Going to try now! This levels already driving me mad ;)

850
First question I would ask is how did you test the respawns and teleports? Did you only test them in the test play editor function only? Or did you actually test it through the game and this problem still consist's?

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