Duke Plus "feedback and general discussion of Duke Plus"
#1 Posted 08 May 2009 - 08:42 PM
This thread is for feedback: if you have any suggestions, bug reports, praise or criticism of the mod, please post here. I'm going to link this thread to the official DP web page.
DP is currently included with the HRP, but it gets significant updates between HRP releases.
This post has been edited by DeeperThought: 11 May 2009 - 02:17 PM
#2 Posted 08 May 2009 - 08:45 PM
#3 Posted 09 May 2009 - 12:38 AM
I've tried multiple reinstalls and it doesn't seem to work.
The eduke 32 log is attached, it should help.
First it says that the file "dukeplus/dp.cfg" can't be found. Import from "eduke32.cfg"
I click yes, then it says: ERROR found in the file EDUKE.CON. Do you want to use the internal defaults?
I click yes, and then it says ERROR COMPILING Con FILES, and quits.
Help would be appreciated
EDIT: I can't seem to attach the eduke log, so I'll see if I get get it somehow else.
#4 Posted 09 May 2009 - 01:09 AM
Duke Plus can work standalone doesn't need anything else except Duke3D.grp
#5 Posted 09 May 2009 - 01:25 AM
#6 Posted 09 May 2009 - 02:40 AM
If you ask me, it's probably the closest thing you can get towards Duke Nukem Forever these days.
This post has been edited by KillerBudgie: 09 May 2009 - 02:42 AM
#7 Posted 09 May 2009 - 03:16 AM
I've got a problem with the canons.
Looking at the first screenshot it should easily be possible to shoot at the brown low wall.
But as you can see on second screenshot, when I try to hit the wall, the canonball bounces at the floor.
1:
http://img3.imageban...wc/duke0005.jpg
2:
http://img3.imageban...mv/duke0010.jpg
Is it also possible to make dukebots that don't move and just keep shooting at enemies?
This post has been edited by Mia Max: 09 May 2009 - 03:17 AM
#8 Posted 09 May 2009 - 06:41 AM
Mia Max, on May 9 2009, 04:16 AM, said:
I've got a problem with the canons.
Looking at the first screenshot it should easily be possible to shoot at the brown low wall.
But as you can see on second screenshot, when I try to hit the wall, the canonball bounces at the floor.
1:
http://img3.imageban...wc/duke0005.jpg
2:
http://img3.imageban...mv/duke0010.jpg
Is it also possible to make dukebots that don't move and just keep shooting at enemies?
I coded the cannonballs so that they bounce off of floors but not walls. I like that because then you can have it smash through several enemies when near the ground, instead of stopping the moment it touches ground. Unfortunately, it results in the problem you are having.
I can add a BOTALLYSTAYPUT, which will be tile 1432 with lotag 1. They will stay in their starting sector and will not jump or teleport. I can probably add that today.
This post has been edited by DeeperThought: 09 May 2009 - 06:41 AM
#9 Posted 09 May 2009 - 07:30 AM
But I think that when the canon is used, the canon is placed directly to the player. This means the canon is moved back a player width.
So, instead of placing the canon to the player, can you place the player to the canon when using it?
Thanks for the BOTALLYSTAYPUT.
#10 Posted 09 May 2009 - 08:07 AM
This post has been edited by Spiker: 09 May 2009 - 08:10 AM
#11 Posted 09 May 2009 - 08:44 AM
necroslut, on May 9 2009, 08:37 AM, said:
Try looking at it from my point of view. Someone says "I can't get DP to run with the HRP" -- how am I supposed to know what that means? Does it crash? Does it start but without HRP content? I don't even know what version of EDuke32 you are using. If you got your hands on a polymer beta, then it could simply be the fact that the "use autoload folder" button is not checked in the startup window.
Unless you tell me exactly what the problem is and provide your eduke32.log, I cannot help.
#12 Posted 09 May 2009 - 05:15 PM
A few ideas/suggestions
Flashlight in Polymer mode please!
Was shooting RPG rockets at the ceiling and was thinking, would it be difficult to make the explosions flipped upside down when the ceiling is hit?
Lastly an edit to random monsters I did on an older version of Duke plus so that any enemy can be replaced with any other that makes sense (flying with flying etc). It really made the experience a bit more interesting when playing maps you have already played.
Also let us HRP artist know if you want any variations on the enemy models or skins. Like say the Pig Cop with a sawed off shotgun or SWAT outfit or something like that.
#13 Posted 09 May 2009 - 05:51 PM
supergoofy, on May 9 2009, 02:09 AM, said:
Duke Plus can work standalone doesn't need anything else except Duke3D.grp
Sorry for the late reply.
I extracted it straight into the Duke 3d Folder: c:\games\duke3d, which is where the exacutable and duke3d.grp is. That's where i put the DukePlus folder. I'm also running HRP as well.
EDIT: I've attached the eduke32 log, hopefully that will help
Attached File(s)
-
eduke32.log (8.92K)
Number of downloads: 1526
This post has been edited by Sweet Potato Vines: 09 May 2009 - 06:20 PM
#14 Posted 09 May 2009 - 06:10 PM
Parkar, on May 9 2009, 06:15 PM, said:
Easily done, if I had a flashlight model. Ideally, it would also be nice to have a hud model of Duke's hand holding the flashlight, but I could do with just the flashlight.
Parkar, on May 9 2009, 06:15 PM, said:
Good point. I'll try that.
Parkar, on May 9 2009, 06:15 PM, said:
Well, since you say it worked so well, I'll give it a try at some point. Admittedly, I don't play much with randomized monsters, because I consider it a low priority feature -- I want to get the basic options right and it seems like problems are always cropping up. By the way, what do you think of the "advanced AI" option?
Parkar, on May 9 2009, 06:15 PM, said:
Of course I would love to get stuff like that. I still play without the HRP a lot of the time (most, in fact) and I know a lot of other people do too. I generally make the monster variations have different pals than regular, but there is no visual difference in the HRP unless I choose a pal that has a tint defined (which looks pretty awful). For the pigcop, since the model already has a shotgun with two barrels, all that would be needed is a different skin -- something more dangerous looking. In fact, I think all of the monsters could use a more dangerous looking skin variant for the tougher versions of the monsters. Other modders would appreciate that as well.
By the way, the latest versions of the CONs will be kept here:
http://deeperthought...m/dp/dpcons.rar
Those are more recent than the CONs in the full package. I update those whenever I make a signficant change (for example, the current ones have the old sector based lighting system disabled, a change that prevents crashing in one map, and some stuff for Mia Max's upcoming map). This way I can give the latest code to everyone who wants it without making a big production out of it.
#15 Posted 09 May 2009 - 10:35 PM
That way the liztroop lazer pistol has triple use:
Normal lazer shot
Alternate fire / big lazer shot
Flashlight function
With this addition it will be even more useful.
Alternatively the flashlight of liztroop lazer pistol can have a second independent battery and thus a second independent battery meter, that will recharge when the flash is off.
This post has been edited by supergoofy: 10 May 2009 - 12:12 AM
#16 Posted 10 May 2009 - 03:48 AM
#17 Posted 10 May 2009 - 04:50 AM
Plagman, on May 10 2009, 01:48 PM, said:
I was even thinking something like HL2 or FEAR where it's never even visible.
#18 Posted 10 May 2009 - 07:27 AM
Parkar, on May 10 2009, 05:50 AM, said:
Fair enough. I'm working on some unrelated modding stuff today, though.
#19 Posted 10 May 2009 - 04:59 PM
I also am having an issue getting Duke Plus to load with the HRP. The HRP content just doesn't show up. I have the eduke32 folder set up with duke3d.grp, and inside that folder are the autoload and DukePlus folders side-by-side. Is this the correct arrangement?
#20 Posted 10 May 2009 - 05:44 PM
They dont seem to aim at enemies, even when i set them to. In this case i was using STARPROJ as set projectile, 120 shots, very fast setup, and 2 shooters sharing the same tag.
Im not sure if it has to do with STARPROJ that it wont shoot monsters, it just keeps aiming at the player or some direction.
And i also think STARPROJ is the only type of projectile that requires that you turn the shooter in the opposite direction where you want to fire, when shooting straight forward without targets being set.
Not a very big problem, the shooter acting weird with STARPROJ, but i never got it to actually track and shoot monsters, it does still react to any visible ones, though.
I'm not too familiar with this polymer stuff, is it like some Open GL renderers for games, that it allows for flexible moving lights without sectors doing anything to create that effect? Like say, in Skulltag for Doom 2.
Edit: Nevermind, found some information about it. Looks just like Open GL on skulltag! This will be interesting, hehe...
This post has been edited by CarThief: 10 May 2009 - 05:46 PM
#21 Posted 10 May 2009 - 07:07 PM
Alan, on May 10 2009, 05:59 PM, said:
I also am having an issue getting Duke Plus to load with the HRP. The HRP content just doesn't show up. I have the eduke32 folder set up with duke3d.grp, and inside that folder are the autoload and DukePlus folders side-by-side. Is this the correct arrangement?
That is correct. These are the only possible explanations I can think of:
-You have a -noautoload parameter in the .bat file that starts DP
-You are using a polymer build, and the "enable autoload folder" button is not checked in the startup window
-Your copy of dukeplus.def was modified so that it does not have the include duke3d.def line at the top
-You have turned off models and/or textures in the eduke32 video options (remember DP has its own cfg file, so the fact that those things are turned on in vanilla Duke does not mean they will be on in DP)
Maybe there are some other explanations that I missed. Gee, it's fun to sit here and guess. How about posting your eduke32.log file?
#22 Posted 10 May 2009 - 09:22 PM
-Nope, snapshot from the website. No point in using the Polymer build if I can't run it.
-Nope, that declaration is present.
-Nope, they're all on.
No log file was produced.
#23 Posted 10 May 2009 - 10:05 PM
Alan, on May 10 2009, 10:22 PM, said:
Is that normal for you? Do log files get made when you play a normal non-DP game?
By the way, I've been assuming that the HRP does load when you play without DP. Please confirm that.
I don't use linux and don't know much about it, so naturally I suspect your OS has something to do with this.
Since you don't have a log to post, could you post your dp.cfg?
#24 Posted 10 May 2009 - 10:27 PM
DeeperThought, on May 11 2009, 02:05 AM, said:
By the way, I've been assuming that the HRP does load when you play without DP. Please confirm that.
I don't use linux and don't know much about it, so naturally I suspect your OS has something to do with this.
Since you don't have a log to post, could you post your dp.cfg?
Don't see any generated, no.
It does fine when run normal.
Perhaps, since I'm running EDuke32 as a global command.
dp.cfg:
[Controls] AimingFlag = 1 AutoAim = 1 MouseAimingFlipped = 1 MouseAiming = 0 MouseBias = 0 MouseDeadZone = 0 RunKeyBehaviour = 0 SmoothInput = 1 UseJoystick = 0 UseMouse = 1 WeaponSwitchMode = 3 MouseButton0 = "Fire" MouseButtonClicked0 = "" MouseButton1 = "MedKit" MouseButtonClicked1 = "" MouseButton2 = "Jetpack" MouseButtonClicked2 = "" MouseButton3 = "" MouseButtonClicked3 = "" MouseButton4 = "Previous_Weapon" MouseButtonClicked4 = "" MouseButton5 = "Next_Weapon" MouseButtonClicked5 = "" MouseButton6 = "" MouseButtonClicked6 = "" MouseButton7 = "" MouseButtonClicked7 = "" MouseButton8 = "" MouseButton9 = "" MouseAnalogAxes0 = "analog_turning" MouseDigitalAxes0_0 = "" MouseDigitalAxes0_1 = "" MouseAnalogScale0 = 65536 MouseAnalogAxes1 = "analog_moving" MouseDigitalAxes1_0 = "" MouseDigitalAxes1_1 = "" MouseAnalogScale1 = 65536 Mouse_Sensitivity = 18 JoystickButton0 = "Fire" JoystickButtonClicked0 = "" JoystickButton1 = "Strafe" JoystickButtonClicked1 = "Inventory" JoystickButton2 = "Run" JoystickButtonClicked2 = "Jump" JoystickButton3 = "Open" JoystickButtonClicked3 = "Crouch" JoystickButton4 = "" JoystickButtonClicked4 = "" JoystickButton5 = "" JoystickButtonClicked5 = "" JoystickButton6 = "" JoystickButtonClicked6 = "" JoystickButton7 = "" JoystickButtonClicked7 = "" JoystickButton8 = "" JoystickButtonClicked8 = "" JoystickButton9 = "" JoystickButtonClicked9 = "" JoystickButton10 = "" JoystickButtonClicked10 = "" JoystickButton11 = "" JoystickButtonClicked11 = "" JoystickButton12 = "" JoystickButtonClicked12 = "" JoystickButton13 = "" JoystickButtonClicked13 = "" JoystickButton14 = "" JoystickButtonClicked14 = "" JoystickButton15 = "" JoystickButtonClicked15 = "" JoystickButton16 = "" JoystickButtonClicked16 = "" JoystickButton17 = "" JoystickButtonClicked17 = "" JoystickButton18 = "" JoystickButtonClicked18 = "" JoystickButton19 = "" JoystickButtonClicked19 = "" JoystickButton20 = "" JoystickButtonClicked20 = "" JoystickButton21 = "" JoystickButtonClicked21 = "" JoystickButton22 = "" JoystickButtonClicked22 = "" JoystickButton23 = "" JoystickButtonClicked23 = "" JoystickButton24 = "" JoystickButtonClicked24 = "" JoystickButton25 = "" JoystickButtonClicked25 = "" JoystickButton26 = "" JoystickButtonClicked26 = "" JoystickButton27 = "" JoystickButtonClicked27 = "" JoystickButton28 = "" JoystickButtonClicked28 = "" JoystickButton29 = "" JoystickButtonClicked29 = "" JoystickButton30 = "" JoystickButtonClicked30 = "" JoystickButton31 = "" JoystickButtonClicked31 = "" JoystickButton32 = "Aim_Down" JoystickButtonClicked32 = "" JoystickButton33 = "Look_Right" JoystickButtonClicked33 = "" JoystickButton34 = "Aim_Up" JoystickButtonClicked34 = "" JoystickButton35 = "Look_Left" JoystickButtonClicked35 = "" JoystickAnalogAxes0 = "analog_turning" JoystickDigitalAxes0_0 = "" JoystickDigitalAxes0_1 = "" JoystickAnalogScale0 = 65536 JoystickAnalogDead0 = 1000 JoystickAnalogSaturate0 = 9500 JoystickAnalogAxes1 = "analog_moving" JoystickDigitalAxes1_0 = "" JoystickDigitalAxes1_1 = "" JoystickAnalogScale1 = 65536 JoystickAnalogDead1 = 1000 JoystickAnalogSaturate1 = 9500 JoystickAnalogAxes2 = "analog_strafing" JoystickDigitalAxes2_0 = "" JoystickDigitalAxes2_1 = "" JoystickAnalogScale2 = 65536 JoystickAnalogDead2 = 1000 JoystickAnalogSaturate2 = 9500 JoystickAnalogAxes3 = "" JoystickDigitalAxes3_0 = "Run" JoystickDigitalAxes3_1 = "" JoystickAnalogScale3 = 65536 JoystickAnalogDead3 = 1000 JoystickAnalogSaturate3 = 9500 JoystickAnalogAxes4 = "" JoystickDigitalAxes4_0 = "" JoystickDigitalAxes4_1 = "" JoystickAnalogScale4 = 65536 JoystickAnalogDead4 = 1000 JoystickAnalogSaturate4 = 9500 JoystickAnalogAxes5 = "" JoystickDigitalAxes5_0 = "" JoystickDigitalAxes5_1 = "" JoystickAnalogScale5 = 65536 JoystickAnalogDead5 = 1000 JoystickAnalogSaturate5 = 9500 JoystickAnalogAxes6 = "" JoystickDigitalAxes6_0 = "" JoystickDigitalAxes6_1 = "" JoystickAnalogScale6 = 65536 JoystickAnalogDead6 = 1000 JoystickAnalogSaturate6 = 9500 JoystickAnalogAxes7 = "" JoystickDigitalAxes7_0 = "" JoystickDigitalAxes7_1 = "" JoystickAnalogScale7 = 65536 JoystickAnalogDead7 = 1000 JoystickAnalogSaturate7 = 9500 [Misc] AltHud = 1 AutoMsg = 0 AutoVote = 0 Color = 0 CrosshairScale = 50 Crosshairs = 1 DeathMessages = 1 DemoCams = 1 Executions = 17 IDPlayers = 1 MPMessageDisplayTime = 120 RunMode = 1 ShowFPS = 0 ShowLevelStats = 0 ShowOpponentWeapons = 0 ShowViewWeapon = 1 StatusBarMode = 0 StatusBarScale = 100 Team = 0 TextScale = 100 UsePrecache = 1 ViewBobbing = 1 WeaponChoice0 = 3 WeaponChoice1 = 4 WeaponChoice2 = 5 WeaponChoice3 = 7 WeaponChoice4 = 8 WeaponChoice5 = 6 WeaponChoice6 = 0 WeaponChoice7 = 2 WeaponChoice8 = 9 WeaponChoice9 = 1 WeaponScale = 100 WeaponSway = 1 CrosshairColor = "255,255,255" [Setup] ConfigVersion = 192 ForceSetup = 1 SelectedGRP = "duke3d.grp" [Screen Setup] AmbientLight = "1.00" Detail = 0 GLAnimationSmoothing = 1 GLAnisotropy = 1 GLDetailMapping = 1 GLFullbrights = 1 GLGlowMapping = 1 GLOcclusionChecking = 1 GLParallaxSkyClamping = 1 GLParallaxSkyPanning = 0 GLProjectionFix = 1 GLTextureMode = 1 GLTextureQuality = 1 GLUseCompressedTextureCache = 1 GLUseTextureCacheCompression = 1 GLUseTextureCompr = 1 GLVBOCount = 64 GLVBOs = 1 GLVertexArrays = 1 GLVSync = 0 GLWidescreen = 1 MaxFPS = 0 Messages = 1 OSDHightile = 1 OSDTextMode = 0 Out = 0 Password = "" ScreenBPP = 32 ScreenGamma = 8 ScreenHeight = 600 ScreenMode = 0 ScreenSize = 4 ScreenWidth = 800 Shadows = 1 Tilt = 1 UseHightile = 1 UseModels = 1 VidBrightness = "0.00" VidContrast = "1.00" VidGamma = "1.00" [Sound Setup] AmbienceToggle = 1 FXVolume = 220 MusicToggle = 1 MusicVolume = 200 NumVoices = 32 NumChannels = 2 NumBits = 16 MixRate = 48000 ReverseStereo = 0 SoundToggle = 1 VoiceToggle = 5 [KeyDefinitions] Move_Forward = "Up" "" Move_Backward = "Down" "" Turn_Left = "" "" Turn_Right = "" "" Strafe = "" "" Fire = "" "" Open = "End" "" Run = "" "" AutoRun = "CapLck" "" Jump = "RCtrl" "" Crouch = "RShift" "" Look_Up = "" "" Look_Down = "" "" Look_Left = "" "" Look_Right = "" "" Strafe_Left = "Left" "" Strafe_Right = "Right" "" Aim_Up = "" "" Aim_Down = "" "" Weapon_1 = "1" "" Weapon_2 = "2" "" Weapon_3 = "3" "" Weapon_4 = "4" "" Weapon_5 = "5" "" Weapon_6 = "6" "" Weapon_7 = "7" "" Weapon_8 = "8" "" Weapon_9 = "9" "" Weapon_10 = "0" "" Inventory = "Enter" "KpdEnt" Inventory_Left = "[" "" Inventory_Right = "]" "" Holo_Duke = "H" "" Jetpack = "J" "" NightVision = "N" "" MedKit = "M" "" TurnAround = "BakSpc" "" SendMessage = "T" "" Map = "Tab" "" Shrink_Screen = "-" "" Enlarge_Screen = "=" "" Center_View = "" "" Holster_Weapon = "ScrLck" "" Show_Opponents_Weapon = "W" "" Map_Follow_Mode = "F" "" See_Coop_View = "K" "" Mouse_Aiming = "U" "" Toggle_Crosshair = "I" "" Steroids = "R" "" Quick_Kick = "`" "" Next_Weapon = "'" "" Previous_Weapon = ";" "" Show_Console = "`" "" Show_DukeMatch_Scores = "" "" DUKEPLUS_MENU = "" "" USE_FLARE = "" "" RELOAD_ALTFIRE = "" "" [Comm Setup] PlayerName = "Duke" RTSName = "DUKE.RTS" CommbatMacro#0 = "An inspiration for birth control." CommbatMacro#1 = "You're gonna die for that!" CommbatMacro#2 = "It hurts to be you." CommbatMacro#3 = "Lucky Son of a Bitch." CommbatMacro#4 = "Hmmm....Payback time." CommbatMacro#5 = "You bottom dwelling scum sucker." CommbatMacro#6 = "Damn, you're ugly." CommbatMacro#7 = "Ha ha ha...Wasted!" CommbatMacro#8 = "You suck!" CommbatMacro#9 = "AARRRGHHHHH!!!"
#27 Posted 10 May 2009 - 11:31 PM
Sweet Potato Vines, on May 11 2009, 07:28 PM, said:
Are you using 1.3 version of Duke? You Need 1.4/5
#29 Posted 10 May 2009 - 11:36 PM
Plagman you beat me by 1-2 minutes
This post has been edited by supergoofy: 10 May 2009 - 11:41 PM