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

Jump to content

  • 57 Pages +
  • « First
  • 34
  • 35
  • 36
  • 37
  • 38
  • 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   Danukem 

  • Duke Plus Developer

#1037

View Postblizzart, on Dec 2 2010, 11:38 PM, said:

Isn´t that already added in the latest version?


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).
0

User is offline   djdori11 

#1038

View PostDeeperThought, on Dec 2 2010, 11:56 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).

cant you just add autosave option to the game on the dukeplus menu? i think its awesome..
0

User is offline   Mike Norvak 

  • Music Producer

#1039

View PostDeeperThought, on Dec 3 2010, 01:56 AM, 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).


It reminds me i used that effect in the last nsa map i sent u. I don´t know if u include the correct map version, i´ll check it.

EDIT: nope, there´s no "C" sprites in the map that comes with dukeplus. Here´s the correct version:

This post has been edited by Norvak: 03 December 2010 - 09:04 AM

0

User is offline   Danukem 

  • Duke Plus Developer

#1040

View PostNorvak, on Dec 3 2010, 08:58 AM, said:

It reminds me i used that effect in the last nsa map i sent u. I don´t know if u include the correct map version, i´ll check it.

EDIT: nope, there´s no "C" sprites in the map that comes with dukeplus. Here´s the correct version:


I have now added the new version to my dpmaps folder.
0

User is offline   Danukem 

  • Duke Plus Developer

#1041

Posted Image

I'm adding civilians to DukePlus. Here we have a model that James used in his Imagination World TC (don't remember what game it came from originally). Most of the animation did not get imported, so Tea Monster was kind enough to re-rig it and create a whole new set of animations, which you see frames of here. With a few minor skin adjustments, I have been able to take advantage of the new highpalmap system. What you see here is all the same skin with different pals. Pal 23 is a bit messed up, but the rest look good.
0

#1042

Cool. But how are they useful xD
0

User is offline   Micky C 

  • Honored Donor

#1043

View PostJhect, on Jan 19 2011, 05:03 AM, said:

Cool. But how are they useful xD


Perhaps in the future additional code can be added to make them useful for specific purposes, but I can't really think of anything like that at the moment, unless they have running animations in which case there could be a scenario in which Duke has to lead the civilians to an evacuation point or something.

Also congrats on utilising the highpalookup system DT as they really do look amazing; I would have assumed they were different skins if you hadn't said anything. On the other hand this means that the civilians can only have different pals when using polymer, but I guess that wouldn't be a problem in the future as polymer will be the standard openGL renderer. I bet this also means the alternate Duke skins for the Dukebike can be deleted, as well as many other alternate skins and kick sprites. I'm only now starting to see the full potential of this thing, even if it's the wrong thread to post about it in.
0

User is offline   Shawneth 

#1044

I really look forward to cilvilians, but in that case, I have one major requests.

The main request is to have some option to get rid of that 'Duke team icon above team monsters' heads. It's helpful, but an option to remove it would be awesome. It's not a bad thing, but like, oh, you shuld know be now...

http://forums2.duke4...tyle_emoticons/default/dry.gif
0

User is offline   Stabs 

#1045

woohoo dead ppl can litter my citys finally http://forums2.duke4...tyle_emoticons/default/laugh.gif

I could use them as randoms too, perhaps the player can loose health as a penalty for shooting them

This post has been edited by DanM: 18 January 2011 - 02:34 PM

0

User is offline   Shawneth 

#1046

I haven't built any maps since the summer, but when this comes out, I will never be done the fun; make 'em sprites as well!
0

User is offline   Sobek 

  • There's coffee in that nebula!

#1047

View PostDeeperThought, on Jan 19 2011, 05:46 AM, said:

Posted Image

I'm adding civilians to DukePlus. Here we have a model that James used in his Imagination World TC (don't remember what game it came from originally). Most of the animation did not get imported, so Tea Monster was kind enough to re-rig it and create a whole new set of animations, which you see frames of here. With a few minor skin adjustments, I have been able to take advantage of the new highpalmap system. What you see here is all the same skin with different pals. Pal 23 is a bit messed up, but the rest look good.


Ooh... That's fantastic, and it gives me an idea (argh, everything gives me ideas!). But I'm wondering... What do they do at the moment? Just walk around the environment randomly, or can you use waypoints of some kind to direct their movement?

Because I have a space station as part of an introductory level, and I think some random 'civilians' (re-skinned to be ensigns or officers or something) would be a great addition to add some life to the station. Also, is it just females, or are there (planned?) males too?

Very interested.
0

User is offline   ReaperMan 

#1048

I'm looking forward to killing civilians. http://forums2.duke4...tyle_emoticons/default/unsure.gif
0

User is offline   Danukem 

  • Duke Plus Developer

#1049

View PostSobek, on Jan 18 2011, 07:16 PM, said:

Ooh... That's fantastic, and it gives me an idea (argh, everything gives me ideas!). But I'm wondering... What do they do at the moment? Just walk around the environment randomly, or can you use waypoints of some kind to direct their movement?

Because I have a space station as part of an introductory level, and I think some random 'civilians' (re-skinned to be ensigns or officers or something) would be a great addition to add some life to the station. Also, is it just females, or are there (planned?) males too?

Very interested.


I will code them to do the typical things that civilians do in first person shooters. Level designers will be able to specify some aspects of their behavior using tags in mapster, and I will eventually add mission related features to them.

I have plenty of male models, but currently I only have idle animations for them.
0

User is offline   djdori11 

#1050

hey, im using duke plus and i saw a problem..
that teleporting aliens when they are teleport they dont go back.. im using enchanged ai.. (btw, enchanged ai makes game difficulty hard?)
sorry for bad english
0

User is offline   Danukem 

  • Duke Plus Developer

#1051

View Postdjdori11, on Jan 24 2011, 10:22 AM, said:

hey, im using duke plus and i saw a problem..
that teleporting aliens when they are teleport they dont go back.. im using enchanged ai.. (btw, enchanged ai makes game difficulty hard?)
sorry for bad english


Hmm, I think what you are trying to say is that sometimes liztroops will use their cloak, but they stay invisible and never reappear. If this happens in the latest DP it is rare. I have not seen that happen in a long time. Make sure you are using the version from the Fissile Materials page.
0

User is offline   djdori11 

#1052

View PostDeeperThought, on Jan 24 2011, 10:56 AM, said:

Hmm, I think what you are trying to say is that sometimes liztroops will use their cloak, but they stay invisible and never reappear. If this happens in the latest DP it is rare. I have not seen that happen in a long time. Make sure you are using the version from the Fissile Materials page.

yeah that what i mean..
and ok ill use the duke plus from Fissile Materials..
so the duke plus from Fissile Materials is more updated then duke plus from http://deeperthought.dukertcm.com/dp/
right?
0

User is offline   Danukem 

  • Duke Plus Developer

#1053

View Postdjdori11, on Jan 24 2011, 11:00 AM, said:

yeah that what i mean..
and ok ill use the duke plus from Fissile Materials..
so the duke plus from Fissile Materials is more updated then duke plus from http://deeperthought.dukertcm.com/dp/
right?


Yes. Recently I have been uploading updates there almost every day, mainly to help DanM on the big upcoming Duke Nukem Eternity release, which uses DukePlus. The documentation is old, though, and it doesn't say what has changed.
0

User is offline   LeoD 

  • Duke4.net topic/3513

#1054

View Postdjdori11, on Jan 24 2011, 07:22 PM, said:

hey, im using duke plus and i saw a problem..
that teleporting aliens when they are teleport they dont go back.. im using enchanged ai.

From what I know this might happen in cramped places when there is no proper respawn location. However, it should not be DukePlus related.
[Obsoleted by DT]

View Postdjdori11, on Jan 24 2011, 07:22 PM, said:

(btw, enchanged ai makes game difficulty hard?)

Harder, because the Aliens are more aggressive (higher firing rate, new attacks) but your advanced weapons should balance that. Advanced AI works pretty well in the regular maps whereas you might encounter situations in certain usermaps which are almost impossible to survive.

This post has been edited by LeoD: 24 January 2011 - 11:19 AM

0

User is offline   Jukno Kim 

#1055

View PostDeeperThought, on Jan 18 2011, 12:16 PM, said:

I'm adding civilians to DukePlus. Here we have a model that James used in his Imagination World TC (don't remember what game it came from originally).....

Can't wait! But I was just wondering.....what's the poly count on those models? Isn't it bound to adversely affect performance on my single-core computer? :(
0

User is offline   Danukem 

  • Duke Plus Developer

#1056

I have updated DukePlus to version 2.20

And this time, I updated the documentation as well. It's all here: http://fissile.duke4...e_dukeplus.html

Most of what I added will do nothing for the gameplay experience unless the new stuff is placed in the map you are playing. This could be seen as a negative, since the size of the download has increased a lot with all of the map models and stuff that I added. However, the main point of this release was to incorporate new resources that have been gathered by DanM for his DNE episode. It gives mappers a lot more to work with.

For example, DukePlus now has a good selection of parked vehicles, and they all have correct clipping areas thanks to the new clipshape feature added to EDuke32 by Helixhorned, and the included clipshape map by DanM.

In terms of gameplay, there are two features that players can use right away. One of these is the Heavy Pistols option, which makes pistols behave more like Desert Eagles (a lot more damage, slower rate of fire, recoil, less ammo per clip). The other is sticky tripbombs, which actually is not an option because it's always on. You can place tripbombs directly on monsters and they explode a few seconds later.

EDIT: It's fixed now, but for about 2 hours the download went to the old version, due to a mixup when uploading the new one (I had both DUKEPLUS.rar and DukePlus.rar in the directory). The old version was 55MB, the new one is about 85MB.

This post has been edited by DeeperThought: 26 January 2011 - 10:26 PM

0

#1057

It seems that version (82MB) causes some problems

Quote

EDuke32 2.0.0devel 20100727
Application parameters: /gDNF3D.zip /gclasswarfare.zip -game_dir DukePlus
Using C:/Programmi/duke3d/ for game data
Using DukePlus/ for game data
Windows XP (build 5.1.2600) Service Pack 2w/ nedmalloc.dll
Initializing DirectDraw...
Searching for game data...
Using C:/Programmi/duke3d/DukePlus/ for game data
Using 'duke3d.GRP' as main game data file.
Using file 'autoload/duke3d.GRP/AtomicCONs.zip' as game data.
Using file 'autoload/duke3d.GRP/duke3d_hrp.zip' as game data.
Using file 'autoload/duke3d.GRP/eduke32_mus.zip' as game data.
Using file 'autoload/duke3d.GRP/eduke32_sound.zip' as game data.
Using file 'autoload/duke3d.GRP/hrp_update.zip' as game data.
Using file 'autoload/duke3d.GRP/maphacks.zip' as game data.
Using file 'DNF3D.zip' as game data.
Using file 'classwarfare.zip' as game data.
Compiling: EDUKE.CON (36 bytes)
Including: DukePlus/dpcons/DUKEPLUS.CON (433923 bytes)
Using DEF file: dukeplus.def.
Wrote eduke32.cfg
Wrote settings.cfg
Using config file 'DukePlus/dp.cfg'.
Including: DEFS.CON (35992 bytes)
Including: USER.CON (45482 bytes)
Including: DukePlus/dpcons/DEFSPLUS.CON (57399 bytes)
Including: DukePlus/dpcons/USERPLUS.CON (59622 bytes)
Including: DukePlus/dpcons/LIGHTS.CON (26078 bytes)
Including: DukePlus/dukebike/DUKEBIKE.CON (88226 bytes)
Including: DukePlus/dpcons/HUDPLUS.CON (69131 bytes)
Including: DukePlus/dpcons/PLAYERPLUS.CON (138745 bytes)
Including: DukePlus/dpcons/MONSTERPLUS.CON (233111 bytes)
Including: DukePlus/dpcons/CIVILIANS.CON (15521 bytes)
Resizing code buffer to 133446*4 bytes
Script compiled in 1328ms, 133438*4b, version 1.4+
3166/11264 labels, 767/2048 variables
321 quotes, 46 strings, 40 events, 488 actors
Initialized 24.0M cache
Loading 'dukeplus.def'
Error: file 'hipal\pal_01.png' does not exist
Error: file 'hipal\pal_02.png' does not exist
Error: file 'hipal\pal_05.png' does not exist
Error: file 'hipal\pal_06.png' does not exist
Error: file 'hipal\pal_07.png' does not exist
Error: file 'hipal\pal_08.png' does not exist
Error: file 'hipal\pal_10.png' does not exist
Error: file 'hipal\pal_11.png' does not exist
Error: file 'hipal\pal_12.png' does not exist
Error: file 'hipal\pal_13.png' does not exist
Error: file 'hipal\pal_14.png' does not exist
Error: file 'hipal\pal_15.png' does not exist
Error: file 'hipal\pal_16.png' does not exist
Error: file 'hipal\pal_17.png' does not exist
Error: file 'hipal\pal_18.png' does not exist
Error: file 'hipal\pal_19.png' does not exist
Error: file 'hipal\pal_20.png' does not exist
Error: file 'hipal\pal_21.png' does not exist
Error: file 'hipal\pal_22.png' does not exist
Error: file 'hipal\pal_23.png' does not exist
Error: file 'hipal\pal_24.png' does not exist
Error: file 'hipal\pal_25.png' does not exist
Definitions file 'dukeplus.def' loaded.
Using .RTS file 'DUKE.RTS'
Initializing OSD...
Switching kb layout from 00000410 to 00000409
Initializing DirectInput...
- Enumerating attached game controllers
* JOYSTICK: USB Joystick
Controller has 6 axes, 10 buttons, and 0 hat(s).
Failed setting joystick dead zone: DIERR_NOTFOUND
Failed setting joystick dead zone: DIERR_NOTFOUND
Failed setting joystick dead zone: DIERR_NOTFOUND
Failed setting joystick dead zone: DIERR_NOTFOUND
Executing "DukePlus/dp_settings.cfg"
bind <key> <string>: associates a keypress with a string of console input. Type "bind showkeys" for a list of keys and "listsymbols" for a list of valid console commands.
clip map 0: warning: sprite 80 pointing neither northward nor southward. X-flipping will be wrong.
clip map 0: warning: sprite 81 pointing neither northward nor southward. X-flipping will be wrong.
Loaded clip map 0.
Executing "autoexec.cfg"
Setting video mode 1152x864 (32-bit windowed)
Enabling ATI FBO color attachment workaround.
Enabling ATI R520 polygon offset workaround.
OpenGL Information:
Version: 2.1.8545 Release
Vendor: ATI Technologies Inc.
Renderer: Radeon X1650 Series
Initializing music...
Initializing sound...
Load tile 2492: p0-m4-e0 "highres/screen/menu/2492_version.png"... 208 ms
Load tile 2493: p0-m4-e0 "highres/screen/menu/2493.jpg"... 91 ms
Load tile 3281: p0-m4-e0 "highres/screen/menu/3281.jpg"Error: glGetTexLevelParameteriv returned GL_FALSE!
... cached... 67 ms
Load tile 2456: p0-m4-e0 "highres/screen/menu/2456.jpg"Error: glGetTexLevelParameteriv returned GL_FALSE!
... cached... 119 ms
Load tile 2499: p0-m4-e0 "highres/screen/menu/2499.png"Error: glGetTexLevelParameteriv returned GL_FALSE!
... cached... 18 ms
Load tile 2503: p0-m4-e0 "highres/screen/menu/2503.png"Error: glGetTexLevelParameteriv returned GL_FALSE!
... cached... 6 ms
Load tile 2953: p0-m4-e0 "highres/screen/fonts/redfont/2953.png"Error: glGetTexLevelParameteriv returned GL_FALSE!
... cached... 1 ms
Load tile 2944: p0-m4-e0 "highres/screen/fonts/redfont/2944.png"Error: glGetTexLevelParameteriv returned GL_FALSE!
... cached... 1 ms
Load tile 2962: p0-m4-e0 "highres/screen/fonts/redfont/2962.png"Error: glGetTexLevelParameteriv returned GL_FALSE!
... cached... 0 ms
Load tile 2946: p0-m4-e0 "highres/screen/fonts/redfont/2946.png"Error: glGetTexLevelParameteriv returned GL_FALSE!
... cached... 1 ms
Load tile 2940: p0-m4-e0 "highres/screen/fonts/redfont/2940.png"Error: glGetTexLevelParameteriv returned GL_FALSE!
... cached... 0 ms
Load tile 2952: p0-m4-e0 "highres/screen/fonts/redfont/2952.png"Error: glGetTexLevelParameteriv returned GL_FALSE!
... cached... 1 ms
Load tile 2954: p0-m4-e0 "highres/screen/fonts/redfont/2954.png"Error: glGetTexLevelParameteriv returned GL_FALSE!
... cached... 0 ms
Load tile 2955: p0-m4-e0 "highres/screen/fonts/redfont/2955.png"Error: glGetTexLevelParameteriv returned GL_FALSE!
... cached... 1 ms
Load tile 2959: p0-m4-e0 "highres/screen/fonts/redfont/2959.png"Error: glGetTexLevelParameteriv returned GL_FALSE!
... cached... 1 ms
Load tile 2948: p0-m4-e0 "highres/screen/fonts/redfont/2948.png"Error: glGetTexLevelParameteriv returned GL_FALSE!
... cached... 1 ms
Load tile 2958: p0-m4-e0 "highres/screen/fonts/redfont/2958.png"Error: glGetTexLevelParameteriv returned GL_FALSE!
... cached... 2 ms
Load tile 2951: p0-m4-e0 "highres/screen/fonts/redfont/2951.png"Error: glGetTexLevelParameteriv returned GL_FALSE!
... cached... 1 ms
Load tile 2943: p0-m4-e0 "highres/screen/fonts/redfont/2943.png"Error: glGetTexLevelParameteriv returned GL_FALSE!
... cached... 1 ms
Load tile 2947: p0-m4-e0 "highres/screen/fonts/redfont/2947.png"Error: glGetTexLevelParameteriv returned GL_FALSE!
... cached... 0 ms
Load tile 2942: p0-m4-e0 "highres/screen/fonts/redfont/2942.png"Error: glGetTexLevelParameteriv returned GL_FALSE!
... cached... 1 ms
Load tile 2957: p0-m4-e0 "highres/screen/fonts/redfont/2957.png"Error: glGetTexLevelParameteriv returned GL_FALSE!
... cached... 0 ms
Load tile 2956: p0-m4-e0 "highres/screen/fonts/redfont/2956.png"Error: glGetTexLevelParameteriv returned GL_FALSE!
... cached... 1 ms
Load tile 2960: p0-m4-e0 "highres/screen/fonts/redfont/2960.png"Error: glGetTexLevelParameteriv returned GL_FALSE!
... cached... 1 ms
Load tile 6320: p0-m4-e0 "DUKEPLUS_RESOURCES/GRAPHICS/PLUS.png"... 7 ms
Load tile 2817: p0-m4-e0 "highres/screen/menu/2817.png"Error: glGetTexLevelParameteriv returned GL_FALSE!
... cached... 1 ms
Load tile 2816: p0-m4-e0 "highres/screen/menu/2816.png"Error: glGetTexLevelParameteriv returned GL_FALSE!
... cached... 2 ms
Load tile 2813: p0-m4-e0 "highres/screen/menu/2813.png"Error: glGetTexLevelParameteriv returned GL_FALSE!
... cached... 1 ms
Load tile 2854: p0-m4-e0 "highres/screen/fonts/bluefont/2854.png"Error: glGetTexLevelParameteriv returned GL_FALSE!
... cached... 0 ms
Load tile 2903: p0-m4-e0 "highres/screen/fonts/bluefont/2871.png"Error: glGetTexLevelParameteriv returned GL_FALSE!
... cached... 0 ms
Load tile 2890: p0-m4-e0 "highres/screen/fonts/bluefont/2858.png"Error: glGetTexLevelParameteriv returned GL_FALSE!
... cached... 1 ms
Load tile 2910: p0-m4-e0 "highres/screen/fonts/bluefont/2878.png"Error: glGetTexLevelParameteriv returned GL_FALSE!
... cached... 0 ms
Load tile 2900: p0-m4-e0 "highres/screen/fonts/bluefont/2868.png"Error: glGetTexLevelParameteriv returned GL_FALSE!
... cached... 1 ms
Load tile 2906: p0-m4-e0 "highres/screen/fonts/bluefont/2874.png"Error: glGetTexLevelParameteriv returned GL_FALSE!
... cached... 1 ms
Load tile 2904: p0-m4-e0 "highres/screen/fonts/bluefont/2872.png"Error: glGetTexLevelParameteriv returned GL_FALSE!
... cached... 1 ms
Load tile 2908: p0-m4-e0 "highres/screen/fonts/bluefont/2876.png"Error: glGetTexLevelParameteriv returned GL_FALSE!
... cached... 1 ms
Load tile 2886: p0-m4-e0 "highres/screen/fonts/bluefont/2854.png"Error: glGetTexLevelParameteriv returned GL_FALSE!
... cached... 0 ms
Load tile 2899: p0-m4-e0 "highres/screen/fonts/bluefont/2867.png"Error: glGetTexLevelParameteriv returned GL_FALSE!
... cached... 0 ms
Load tile 2905: p0-m4-e0 "highres/screen/fonts/bluefont/2873.png"Error: glGetTexLevelParameteriv returned GL_FALSE!
... cached... 0 ms
Load tile 2902: p0-m4-e0 "highres/screen/fonts/bluefont/2870.png"Error: glGetTexLevelParameteriv returned GL_FALSE!
... cached... 1 ms
Load tile 2894: p0-m4-e0 "highres/screen/fonts/bluefont/2862.png"Error: glGetTexLevelParameteriv returned GL_FALSE!
... cached... 2 ms
Load tile 2852: p0-m4-e0 "highres/screen/fonts/bluefont/2852.png"Error: glGetTexLevelParameteriv returned GL_FALSE!
... cached... 1 ms
Load tile 2829: p0-m4-e0 "highres/screen/fonts/bluefont/2829.png"Error: glGetTexLevelParameteriv returned GL_FALSE!
... cached... 1 ms
Load tile 2878: p0-m4-e0 "highres/screen/fonts/bluefont/2878.png"Error: glGetTexLevelParameteriv returned GL_FALSE!
... cached... 0 ms
Load tile 2836: p0-m4-e0 "highres/screen/fonts/bluefont/2836.png"Error: glGetTexLevelParameteriv returned GL_FALSE!
... cached... 1 ms
Load tile 2867: p0-m4-e0 "highres/screen/fonts/bluefont/2867.png"Error: glGetTexLevelParameteriv returned GL_FALSE!
... cached... 1 ms
Load tile 2830: p0-m4-e0 "highres/screen/fonts/bluefont/2830.png"Error: glGetTexLevelParameteriv returned GL_FALSE!
... cached... 0 ms

Wrote DukePlus/dp.cfg
Wrote DukePlus/dp_settings.cfg
Uninitializing DirectInput...
Uninitializing DirectDraw...


Those "Hipals" PNG and this "GL_FALSE!" are important?
0

User is offline   The Commander 

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

#1058

sigh...

Quote

............................................________
....................................,.-‘”...................`` ~.,
.............................,.-”...................................“ -.,
.........................,/...............................................” :,
.....................,?......................................................\ ,
.................../..................................................... ......,}
................./......................................................, :`^`..}
.............../...................................................,:” ........./
..............?.....__.........................................:`.......... ./
............./__.(.....“~-,_..............................,:`.. ......../
.........../(_....”~,_........“~,_....................,:` ........_/
..........{.._$;_......”=,_.......“-,_.......,.-~-,},.~”;/ ....}
...........((.....*~_.......”=-._......“;,,./`..../” ............../
...,,,___.\`~,......“~.,....................`.....}........... .../
............(....`=-,,.......`........................(......;_,,-”
............/.`~,......`-...............................\... .../\
.............\`~.*-,.....................................|,./.....\ ,__
,,_..........}.>-._\...................................|..............` =~-,
.....`=~-,_\_......`\,.................................\
...................`=~-,,.\,...............................\
................................`:,,...........................`\... ...........__
.....................................`=-,...................,%`>--==` `
........................................_\..........._,-%.......`\
...................................,<`.._|_,-&``.............. ..`\


WWW.PASTEBIN.COM

Also, no those two things are not important. (why quote your whole log?)

This post has been edited by The Commander: 27 January 2011 - 07:32 AM

0

User is offline   LeoD 

  • Duke4.net topic/3513

#1059

View PostFantinaikos, on Jan 27 2011, 03:07 PM, said:

Error: file 'hipal\pal_01.png' does not exist

It seems that dukeplus.def assumes a very recent Polymer HRP to be present.
However, I get:
"Error: missing or invalid 'base palette number' for highpalookup definition near line dukeplus.def:1"
[hipal <-> highpal typo?]
The game plays with no problems, though.

View PostFantinaikos, on Jan 27 2011, 03:07 PM, said:

Error: glGetTexLevelParameteriv returned GL_FALSE!

I can't confirm that (maybe ATI related?). However, there is quite some stuff in your autoload folder which might interfere with the latest DukePlus. How old is your HRP?

View PostDeeperThought, on Jan 27 2011, 05:07 AM, said:

I have updated DukePlus to version 2.20

The enforcer's gun sounds a bit wimpy.
0

#1060

Quote

It seems that dukeplus.def assumes a very recent Polymer HRP to be present


Oh damn, I was suspect that.

Quote

I can't confirm that (maybe ATI related?). However, there is quite some stuff in your autoload folder which might interfere with the latest DukePlus. How old is your HRP?


Yep. ATI graphic card and my HRP is the latest version of the polymost, the polymer version makes my computer lag beacause for processor i have only an AMD 2800+.

I wonder if those who work on Eduke32 are pro-NVIDIA developers or something :(

This post has been edited by Fantinaikos: 27 January 2011 - 09:22 AM

0

User is offline   Danukem 

  • Duke Plus Developer

#1061

In my own personal folder I have hipals set up that use the defs at the top of dukeplus.def. I did not include the hipal folder because it added a lot to the file size, and because I knew they would be obsolete soon. In fact, they are obsolete already, and so are the defs. Just removes those hipal defs, then if you want the hipal feature add the latest ones from here: http://lzg.duke4.net/hipals6b.rar and new defs.
0

User is offline   LeoD 

  • Duke4.net topic/3513

#1062

View PostFantinaikos, on Jan 27 2011, 06:13 PM, said:

I wonder if those who work on Eduke32 are pro-NVIDIA developers or something :(

An assault captain mostly active in this subforum who doesn't know?

View PostFantinaikos, on Jan 27 2011, 06:13 PM, said:

Yep. ATI graphic card and my HRP is the latest version of the polymost, the polymer version makes my computer lag beacause for processor i have only an AMD 2800+.

The Polymer HRP should run with polymost (turn off polymer in the startup window) with no framerate losses. At least that's what I do when I run into trouble.

This post has been edited by LeoD: 27 January 2011 - 12:28 PM

0

User is offline   Sobek 

  • There's coffee in that nebula!

#1063

I seem to be having no luck getting a Broadcaster SE to work. I've setup a basic map for testing purposes - it's got two rooms, each with an SE (both lotag 88 / hitag 901 for something random), and one room has a blank tile as its wall texture. I'm using tile 118, as that's an unused blank tile, but nothing is ever 'projected' onto it.

This is how the test map is setup;

Posted Image

And this is what I have in the room on the right, with a section of wall that's using the black tile 118 to broadcast on to;

Posted Image

The left room is pretty much identical, I just have a random model sitting in there for the hell of it though. Is there anything else that needs to be done a certain way for the Broadcaster to work? I'm not sure what I'm doing wrong... The black blank tile never shows anything from the room on the left - it just stays black. No errors on startup either, so everything appears to have loaded just fine.

This post has been edited by Sobek: 02 February 2011 - 04:47 PM

0

User is offline   Stabs 

#1064

not for polymer
0

User is offline   Sobek 

  • There's coffee in that nebula!

#1065

Can't believe I didn't try that. Thanks DanM, real shame though. I'm pretty sure there are other methods of achieving the same effect while using Polymer though, right? I seem to recall someone discussing it in another thread a while back.
0

User is offline   Danukem 

  • Duke Plus Developer

#1066

View PostSobek, on Feb 2 2011, 07:50 PM, said:

Can't believe I didn't try that. Thanks DanM, real shame though. I'm pretty sure there are other methods of achieving the same effect while using Polymer though, right? I seem to recall someone discussing it in another thread a while back.



I'm not ruling out that there is another way of doing which works in Polymer, but the way I have it scripted is very straightforward and versatile, and I'm not going to change it. The problem here is that the showview CON command does not work in Polymer.
0

Share this topic:


  • 57 Pages +
  • « First
  • 34
  • 35
  • 36
  • 37
  • 38
  • 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