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Duke Plus  "feedback and general discussion of Duke Plus"

User is offline   king karl 

#1081

im also bothered by the pigcops droping the wrong shotgun, but i like DT's idea of remkaking the 1 thats held by the dead ones much more......the enforcer chaingun thing doesnt matter that much....its just "too different" as opposed to the pigcops where its close enough to be obviously wrong
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User is offline   3D Master 

#1082

 king karl, on Feb 24 2011, 05:28 AM, said:

im also bothered by the pigcops droping the wrong shotgun, but i like DT's idea of remkaking the 1 thats held by the dead ones much more......


Well, this was the case in the original Duke. The pig cop and his shotgun are like they were in duke, as well as Duke's pig cop. It could be changed to make the Pigcop look like the pickup and hud model, but there would still be another question: why can't you pickup the weapon always, it's obviously always lying on the ground. You could say it was out of ammo, but this doesn't hold up if you don't have a shotgun yet.

Quote

the enforcer chaingun thing doesnt matter that much....its just "too different" as opposed to the pigcops where its close enough to be obviously wrong


Actually, "too different" means that is so obviously wrong. I don't think the Enforcer ever drops a chaingun though, only ammo.
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User is offline   necroslut 

#1083

 3D Master, on Feb 24 2011, 12:41 PM, said:

I don't think the Enforcer ever drops a chaingun though, only ammo.

They can drop chainguns as well.
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User is offline   hungerfish 

#1084

Moving on... :P
I personally really enjoy 'pimping' duke using the hrp -models and dukeplus.
Running DP without any 'new' weapons (with models disabled) generally works quite well, although there a few 'glitches'(in the form of black boxes) appearing now and then.
I seem to recall reading something about this somewhere but couldn't find it again, are you still planning on making DP 'classic' compatible?
What's the status on this?
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User is offline   Plagman 

  • Former VP of Media Operations

#1085

DT, there are a bunch of highpalookup DEFs in dukeplus.def pointing to files that don't exist.
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User is online   Danukem 

  • Duke Plus Developer

#1086

 Plagman, on Feb 24 2011, 09:42 PM, said:

DT, there are a bunch of highpalookup DEFs in dukeplus.def pointing to files that don't exist.


Yeah, I removed the files to reduce download size and forgot to comment out the def lines.
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User is offline   hungerfish 

#1087

So, DP

Quote

are you still planning on making DP 'classic' compatible?
??
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User is offline   E.C.S 

#1088

I found a bug with the shotguns

I will describe it in a example, I have the cruizer shotgun and the DB shotgun, the cruizer shotgun has one bullet left, i change to the DB Shotgun, I do a melee atack whit the weapon, I want to change to the cruizer shotgun, but I can't, because is reloading (triggered by the melee attack of the DB shotgun), after the cruizer shotgun has eight bullet again.

If you didn't understand what I'm trying to tell you, I will do a video.
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User is online   Danukem 

  • Duke Plus Developer

#1089

 E.C.S, on Mar 1 2011, 09:03 PM, said:

I found a bug with the shotguns

I will describe it in a example, I have the cruizer shotgun and the DB shotgun, the cruizer shotgun has one bullet left, i change to the DB Shotgun, I do a melee atack whit the weapon, I want to change to the cruizer shotgun, but I can't, because is reloading (triggered by the melee attack of the DB shotgun), after the cruizer shotgun has eight bullet again.

If you didn't understand what I'm trying to tell you, I will do a video.



Thanks for the bug report. This bug would have been found and fixed a long time ago, but most people don't use the melee attack on the db shotgun or even know about it. It will be easy to fix, but I'm determined to get the new WGR2 version released before I work on any other mods.

This post has been edited by DeeperThought: 01 March 2011 - 09:32 PM

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User is offline   Hendricks266 

  • Weaponized Autism

  #1090

DT, I think it would be a reasonable addition to replace all "addphealth" commands used in the CONs as melee attacks (Octabrain, Commander) to setactor[<player>].htextra (labels must be negated) to allow things like breaking the player when frozen.
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User is offline   VinsaneOne 

#1091

I was playing the latest DP and saw this for the first time. I guess I hit his jetpack cause he spiraled out of control like a balloon gets let go before the knot is tied, zig-zaging to his death. Funny shit!
Attached Image: Alien_Death.jpgAttached Image: Alien_Death2.jpg
Also, did you know Duke can 'fly' without a jetpack?
Attached Image: Duke_Fly.jpg
I have some awesome footage of Duke flying after monsters and gunning them down at the same time. It's a must-see of never before Duke action! In the editing stage right now and an upload is coming soon.

This post has been edited by VinsaneOne: 18 March 2011 - 09:15 PM

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User is online   Danukem 

  • Duke Plus Developer

#1092

DukePlus 2.21 released

This is a minor update with some bug fixes. The documenation has not been updated and it still says it is version 2.20
New versions of mapster32 and eduke32 are included, some defs are fixed, some unneeded stuff was removed

As always, the latest version is at the Fissile Materials site, and will get updated at other sites later, if at all.

What you download is now a ZIP, not a RAR file. I did this because ZIP files are easier to work with unless you have the right software, which I don't at the moment. I may go back to RAR format in the next release.

___________________

Now I want to say a few words about "It Lives", the new map by Gambini, since it was the main reason for updating DP at this time, and also a few words about mapping for EDuke32 in its current state.

"It Lives" exposes a bug that makes the first battlelord you fight get deleted after a few seconds, about 2/3 of the time you play using DP. I don't know why this happens, but it involves the battlelord getting set to xrepeat 0 and being deleted the moment it touches a certain wall. The latest DP has a fix for this particular issue, which is really just a dumb hack forcing the battlelord to not get deleted and forcing it back to regular size when the game attempts to delete it prematurely. I tested it a few times and it seemed to work, but the underlying bug remains (either in DukePlus or in EDuke32, or some combination).

Gambini made it very clear that he designed his map for the software renderer, and does not recommend that it be played with any mods or add-ons. However, he actually did put quite a bit of effort into making it work well with DukePlus, and to this end he added some effects which can only be seen in DukePlus. Now that the battlelord bug seems to be nullified, it actually works great with DP and polymost...it doesn't have exactly the same mood as in the software renderer, but it's cool and worth checking out. I want to emphasize, though, that "It Lives" should not be regarded as a "DukePlus map". If anyone starts calling it that, Gambini and I will be pissed off, because he worked so hard to show what can be done with vanilla Duke, and the DP stuff is relatively minor and entirely optional. Also, there are some purists out there who would not want to play the map if they were told it was a DukePlus map, and no one should have any excuse for not playing. It may seem like a small matter, but it's important to me.

Designing and releasing a level for Duke Nukem 3D these days can be a frustrating experience. Eduke32 has 3 different renderers that players can choose from, and the level designer has no control over which renderer will be picked. All of the renderers have significant differences, different strengths and weaknesses, and make the same level look different in various ways. On top of that, there are popular add-ons, such as the HRP and DukePlus, which can be used in combination with each other and the different renderers and can profoundly impact the playing experience. As if that wasn't enough, there are various settings, such as shadescale, which can have a big impact (set it too low and the map looks bright and washed-out, too high and many areas become pitch-black). When a level designer has worked long and hard on a map in order to create a certain experience for the player, it's understandable that he be very picky about how his map is going to be played. I know as a modder how frustrating it can be to get "bug" reports because someone was using the wrong options (e.g. turning models off and then complaining about "black boxes" where the models should be). So please, PLEASE keep this in mind when playing "It Lives" or any other map. It you want to try it with DP --which I do recommend-- that's fine, but if something seems screwy, think about the options you are using and the author's intentions before you start reporting something as a bug.
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User is offline   LeoD 

  • Duke4.net topic/3513

#1093

DukePlus 2.21 contains corrupted files. Check with the DP-2.20 version.
Btw, I'm looking for DukePlus 2.06 for some personal tweak. Anyone have a copy still lying around which you could provide me?
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User is offline   Forge 

  • Speaker of the Outhouse

#1094

 DeeperThought, on Mar 27 2011, 05:01 AM, said:

...long and hard...


lol
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User is online   Danukem 

  • Duke Plus Developer

#1095

 LeoD, on Mar 27 2011, 05:26 AM, said:

DukePlus 2.21 contains corrupted files. Check with the DP-2.20 version.



You need to be more specific, because right now I have no evidence that would suggest you are correct. I just downloaded the new version and did a clean install of it and everything seemed to be working fine.
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User is offline   LeoD 

  • Duke4.net topic/3513

#1096

 DeeperThought, on Mar 27 2011, 07:52 PM, said:

You need to be more specific, because right now I have no evidence that would suggest you are correct. I just downloaded the new version and did a clean install of it and everything seemed to be working fine.

Download the archive I have linked (only 600KB) and compare the contained nine files. I have downloaded DukePlus 2.21 twice and the files in question extract to all zeros while having correct file size and date.
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User is online   Danukem 

  • Duke Plus Developer

#1097

 LeoD, on Mar 27 2011, 11:19 AM, said:

Download the archive I have linked (only 600KB) and compare the contained nine files. I have downloaded DukePlus 2.21 twice and the files in question extract to all zeros while having correct file size and date.


Damn, you are right. Thanks for noticing this, because otherwise it could have stayed that way for a long time (those files aren't used unless there is a map which has those models in it).

It's not just a problem with the zip, it's a problem with my development folder, and I no longer have a copy of DP 2.20 because I deleted if off the server last night. I'm guessing there was a disk error when I copied my files from my old computer to my new one using backups on DVDs.

Are you sure that those files are the only ones that got messed up?
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User is offline   Forge 

  • Speaker of the Outhouse

#1098

Then what did I download at the fissile site?

I downloaded dukeplus from there the same time i made that last post and those files in question are fine in the copy i got. (i also right-clicked and saved as, instead of just clicking the link, but that should make no difference)

if you need an old copy of dukeplus, let me know

This post has been edited by Forge: 27 March 2011 - 11:22 AM

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User is online   Danukem 

  • Duke Plus Developer

#1099

Well that's strange, because those files did seem to be messed up in both my dev folder and the zip created from it. I am currently uploading a fixed version of 2.21 (should be done in about 10 minutes). Keep in mind the files do report themselves as having the correct sizes.

What OS are you using?

This post has been edited by DeeperThought: 27 March 2011 - 11:27 AM

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User is offline   LeoD 

  • Duke4.net topic/3513

#1100

 DeeperThought, on Mar 27 2011, 08:35 PM, said:

Are you sure that those files are the only ones that got messed up?

No. I missed one (br_firetruck2.jpg, zero bytes). I have put all the differing 2.20 files into this archive, but I don't think any of the other changes are inadvertedly.

 Forge, on Mar 27 2011, 09:16 PM, said:

if you need an old copy of dukeplus, let me know

Yes 2.06, please.

This post has been edited by LeoD: 27 March 2011 - 11:38 AM

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User is online   Danukem 

  • Duke Plus Developer

#1101

Yes, all the other changes are intentional. I'm restarting the upload again, with the fixed firetruck2.jpg included. Thanks again.
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User is offline   LeoD 

  • Duke4.net topic/3513

#1102

The file date of the zero-sized br_firetruck2.jpg is 2011-02-02_18:06:14. This might be the timestamp of the corruption and maybe you should check your partition for similar files/problems.
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User is offline   Forge 

  • Speaker of the Outhouse

#1103

Dukeplus 2.06

http://www.mediafire...99jg83bwqiiglp5


i was mistaken about the zero sized files. winzip displayed that they had size, but once extracted, they were zero

This post has been edited by Forge: 27 March 2011 - 02:04 PM

1

#1104

Is there any way to disable the battlelord machinegun? It's all nice, but I won't use it and I hate the way battlelord corpses are reverted to sprites.

This post has been edited by Searinox Navras: 29 March 2011 - 03:23 AM

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User is offline   AndyMan 

#1105

That's weird I just installed the latest version of DukePlus and it won't start the game. I have never had this problem before, it says this on the bottom of the log, any idea what it means?

Loading 'dukeplus.def'
Fatal Signal caught: SIGSEGV. Bailing out.
g_errorLineNum: 0, g_tw: 0

Uninitializing DirectDraw...
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User is offline   LeoD 

  • Duke4.net topic/3513

#1106

 AndyMan, on 30 March 2011 - 01:13 AM, said:

That's weird I just installed the latest version of DukePlus and it won't start the game. I have never had this problem before, it says this on the bottom of the log, any idea what it means?

Eduke32 crashed. Use eduke32.debug.exe. If it crashes again, post your eduke32.log and the crashlog (if created) as attachments in the Bug reports and "help me" threads subforum. Most likely DukePlus has nothing much to do with the cause, maybe just pointing it out.
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User is offline   AndyMan 

#1107

 LeoD, on 30 March 2011 - 01:32 AM, said:

Eduke32 crashed. Use eduke32.debug.exe. If it crashes again, post your eduke32.log and the crashlog (if created) as attachments in the Bug reports and "help me" threads subforum. Most likely DukePlus has nothing much to do with the cause, maybe just pointing it out.

Where is eduke32.debug.exe
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User is offline   Micky C 

  • Honored Donor

#1108

It is in the same folder as eduke32, unless you're using a ridiculously old version. Always use the latest version, available at the top of this website: http://dukeworld.duk...ke32/synthesis/

This post has been edited by Micky C: 30 March 2011 - 01:44 AM

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User is offline   LeoD 

  • Duke4.net topic/3513

#1109

 AndyMan, on 30 March 2011 - 01:37 AM, said:

Where is eduke32.debug.exe

It comes with the regular eduke32.exe. If you don't have it you are obviously using and outdated Eduke32 (where did you get it?). Get the current or better latest Eduke32.

This post has been edited by LeoD: 30 March 2011 - 01:45 AM

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User is offline   AndyMan 

#1110

 LeoD, on 30 March 2011 - 01:44 AM, said:

It comes with the regular eduke32.exe. If you don't have it you are obviously using and outdated Eduke32 (where did you get it?). Get the current or better latest Eduke32.

Awesome seems to work great now, thanks everyone for your help.
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