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Duke Plus  "feedback and general discussion of Duke Plus"

User is offline   supergoofy 

#110

or for duke to use it, he has to use steroids
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User is online   Danukem 

  • Duke Plus Developer

#111

View PostCaptain Awesome, on Jun 10 2009, 02:45 PM, said:

Thats a good idea, but to make the weapon fair, it should slow Duke down a lot.


Yes. And that's easy to do, because I already have code for Duke moving slow when carrying heavy objects.
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User is online   Danukem 

  • Duke Plus Developer

#112

Would anyone be interested in a DP feature that allowed the player to turn off models on just the characters? So you could play with the HRP but the monsters, strippers, etc. would have 8-bit art and everything else would be models/hires. I know it sounds strange, but I would use that sometimes due to framerate, clipping and other issues (plus I prefer the original art in some respects).
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User is offline   Sebastian 

#113

Yeah, I'd use that actually. No offence but some character models look pretty awful.
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User is offline   BlackDays 

#114

Good feature. I always thought that Eduke32 should have come with this option, anyway.

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.
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User is online   Danukem 

  • Duke Plus Developer

#115

View PostBlackDays, on Jun 13 2009, 09:36 PM, said:

Good feature. I always thought that Eduke32 should have come with this option, anyway.


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.

View PostBlackDays, on Jun 13 2009, 09:36 PM, said:

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.)


No problem. In fact, you can rip the code if you want, as long as you give credit.
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User is online   Danukem 

  • Duke Plus Developer

#116

Duke Plus Version 2.02 Released

  • 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

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User is offline   supergoofy 

#117

Report: the userplus.con in current dpcons.rar is different/newer than the one in current DukePlus.rar
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

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User is online   Danukem 

  • Duke Plus Developer

#118

View Postsupergoofy, on Jun 15 2009, 08:48 AM, said:

it seems that you reuploaded DukePlus.rar :)
now it's ok


I also included an updated version of TTA2, the excellent new map by Dan M.
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#119

In future, in addition to the mortar/chaingan, you can make a way to use DP with Carribean and Nuclear Winter?
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User is offline   XenoMatriX 

#120

From the lack of response I take it this question was posted in the wrong place :)

I'll find somewhere more appropiate for it to go.

This post has been edited by XenoMatriX: 18 June 2009 - 06:43 AM

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User is offline   Slapchop 

#121

Hi guys, I've been trying to install DukePlus for the past couple of days but I continually crash on start up. I have Version 1.4 of Duke Nukem Atomic edition installed and have followed the installer text file that comes with DukePlus to the letter and I still cant get this to install correctly. My log is attached, any help would be appreciated.

Attached File(s)


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User is offline   supergoofy 

#122

1. Download DukePlus.rar

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

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User is offline   Slapchop 

#123

 supergoofy, on Jun 16 2009, 07:29 AM, said:

1. Download DukePlus.rar

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.
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User is offline   Slapchop 

#124

Works flawlessly, thanks so much
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User is online   Danukem 

  • Duke Plus Developer

#125

Here is a 3 minute video preview showing the first part of Tribute to Action II, the new level by Dan M. The level is included with the latest version of Duke Plus.

http://www.youtube.c...6--MxbkU&fmt=18
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#126

Perhaps another bug report : with Advaced AI on, when you're using the Mindblast attack on that flying fat guys that shots rockets (I really don't remember their name, blame me), they keep using their slam-attack on you and rarely target the other enemies with it.
Obviously, I'm referring to version 2.02

This post has been edited by Headless_Horseman: 17 June 2009 - 02:53 PM

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User is offline   Stabs 

#127

yer its the breakable glass sprites that enemies wont shoot through, iam not sure about other ones, ive never used them before, only want to use dp glass.
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User is online   Danukem 

  • Duke Plus Developer

#128

 DanM, on Jun 26 2009, 02:48 AM, said:

yer its the breakable glass sprites that enemies wont shoot through, iam not sure about other ones, ive never used them before, only want to use dp glass.


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.
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User is offline   Plagman 

  • Former VP of Media Operations

#129

Can't you check if the wall/sprite hitscan hits is translucent and breakable? (or just translucent, depending on how miserable you want your enemies to act). If it is, start a new hitscan from the previous hitcoords until you find something that's not. Or would that be too much work because of the way your code is designed?
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User is online   Danukem 

  • Duke Plus Developer

#130

 Plagman, on Jun 26 2009, 09:32 AM, said:

Can't you check if the wall/sprite hitscan hits is translucent and breakable? (or just translucent, depending on how miserable you want your enemies to act). If it is, start a new hitscan from the previous hitcoords until you find something that's not. Or would that be too much work because of the way your code is designed?


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 ;) It might be something else, like an ifcanshoottarget in the monster's original code acting as an extra check and coming up negative...unless I have the map and can do some tests I won't worry about it further.

This post has been edited by DeeperThought: 26 June 2009 - 09:46 AM

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User is offline   Spiker 

#131

It happens also in my map. But it's just a single instance of AI stupidity.
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User is online   Danukem 

  • Duke Plus Developer

#132

I found something that might account for the monsters acting stupid behind glass sprites bug. Try the latest CONs to test:

http://deeperthought...m/dp/dpcons.rar
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User is offline   Spiker 

#133

For me it didn't work. It would be also useful if something could prevent flying monster from moving vertically (especially down) when there is a deep sector separating them from the player. I mean they tend to fly down into the hole and don't attack the player then.
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User is offline   Stabs 

#134

cheers for that deeperthought, works alot better now

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.
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User is offline   zchri9 

  • Honored Donor

#135

Can anyone help me to get HRP and DukePlus both working?
Im using the latest EDuke32 Polymer SVN and I can only either have DukePlus or HRP not both.
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User is online   Danukem 

  • Duke Plus Developer

#136

 zchri9, on Jun 26 2009, 03:57 PM, said:

Can anyone help me to get HRP and DukePlus both working?
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?
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User is offline   Stabs 

#137

btw that new jetpack feature in those cons is great
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User is offline   zchri9 

  • Honored Donor

#138

View PostDeeperThought, on Jun 26 2009, 04:00 PM, said:

I've heard of that being a problem one other time, and that was with a linux user. You are using linux?

I'm using Windows Vista Ultimate x64
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User is online   Danukem 

  • Duke Plus Developer

#139

View PostDanM, on Jun 26 2009, 05:51 PM, said:

btw that new jetpack feature in those cons is great


Ah shit I forgot that was in there. It was an experimental feature for WGR2 that we ended up not using, and I wanted to preserve the code so I just pasted into DP for safe keeping. I probably should have commented it out, but glad to hear you like it.

For those wondering, it's a little hack that causes the jetpack to thrust if you hold down the jump key. But it doesn't turn on in the normal way, it's more like that ancient Lunar Lander game.
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