Duke Plus "feedback and general discussion of Duke Plus"
#109 Posted 10 June 2009 - 01:45 PM
#111 Posted 10 June 2009 - 04:13 PM
Captain Awesome, on Jun 10 2009, 02:45 PM, said:
Yes. And that's easy to do, because I already have code for Duke moving slow when carrying heavy objects.
#112 Posted 13 June 2009 - 01:51 PM
#113 Posted 13 June 2009 - 05:15 PM
#114 Posted 13 June 2009 - 08:36 PM
Duke Plus is great. I hope you don't mind if I use a similar method of wall jumping in my TC (not a direct rip or anything.)
Actually, now that I think about it, I may have it switch to third person actually and code some separate animations, though, if I'm going to require it.
#115 Posted 13 June 2009 - 10:48 PM
BlackDays, on Jun 13 2009, 09:36 PM, said:
But which tile numbers are "characters" depends on the mod/TC, and EDuke32 is a general platform for TCs, so I doubt that will happen. I've already added the feature to DP.
BlackDays, on Jun 13 2009, 09:36 PM, said:
No problem. In fact, you can rip the code if you want, as long as you give credit.
#116 Posted 13 June 2009 - 10:51 PM
- A new level has been added to the Duke Plus hub: Tribute to Action II, by Dan Mason.
- The lighting demo has been removed along with the fake dynamic lightning system to make room for Polymer, the upcoming renderer which has true dynamic lightning.
- Various bug fixes since version 2.00
- Optimization to the advanced monster AI option; framerate is improved in some situations.
- New option in the Effects menu for disabling character models when the HRP is used.
- Added some basic support for Polymer (currently, the player can use flares and glowbugs have been made into dynamic lights)
- Added several new Duke taunts and other Duke one liners.
- Added a new rain sound for light rain.
That new map by DanM is really great and a lot of fun. Check it out!
Edit: I'm re-uploading to fix a minor bug (I left some spawned characters out of the no model option, so they would still use models)
This post has been edited by DeeperThought: 14 June 2009 - 07:48 AM
#117 Posted 15 June 2009 - 07:48 AM
The other con files are the same.
[edit]
it seems that you reuploaded DukePlus.rar
now it's ok
This post has been edited by supergoofy: 15 June 2009 - 08:12 AM
#118 Posted 15 June 2009 - 09:48 AM
supergoofy, on Jun 15 2009, 08:48 AM, said:
now it's ok
I also included an updated version of TTA2, the excellent new map by Dan M.
#119 Posted 15 June 2009 - 01:25 PM
#120 Posted 16 June 2009 - 05:01 AM
I'll find somewhere more appropiate for it to go.
This post has been edited by XenoMatriX: 18 June 2009 - 06:43 AM
#121 Posted 16 June 2009 - 06:03 AM
Attached File(s)
-
eduke32.log (2.79K)
Number of downloads: 837
#122 Posted 16 June 2009 - 06:29 AM
2. Download and install OpenAL from my link:
http://www.mediafire...php?gotzmkzyuin
3. Unpack DukePlus.rar to an empty new folder, for example: C:\Duke Plus v2.02\
4. Copy DUKE3D.GRP from your Atomic Edition CD to C:\Duke Plus v2.02\
5. Run dukeplus.bat
It's super easy. If it still crashes, then either your DUKE3D.GRP is not the Atomic Edition v1.5, or it may be corrupted.
Also update your graphics card drivers and your sound card drivers.
This post has been edited by supergoofy: 16 June 2009 - 06:33 AM
#123 Posted 16 June 2009 - 01:29 PM
supergoofy, on Jun 16 2009, 07:29 AM, said:
2. Download and install OpenAL from my link:
http://www.mediafire...php?gotzmkzyuin
3. Unpack DukePlus.rar to an empty new folder, for example: C:\Duke Plus v2.02\
4. Copy DUKE3D.GRP from your Atomic Edition CD to C:\Duke Plus v2.02\
5. Run dukeplus.bat
It's super easy. If it still crashes, then either your DUKE3D.GRP is not the Atomic Edition v1.5, or it may be corrupted.
Also update your graphics card drivers and your sound card drivers.
Thanks very much, i ll give it a try when i get home from work tonight.
#125 Posted 17 June 2009 - 07:54 AM
http://www.youtube.c...6--MxbkU&fmt=18
#126 Posted 17 June 2009 - 02:51 PM
Obviously, I'm referring to version 2.02
This post has been edited by Headless_Horseman: 17 June 2009 - 02:53 PM
#127 Posted 26 June 2009 - 01:48 AM
#128 Posted 26 June 2009 - 07:21 AM
DanM, on Jun 26 2009, 02:48 AM, said:
It's because my AI has monsters doing hitscans to check whether they have line of sight to their targets. The hitscan bit is set on the glass sprites, so for them it blocks their view even though we can see through it. You could turn off hitscan by pressing H on the sprites, but then weapons will pass right through them. In other words, it's a bug in the way the AI is coded. I had a reason for doing it that way as opposed to using the normal visibility functions, but unfortunately it has this result. I'll have to figure something out.
#129 Posted 26 June 2009 - 08:32 AM
#130 Posted 26 June 2009 - 09:20 AM
Plagman, on Jun 26 2009, 09:32 AM, said:
That's all possible, but doing lots of hitscans takes a lot of cpu (imagine 30 monsters all doing it in a level with complex geometry). For this particular problem I think what I'll do is have the hitscan on breakable glass count as target confirmation (the hitscans are always straight at the target, so chances are the glass is the only thing blocking it). This will cause the monster to shoot, destroying the glass. On the next check, the glass will be gone.
EDIT: My code has already been doing exactly what I suggested above, so I have no idea what is going on
This post has been edited by DeeperThought: 26 June 2009 - 09:46 AM
#131 Posted 26 June 2009 - 09:59 AM
#132 Posted 26 June 2009 - 11:40 AM
http://deeperthought...m/dp/dpcons.rar
#133 Posted 26 June 2009 - 12:35 PM
#134 Posted 26 June 2009 - 02:47 PM
sometimes they still walk right upto the glass but they will shoot through it. sometimes a bit
delayed sometimes straight away, but at least they will now
spiker : i had that problem with the commander boss fight in the office in tta2, had to keep changing his respawn placement so he would float in, eventually finding a spot where he would enter correctly
most of the time.
#135 Posted 26 June 2009 - 02:57 PM
Im using the latest EDuke32 Polymer SVN and I can only either have DukePlus or HRP not both.
#136 Posted 26 June 2009 - 03:00 PM
zchri9, on Jun 26 2009, 03:57 PM, said:
Im using the latest EDuke32 Polymer SVN and I can only either have DukePlus or HRP not both.
I've heard of that being a problem one other time, and that was with a linux user. You are using linux?
#138 Posted 26 June 2009 - 05:02 PM
DeeperThought, on Jun 26 2009, 04:00 PM, said:
I'm using Windows Vista Ultimate x64

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