Duke Plus "feedback and general discussion of Duke Plus"
#1008 Posted 15 October 2010 - 01:15 PM
yea come on rage me. just understand what the hell i said this time...
my english is not perfect but understandable.
#1009 Posted 15 October 2010 - 03:27 PM
Jhect, on Oct 15 2010, 05:15 PM, said:
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.
#1011 Posted 20 October 2010 - 02:14 AM
Is it possible to make vertically gust spawners?
#1012 Posted 20 October 2010 - 06:39 AM
blizzart, on Oct 20 2010, 03:14 AM, said:
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.
#1013 Posted 20 October 2010 - 09:41 PM
DeeperThought, on Oct 20 2010, 04:39 PM, said:
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.
#1014 Posted 27 October 2010 - 07:16 PM
#1015 Posted 28 October 2010 - 11:34 PM
I´m just asking because I couldn´t find anything in the DPEFFECTS - guide.
#1016 Posted 28 October 2010 - 11:58 PM
blizzart, on Oct 29 2010, 12:34 AM, said:
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.
#1017 Posted 29 October 2010 - 12:17 AM
DeeperThought, on Oct 29 2010, 09:58 AM, said:
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.
#1018 Posted 29 October 2010 - 01:13 AM
blizzart, on Oct 29 2010, 01:17 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.
Attached File(s)
-
hubmaps.rar (9.55K)
Number of downloads: 535
This post has been edited by DeeperThought: 29 October 2010 - 01:16 AM
#1019 Posted 29 October 2010 - 01:28 AM
DeeperThought, on Oct 29 2010, 11:13 AM, said:
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.
#1020 Posted 03 November 2010 - 09:05 PM
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.
#1021 Posted 04 November 2010 - 12:18 AM
#1022 Posted 04 November 2010 - 04:30 AM
#1023 Posted 04 November 2010 - 09:02 PM
DanM, on Nov 4 2010, 01:18 AM, said:
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.
#1024 Posted 05 November 2010 - 01:13 AM
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.
muzzleflashes.zip (57.25K)
Number of downloads: 684
#1025 Posted 05 November 2010 - 08:11 AM
DanM, on Nov 5 2010, 02:13 AM, said:
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?
#1026 Posted 05 November 2010 - 07:53 PM
DanM, on Nov 5 2010, 02:13 AM, said:
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.
#1027 Posted 06 November 2010 - 03:59 AM
#1028 Posted 07 November 2010 - 10:28 PM
#1029 Posted 07 November 2010 - 10:57 PM
I would say it's something I have changed recently as I have done a bit of overhauling on my code.
#1030 Posted 08 November 2010 - 11:16 AM
#1031 Posted 09 November 2010 - 02:08 PM
#1032 Posted 27 November 2010 - 07:51 PM
- 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.
//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
#1033 Posted 27 November 2010 - 08:06 PM
LkMax, on Nov 27 2010, 07:51 PM, 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.
LkMax, on Nov 27 2010, 07:51 PM, said:
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.
LkMax, on Nov 27 2010, 07:51 PM, said:
- 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.
LkMax, on Nov 27 2010, 07:51 PM, said:
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
#1034 Posted 28 November 2010 - 04:41 AM
DeeperThought, on Nov 28 2010, 02:06 AM, said:
lol
Yeah, maybe. I read this idea somewhere and I thought it was a good idea, but you have a point, indeed.
Quote
Ok, I see I'll have to do it by myself... :-\
Quote
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
#1036 Posted 02 December 2010 - 11:38 PM
djdori11, on Dec 2 2010, 08:49 PM, said:
Isn´t that already added in the latest version?
#1037 Posted 02 December 2010 - 11:56 PM
blizzart, on Dec 2 2010, 11:38 PM, said:
It's added as something that mappers can put in their maps. You can specify a sector as an autosave sector. No maps actually use the feature yet, though.
I believe this is better than making the game autosave after a certain amount of time has passed or after the player has killed a group of enemies (I use that method in Attrition, but only because that mod uses old maps that I am not editing).

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