Author Topic: Duke Theft Auto  (Read 9121 times)

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Offline The Commander

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Re: Duke Theft Auto
« Reply #15 on: August 10, 2008, 12:20:55 PM »
But its progressing, and how do you exactly build that map? Do you just build blocks just like GTA has? Or can it be further edited?

Im not exactly sure what you mean by that so i'll post two 2D mode shots of mapster, and what do you mean "Further Edited"?

And can you ever supply us a screenshot with citizens in it, perhaps vehicles and the likes?

For now its quite original, hehe.

Uh? Im sure the first shot I posted had velchales? But most of them are place holders because the cars ect will spawn randomly with a sprite as is the same with citizens.

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I added a little something to the attachments for ya CarThief, love the avatar, lol  ;D
« Last Edit: August 10, 2008, 12:25:44 PM by The Commander »

Offline Captain Awesome

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Re: Duke Theft Auto
« Reply #16 on: August 10, 2008, 02:04:37 PM »
I'd say the framerate would drop less if you used traditional art and 8bit.
Another thing you could do is make minor sprites/actors/etc go invisible and stop their code at far distances, just like the GTA series does.

So you havent coded any vehicles or peds yet?

Offline CarThief

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Re: Duke Theft Auto
« Reply #17 on: August 10, 2008, 04:08:45 PM »
Ooh, now i see, a car and a truck in the latest one, though vehicle rate is rather slow, it seems?

And perhaps you could make some more detailed enviroments, mapster/build does allow to do so, 3D view with such large textures instead of top down will be a bit odd, then again, its even more odd if due to some size problems an car goes right into a building trough a small door!

And my new avatar image is from GTA2, hehe. I was then making some bots attacking the player, one hit me at high speed in a odd way, causing me to fly a bit, and the arrow also pointed at the bot, even the skidmark, and it all fitted so nice, you'd be suprised how fast a bot is in a tank when one's chasing you on its special killing/chasing speed.
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Offline The Commander

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Re: Duke Theft Auto
« Reply #18 on: August 10, 2008, 09:49:34 PM »
So you havent coded any vehicles or peds yet?

Yes

though vehicle rate is rather slow, it seems?

What are you talking about?

And perhaps you could make some more detailed enviroments, mapster/build does allow to do so, 3D view with such large textures instead of top down will be a bit odd, then again, its even more odd if due to some size problems an car goes right into a building trough a small door!

Ive just woken up and I have no idea what any of that means.
« Last Edit: August 10, 2008, 09:51:16 PM by The Commander »

Offline CarThief

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Re: Duke Theft Auto
« Reply #19 on: August 10, 2008, 10:04:20 PM »
I mean vehicles are quite... rare. :P

And about more details, i mean more sprite/sector usage to create perhaps an better enviroment instead of those blocks? Unless those will suit well with the actors and cars.

Makes me wonder, will you be able to go into buildings there? And will cars also randomly spawn? Seems like a hard thing to create. Especially to keep in control.

And the car door thing, was just an interesting idea for a bug, it would be rather... odd if an car would drive trough a too-small door and into an building. :P
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Offline The Commander

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Re: Duke Theft Auto
« Reply #20 on: August 10, 2008, 10:23:44 PM »
Last time I cheacked you couldnt go into buildings in GTA, so it wont be in this.

Quote
And about more details, i mean more sprite/sector usage to create perhaps an better enviroment instead of those blocks?

If you mean something that doesnt look and wasnt in GTA, then no.  :)

Offline The Commander

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Re: Duke Theft Auto
« Reply #21 on: August 11, 2008, 11:51:37 AM »
Shot her in the ass, lolz  ;D

If you go to http://wiki.eduke32.com/wiki/EDuke32_Modifications you will find a another screen with more civi's in it.

Offline Captain Awesome

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Re: Duke Theft Auto
« Reply #22 on: August 11, 2008, 01:33:05 PM »
Pretty cool, all those blood pools out there, did you kill people or were some civilians fighting or something?

PS: I see a Grins of Divinity pistol there. ;D

Offline CarThief

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Re: Duke Theft Auto
« Reply #23 on: August 11, 2008, 02:41:46 PM »
Ah, its working quite well now, though the civillian skins seem rather... stretched, made larger in pixels, or whatever you call that. The height does seem do realistically match cars though, as cars are not frequently higher then people.

And probaly went on a small killing spree? I wonder if the emergency services are already working in there, hehe. And are cars capable of killing people, when hit hard enough at some speed?
Hmm... do cars also stop when you, or someone/something else is in the way? (Except police, etc when chasing) As the usual GTA's, but nonetheless amusing if one doesnt want to, like in GTA2 the carjacking green shirt people never stop, once they stole a car. :P

Quite frustating to get killed by an car though, sometimes, i hope you can jump over it, as GTA2 has too! Or something similar.
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Offline The Commander

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Re: Duke Theft Auto
« Reply #24 on: August 12, 2008, 12:56:48 AM »
PS: I see a Grins of Divinity pistol there. ;D

Well done,  (Y)
I was talking with Geoff and I asked him if he knew of any pistols that looked like the one in the hud display but he didnt but he thought the GOD one might suit it, Which it sorta does cos you dont get to see the butt of it.

Offline Captain Awesome

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Re: Duke Theft Auto
« Reply #25 on: August 12, 2008, 01:50:53 PM »
I know every weapon from every mod and build game, and then some.

Offline CarThief

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Re: Duke Theft Auto
« Reply #26 on: August 14, 2008, 10:18:12 AM »
Hmmm... Perhaps make civillians run when shot, or being close enough to "hear" one? If that's not done yet.

Maybe its also fun to make those rows of several people chanting, those krishna people from GTA1, and give a bonus when running them over in short succesion with a car? :P

Ah, maybe some old GTA style weapons such as that certain rocket launcher will suit nicely too.
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Offline The Commander

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Re: Duke Theft Auto
« Reply #27 on: August 14, 2008, 12:03:10 PM »
The map is starting to get quite big now,  ;D  (Y)
And is starting to look alot more like a GTA 1 map, dont mind the FPS counter - it only takes a hit like that when veiwing the whole map like this, its much smoother on ground level.
(this could make for some great duke matching  8) )

Offline MetHy

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Re: Duke Theft Auto
« Reply #28 on: August 14, 2008, 12:16:26 PM »
How the gameplay of this will end up ?

It COULD end up good if it'll play in multiplayer like a City Terror size x3, and with more stuffs possible to do by the player (I except things like what you can do in GTA) and also if the map isn't limited to outdoor areas. Though that would actually mean having like 6-8 players playing at once (the map will be big), which is VERY rare for normal duke, and never the case for a mod.

Offline The Commander

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Re: Duke Theft Auto
« Reply #29 on: August 14, 2008, 12:41:20 PM »
Well, Im going to keep making this map bigger and bigger till either.

1. The frame rate becomes an issue ingame
2. The frame rate get to hard to work with in mapster
3. I hit the Mapster32 limits

Game play will be differnt, singleplayer wise. But for multiplayer i might keep it to the same as normal Duke Nukem, apart from that you will only be able to use pistol, machine gun, rocket launcher and flame thrower. Not to sure how cars will work in MP yet, have to see if it causes any SYNC issues.