Duke4.net Forums: Duke Plus - Duke4.net Forums

Jump to content

  • 57 Pages +
  • « First
  • 33
  • 34
  • 35
  • 36
  • 37
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic

Duke Plus  "feedback and general discussion of Duke Plus"

User is offline   Jamesfff 

#1007

View PostDeeperThought, on Oct 12 2010, 05:24 PM, said:

Have you verified that it only crashes there when using DukePlus? Sorry if you answered that already in an earlier post.



Have found that it also crashes there without DukePlus.. I posted my first note on this here only because only because of some warnings I noticed while checking the log file after the original crash.
0

#1008

lol you guys are going the wrong way about this conversation. the only thing i want you to know, is that mods are free. and btw i hate crappy made 3dmodels. i hate it with all of my heart. i prefer good looking 2d animations. so please stop making those ugly mods based on ugly models -.- its a waste of time.
yea come on rage me. just understand what the hell i said this time...
my english is not perfect but understandable.
0

User is offline   Inspector Lagomorf 

  • Glory To Motherland!

#1009

View PostJhect, on Oct 15 2010, 05:15 PM, said:

my english is not perfect but understandable.


Apparently not well enough, because in spite of your perception that we're "going the wrong way about this conversation", your words show you to be tactless and otherwise a very unlikeable person. Words can be deceiving, however; I'd be eager to see you try to prove me wrong.

Until then, take your shit-talking elsewhere.
0

#1010

No need to feed the troll men.
0

User is offline   blizzart 

#1011

Maybe this has been posted before, but I have an idea for DukePlus:

Is it possible to make vertically gust spawners?
0

User is offline   Danukem 

  • Duke Plus Developer

#1012

View Postblizzart, on Oct 20 2010, 03:14 AM, said:

Maybe this has been posted before, but I have an idea for DukePlus:

Is it possible to make vertically gust spawners?


It's a good idea, and one of those things that I'm surprised mappers haven't asked for.

The way it works is, if someone is actually making a map and it looks like they have a good shot at finishing it, and they request a new feature, and the proposed feature sounds good etc., then I will add it. This one definitely meets the "good etc." criteria.
0

User is offline   blizzart 

#1013

View PostDeeperThought, on Oct 20 2010, 04:39 PM, said:

It's a good idea, and one of those things that I'm surprised mappers haven't asked for.

The way it works is, if someone is actually making a map and it looks like they have a good shot at finishing it, and they request a new feature, and the proposed feature sounds good etc., then I will add it. This one definitely meets the "good etc." criteria.


It was just an idea to make some neat fire effects or chimneys.
0

User is offline   king karl 

#1014

i think the footsetep sounds need improvment, especialy the "walking on metal" ones.....they continue for a breif second after i stop but also they make soudns anytime you move....even if you arnt walking....example.....on an excalater...or a slippery ice surface
0

User is offline   blizzart 

#1015

DT, is there a tutorial around, how to make map hubs?

I“m just asking because I couldn“t find anything in the DPEFFECTS - guide.
0

User is offline   Danukem 

  • Duke Plus Developer

#1016

View Postblizzart, on Oct 29 2010, 12:34 AM, said:

DT, is there a tutorial around, how to make map hubs?

I“m just asking because I couldn“t find anything in the DPEFFECTS - guide.


No, but the only thing you need to know is how those red X sprites work. Give them a nonzero lotag, and give each a hitag equal to the level number you want it to take the player to. The stars pasted outside the doors work the same way.

The level definitions can be found in USERPLUS.CON. Here they are:

definevolumename 4 DUKE PLUS LEVELS

definelevelname 4 0 dpmaps/hallway.map 00:10 00:05 DUKE PLUS HUB
definelevelname 4 1 dpmaps/WCTime.map 08:00 05:00 WONDERFUL CHRISTMAS TIME
definelevelname 4 2 dpmaps/TTA2.map 00:30 00:08 TRIBUTE TO ACTION II
definelevelname 4 3 dpmaps/blackend.map 06:32 03:16 BLACKENED
definelevelname 4 4 dpmaps/DPeffects.map 02:02 01:01 DP EFFECTS
definelevelname 4 5 dpmaps/project-zero.map 24:00 18:00 PROJECT ZERO
definelevelname 4 6 dpmaps/Desertbase.map 12:00 08:00 DESERT BASE
definelevelname 4 7 dpmaps/Blown_Fuses.map 16:00 08:30 BLOWN FUSES
definelevelname 4 8 dpmaps/Skycar1.map 03:00 01:30 SKYCAR DEMO
definelevelname 4 9 dpmaps/castle.map 03:00 01:30 HAUNTED CASTLE
definelevelname 4 10 dpmaps/sunshine.map 15:00 09:00 SUNSHINE COMPLEX
definelevelname 4 11 dpmaps/Dukecide.map 06:45 05:30 DUKECIDE
definelevelname 4 12 dpmaps/dpcbp.map 18:00 09:50 DP COMMUNITY BUILD PROJECT
definelevelname 4 13 dpmaps/FBTB2.map 18:00 09:50 FROM BASE TO BASE 2
definelevelname 4 14 dpmaps/scar-city.map 10:00 04:00 SCAR CITY
definelevelname 4 15 dpmaps/hfstc.map 10:00 04:00 HAVE FUN STORMING THE CASTLE
definelevelname 4 16 dpmaps/NsA.map 10:00 04:00 NIGHTSHADE ARMY


So the X that goes to DP EFFECTS has a hitag of 4, for example. Obviously you don't want a hitag 0 X because that would just load the hub again.
0

User is offline   blizzart 

#1017

View PostDeeperThought, on Oct 29 2010, 09:58 AM, said:

No, but the only thing you need to know is how those red X sprites work. Give them a nonzero lotag, and give each a hitag equal to the level number you want it to take the player to. The stars pasted outside the doors work the same way.

The level definitions can be found in USERPLUS.CON. Here they are:

definevolumename 4 DUKE PLUS LEVELS

definelevelname 4 0 dpmaps/hallway.map 00:10 00:05 DUKE PLUS HUB
definelevelname 4 1 dpmaps/WCTime.map 08:00 05:00 WONDERFUL CHRISTMAS TIME
definelevelname 4 2 dpmaps/TTA2.map 00:30 00:08 TRIBUTE TO ACTION II
definelevelname 4 3 dpmaps/blackend.map 06:32 03:16 BLACKENED
definelevelname 4 4 dpmaps/DPeffects.map 02:02 01:01 DP EFFECTS
definelevelname 4 5 dpmaps/project-zero.map 24:00 18:00 PROJECT ZERO
definelevelname 4 6 dpmaps/Desertbase.map 12:00 08:00 DESERT BASE
definelevelname 4 7 dpmaps/Blown_Fuses.map 16:00 08:30 BLOWN FUSES
definelevelname 4 8 dpmaps/Skycar1.map 03:00 01:30 SKYCAR DEMO
definelevelname 4 9 dpmaps/castle.map 03:00 01:30 HAUNTED CASTLE
definelevelname 4 10 dpmaps/sunshine.map 15:00 09:00 SUNSHINE COMPLEX
definelevelname 4 11 dpmaps/Dukecide.map 06:45 05:30 DUKECIDE
definelevelname 4 12 dpmaps/dpcbp.map 18:00 09:50 DP COMMUNITY BUILD PROJECT
definelevelname 4 13 dpmaps/FBTB2.map 18:00 09:50 FROM BASE TO BASE 2
definelevelname 4 14 dpmaps/scar-city.map 10:00 04:00 SCAR CITY
definelevelname 4 15 dpmaps/hfstc.map 10:00 04:00 HAVE FUN STORMING THE CASTLE
definelevelname 4 16 dpmaps/NsA.map 10:00 04:00 NIGHTSHADE ARMY


So the X that goes to DP EFFECTS has a hitag of 4, for example. Obviously you don't want a hitag 0 X because that would just load the hub again.


Thanks DT,

maybe you got me wrong, IRRC there was a map hub system where you could go from one map to another and back. So it looks like you are just loading another part of the map instead of a whole new map (just like in Half-Life).

Is it possible to make a own hub file (con file), so that I don“t need to overwrite the Userplus.con.
0

User is offline   Danukem 

  • Duke Plus Developer

#1018

View Postblizzart, on Oct 29 2010, 01:17 AM, said:

maybe you got me wrong, IRRC there was a map hub system where you could go from one map to another and back. So it looks like you are just loading another part of the map instead of a whole new map (just like in Half-Life).


That's a completely different system, and I do have code for it, but I haven't added the code to DukePlus.

What you want is the map caching mod that I made in January 2009, which I have attached. It comes with instructions and some samples.

I think doing it that way is a good idea if you want to make a large level and have it run well in Polymer. Unfortunately, it requires that all of the connected maps be defined as part of an episode. That's the main reason I never added it to DP. There's currently no way around this, because CON does not allow the detection of maps or any other files that aren't defined.

Attached File(s)



This post has been edited by DeeperThought: 29 October 2010 - 01:16 AM

0

User is offline   blizzart 

#1019

View PostDeeperThought, on Oct 29 2010, 11:13 AM, said:

That's a completely different system, and I do have code for it, but I haven't added the code to DukePlus.

What you want is the map caching mod that I made in January 2009, which I have attached. It comes with instructions and some samples.

I think doing it that way is a good idea if you want to make a large level and have it run well in Polymer. Unfortunately, it requires that all of the connected maps be defined as part of an episode. That's the main reason I never added it to DP. There's currently no way around this, because CON does not allow the detection of maps or any other files that aren't defined.


Aaah thank you!!!

That“s what I was looking for. I always thought you also added it to DukePlus.
0

User is offline   Danukem 

  • Duke Plus Developer

#1020

I am releasing DukePlus version 2.14

There is no changelog with this version because I don't have time to make one and because it is the accumulations of lots of little things over the last few months, most of which I don't remember. The majority of the changes are bugfixes and optimizations that came about because of my work on Attrition (which uses most of the same code). One highlight is the addition of dynamic lights that can be switched on/off, along with glowmaps on linked models. The effect is explained in DPEFFECTS.html under SE effects 49 & 50.

The new version has only been uploaded to my Fissile Materials site at this time. I'll put it on Mod DB later.
0

User is offline   Stabs 

#1021

I am not even sure if your going to use them but the mp5 and shotgun muzzle flash are the old ones still, i really like the new muzzle flash i made for the mp5, its not as distracting
0

User is offline   DavoX 

  • Honored Donor

#1022

DanG, If I update the Stadium project nothing will happen, right? :(
0

User is offline   Danukem 

  • Duke Plus Developer

#1023

View PostDanM, on Nov 4 2010, 01:18 AM, said:

I am not even sure if your going to use them but the mp5 and shotgun muzzle flash are the old ones still, i really like the new muzzle flash i made for the mp5, its not as distracting


Sorry, they got left out by mistake. I'll include them when I get a chance. I'm not using my own computer for a while and I don't even have them right now.

@DavoX: Nothing bad should happen, but I don't even know what DP effects you are using in your map.
0

User is offline   Stabs 

#1024

here they are, save you tracking them down here,

also i was testing one of my maps with duke bots, and this strange AI bug came up, the enemies would not shoot me untill they were in my face, but would shoot at me like normal if i used a jetpack, the dukebots would not attack the monsters very often either.

I deleted the dukebots and the ai went back to normal.

Attached File  muzzleflashes.zip (57.25K)
Number of downloads: 684
0

User is offline   Danukem 

  • Duke Plus Developer

#1025

View PostDanM, on Nov 5 2010, 02:13 AM, said:

also i was testing one of my maps with duke bots, and this strange AI bug came up, the enemies would not shoot me untill they were in my face, but would shoot at me like normal if i used a jetpack, the dukebots would not attack the monsters very often either.
Attachment muzzleflashes.zip


That sucks, and I can't look into it right now. What happens if you play a regular map, like E1L1, and use the DP menu to spawn the bots?
0

User is offline   Danukem 

  • Duke Plus Developer

#1026

View PostDanM, on Nov 5 2010, 02:13 AM, said:

also i was testing one of my maps with duke bots, and this strange AI bug came up, the enemies would not shoot me untill they were in my face, but would shoot at me like normal if i used a jetpack, the dukebots would not attack the monsters very often either.

I deleted the dukebots and the ai went back to normal.


I still haven't had a chance to check on this problem, but I did remember something relevant today.

If you were using a different EDuke32 snapshot before this problem arose, then try switching back to that snapshot and see if it goes away. It reminds me of a problem that happened a few years ago when TX changed to a different compiler. The hitscan function got messed up so actors couldn't see each other properly. It's a bit complicated to explain, but the same sort of snapshot issue could account for the problem you described, including the part about ai going back to normal when the bots are deleted.
0

User is offline   LeoD 

  • Duke4.net topic/3513

#1027

shotgunmuzzleflash.png is 257x257. Shouldn't it be 256x256?
0

User is offline   Stabs 

#1028

not to worry dt, commander is having similar problems in his mod, which is not even using dukeplus, we think it could be how clipboxes affect the ai
0

User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#1029

My AI just seem to act a lot more "dumber" than they used to and won't fire till they are close by the player, I can't say this is due to the new clipbox additions or something I have screwed myself.
I would say it's something I have changed recently as I have done a bit of overhauling on my code.
0

User is offline   Helixhorned 

  • EDuke32 Developer

#1030

Hey, if you find blatant hitscan errors caused by the clipshape stuff, I'd be grateful. Without using them it should behave exactly like before.
0

User is offline   Danukem 

  • Duke Plus Developer

#1031

I cannot use EDuke32 until I get home in several days. Would someone please try playing without clipshapes.map so we can confirm whether clipshapes are causing the problem?
0

User is offline   LkMax 

#1032

If you want suggestions to update the mod, may I have some good ones:
- When giving cash to strippers Duke health rises;
- Add some babe-save system like in Duke 64 or like in Nuclear Showdown Mod (where guns and itens are send in reward);
And maybe...
- Explosions with smoke and partilce effects like in manhttan project (well... that one can be harder but really worth):
http://www.gamergeddon.com/wp-content/gall...n-project-9.jpg

Also, add Duke It Out in DC support is a interesting idea. I modified USERPLUS.con to enable the extra episode. You could make it official. :blink: just need to add this code to the con file (and /gDC.grp in a launcher or batch, of course).

//Duke It Out In DC
definevolumename 5 DUKE IT OUT IN DC

definelevelname 5 0 DUKEDC1.map 02:54 01:02 HELL TO THE CHIEF
definelevelname 5 1 DUKEDC2.map 03:55 00:59 MEMORIAL SERVICE
definelevelname 5 2 DUKEDC3.map 03:32 01:49 NUKED FILES
definelevelname 5 3 DUKEDC4.map 23:15 06:46 SMITHSONIAN TERROR
definelevelname 5 4 DUKEDC5.map 03:26 00:44 CAPITOL PUNISHMENT
definelevelname 5 5 DUKEDC6.map 03:51 01:47 METRO MAYHEM
definelevelname 5 6 DUKEDC7.map 03:00 01:21 BROWN WATER
definelevelname 5 7 DUKEDC8.map 06:15 03:09 DREAD OCTOBER
definelevelname 5 8 DUKEDC9.map 02:38 01:17 NUKE PROOF
definelevelname 5 9 DUKEDCSL.map 16:45 05:10 TOP SECRET
definelevelname 5 10 blank.map 00:00 00:00

music 6 inhiding.mid FATCMDR.mid NAMES.MID subway.mid invader.mid gotham.mid
		watrwld1.mid Thecall.mid restrict.mid spook.mid blank.mid


This post has been edited by LkMax: 28 November 2010 - 04:16 AM

0

User is offline   Danukem 

  • Duke Plus Developer

#1033

View PostLkMax, on Nov 27 2010, 07:51 PM, said:

- When giving cash to strippers Duke health rises;


I believe that something on Duke may rise when he interacts with strippers, but I see no reason why his health would. Besides, that would unbalance some maps by giving the player another source of healing.

View PostLkMax, on Nov 27 2010, 07:51 PM, said:

- Add some babe-save system like in Duke 64 or like in Nuclear Showdown Mod (where guns and itens are send in reward);


I've answered this many times before. To make a long story short, I'm against it, unless some mapper wants to add it as an optional effect for a new map he is going to release.

View PostLkMax, on Nov 27 2010, 07:51 PM, said:

And maybe...
- Explosions with smoke and partilce effects like in manhttan project (well... that one can be harder but really worth):


I'm sure the explosions could be better, but, they already use upgraded graphics, particles and smoke. I'm not sure what else I would add, given the assets I have to work with.


View PostLkMax, on Nov 27 2010, 07:51 PM, said:

Also, add Duke It Out in DC support is a interesting idea. I modified USERPLUS.con to enable the extra episode. You could make it official. :blink: just need to add this code to the con file (and /gDC.grp in a launcher or batch, of course).


Including Duke it Out in DC would use up one of the episode slots. I want to leave those free for people to add whatever episodes they want (such as you have done). Also it would mean I would have to include tiles014.art, which would break compatibility with various maps and add-ons.

I did include Duke in DC with my Attrition mod (although the maps only show up as random missions), where I believe it does fit in well.

This post has been edited by DeeperThought: 27 November 2010 - 08:10 PM

0

User is offline   LkMax 

#1034

View PostDeeperThought, on Nov 28 2010, 02:06 AM, said:

I believe that something on Duke may rise when he interacts with strippers, but I see no reason why his health would. Besides, that would unbalance some maps by giving the player another source of healing.

lol
Yeah, maybe. I read this idea somewhere and I thought it was a good idea, but you have a point, indeed.

Quote

I've answered this many times before. To make a long story short, I'm against it, unless some mapper wants to add it as an optional effect for a new map he is going to release.

Ok, I see I'll have to do it by myself... :-\

Quote

I'm sure the explosions could be better, but, they already use upgraded graphics, particles and smoke. I'm not sure what else I would add, given the assets I have to work with.

I don't understand, for example, why you make the smoke so transparent. It is neither realistic nor "eyecandy". The effects were improved, sure, but could be better in some ways. The 'wall puff' could be bigger and less transparent too, or more similar to what it was in sd_duke.

------------------

Oh, I forgot to report a little bug: The "double jump starts jetpack" option automatically desactivate always when I start a new game. I had to modify directly in the userplus file to make the standard value as "true".
By the way, nice work on the physics simulation for the new jetpack. =)

This post has been edited by LkMax: 28 November 2010 - 04:48 AM

0

User is offline   djdori11 

#1035

i suggest u 2 add autosave system :rolleyes:
0

User is offline   blizzart 

#1036

View Postdjdori11, on Dec 2 2010, 08:49 PM, said:

i suggest u 2 add autosave system :rolleyes:


Isn“t that already added in the latest version?
0

Share this topic:


  • 57 Pages +
  • « First
  • 33
  • 34
  • 35
  • 36
  • 37
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks not owned by Voidpoint, LLC are the sole property of their respective owners. Play Ion Fury! ;) © Voidpoint, LLC

Enter your sign in name and password


Sign in options