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Duke Plus  "feedback and general discussion of Duke Plus"

#1111

I confirm, whit the latest changes the standard eduke32 build (official and DP) Gives this error. Whit Eduke32.debug.exe / Mapster32.debug.exe everything works fine.

Depp should include a DP coded eduke32.debug from now on, could be useful. I hope not to be a silly idea.
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User is offline   Danukem 

  • Duke Plus Developer

#1112

View PostFantinaikos, on 30 March 2011 - 03:40 AM, said:

I confirm, whit the latest changes the standard eduke32 build (official and DP) Gives this error. Whit Eduke32.debug.exe / Mapster32.debug.exe everything works fine.

Depp should include a DP coded eduke32.debug from now on, could be useful. I hope not to be a silly idea.


The latest DukePlus comes with EDuke32 r1855, and it does NOT crash for me. Are you saying it crashes for you on startup every time? Is anyone else having this problem?
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User is offline   E.C.S 

#1113

Dukeplus updated and no problems here, everything is working excellent. Fantinaikos Try downloading Dukeplus from Fissile Materials Site again and delete any Dukeplus folder, maybe there are files conflicts.
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User is offline   LeoD 

  • Duke4.net topic/3513

#1114

The recon car's behaviour is broken in E4L2 since DukePlus 2.21. (But it's OK in E3L2.)
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User is offline   Danukem 

  • Duke Plus Developer

#1115

View PostLeoD, on 04 April 2011 - 04:37 AM, said:

The recon car's behaviour is broken in E4L2 since DukePlus 2.21. (But it's OK in E3L2.)


Thanks for the bug report. It's broken if you use advanced AI, because I forgot to do certain things when changing them from the hardcoded recons to my own recons to make them work properly. Looks like I'll have to upload another update soon.
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#1116

Just thought I would drop in and say thanks for mending the Chainlink fence definitions.
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User is offline   Danukem 

  • Duke Plus Developer

#1117

I don't have time do to a full update, so I'm just fixing the one bug that caused recons to not work with advanced AI. The fixed full version is being uploaded, and I'm attaching just the CONs here.Attached File  dpcons.zip (205.08K)
Number of downloads: 572
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User is offline   LeoD 

  • Duke4.net topic/3513

#1118

View PostDeeperThought, on 05 April 2011 - 12:05 PM, said:

I don't have time do to a full update, so I'm just fixing the one bug that caused recons to not work with advanced AI. The fixed full version is being uploaded, and I'm attaching just the CONs here.Attachment dpcons.zip

Only four downloads so far. ;) Did they all switch to attrition?
This contains some snippets which might fit in DukePlus: 'This is Duke' - at the phone, plus drinking and burping sounds when drinking the cans from the vending machine.
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User is offline   E.C.S 

#1119

Maybe the 99,9% of the users look for updates directly from Fissile Materials Site... or maybe something strange is happening...
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User is offline   Danukem 

  • Duke Plus Developer

#1120

View PostE.C.S, on 07 April 2011 - 03:59 PM, said:

Maybe the 99,9% of the users look for updates directly from Fissile Materials Site... or maybe something strange is happening...


I don't think people pay much attention unless the update has new content. It was just a bug fix. Also, if you don't promote something, then it doesn't get much attention. That's fine, because there's nothing new to promote here.


One thing that is sad --and this has nothing to do with DukePlus in particular, or Duke modding in particular-- is that even a big release only gets attention for a short period of time. When new maps or mods are released, they get comments for a few days or maybe a week. It doesn't matter if you worked on it for 3 weeks or 3 years. In a more perfect world, players would continue to find releases long after they had stopped being promoted, and post some words of encouragement. It really does make a big difference to the motivation of hobbyist developers. And the same goes for the development of the platform (e.g. EDuke32).
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User is offline   Plagman 

  • Former VP of Media Operations

#1121

This could probably be alleviated by two things. One would be trying to get more visibility in other circles. It's admittedly tricky for obscure stuff like Duke3D usermaps, but easier for standalone projects like WGR2. The other would have to be a directory of released projects, with up to date information regarding how to get and play them. Right now the window for playing a newly released map or mod is pretty short, until the various forum threads about it die. I tried to have something like this done with theEDuke32 mods wiki page, but nobody seemed to care or try to improve on the layout that I had hastily thrown together as a first draft.

I'm looking forward to the first quality release not having anything to do with Duke. WGR2 would have been much better off as a completely standalone project instead, IMO.
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User is offline   Danukem 

  • Duke Plus Developer

#1122

View PostPlagman, on 07 April 2011 - 04:40 PM, said:

WGR2 would have been much better off as a completely standalone project instead, IMO.


You do realize that WGR2 has a page on Mod Database, and it is standalone, right? I'm not sure what you mean by "completely" standalone, though.

Also, most mods and user maps are available outside the forums here. They have Mod DB pages, they have their own sites (I have my mods hosted here, for example), and then there is the Duke Nukem Repository which has user maps with searchable map listings and forums.
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User is offline   Plagman 

  • Former VP of Media Operations

#1123

Completely standalone referred to the sentence before that: not involving Duke Nukem. People just tend to dismiss it as a mod of a ridiculously old game and don't even bother. I don't think ModDB works for promoting anythin; people don't want mods these days, they want "indie games". I think ti's a shame since WGR2 could have been that. Similar story for the Duke Nukem repository; you're not going to draw anymore people than the handful that browse the same forums you already posted the release on.
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User is offline   Danukem 

  • Duke Plus Developer

#1124

View PostPlagman, on 07 April 2011 - 05:44 PM, said:

Completely standalone referred to the sentence before that: not involving Duke Nukem. People just tend to dismiss it as a mod of a ridiculously old game and don't even bother. I don't think ModDB works for promoting anythin; people don't want mods these days, they want "indie games". I think ti's a shame since WGR2 could have been that. Similar story for the Duke Nukem repository; you're not going to draw anymore people than the handful that browse the same forums you already posted the release on.


Well actually it is categorized as an "Indy Game" at Mod DB, even though it is really a Duke TC, but I see your point.

WG and I were able to finish it because we weren't creating all the resources. Without Duke and all the ripped stuff from Hexen, Doom, etc., there was no way we could have done it.
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User is offline   Plagman 

  • Former VP of Media Operations

#1125

Yes, I'm not trying to imply that the content in there should have been 100% original. Just omitting the one-liners and disallowing third-person mode would do 99% of the work, wouldn't it?
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User is offline   LeoD 

  • Duke4.net topic/3513

#1126

View PostDeeperThought, on 07 April 2011 - 04:25 PM, said:

In a more perfect world, players would continue to find releases long after they had stopped being promoted, and post some words of encouragement.

Well, they can be found easily at DNR/MSDN IMO. But I would not join another forum only to post a comment once in a month over there. It would be helpful if the reviews from DNR or MSDN would get cross-posted here so that people become aware of all releases and get a starting point for discussions. Maybe a last map you've played thread should be started over here, too.

View PostDeeperThought, on 07 April 2011 - 04:25 PM, said:

It really does make a big difference to the motivation of hobbyist developers. And the same goes for the development of the platform (e.g. EDuke32).

I admit that I tend to be silent if someone else has already nailed down my opinion in better words. And sometimes I'm simply disgusted by the overuse of awesome or the likes in certain comments. After that my own opinion would often sound too bad. Currently the most rewarding thing might be the download counter on DNR but cross-posted releases will have lower numbers of course.
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User is offline   Danukem 

  • Duke Plus Developer

#1127

View PostLeoD, on 07 April 2011 - 06:48 PM, said:

I admit that I tend to be silent if someone else has already nailed down my opinion in better words. And sometimes I'm simply disgusted by the overuse of awesome or the likes in certain comments. After that my own opinion would often sound too bad. Currently the most rewarding thing might be the download counter on DNR but cross-posted releases will have lower numbers of course.


I consider you to be a regular who posts a lot, and you have been very helpful in finding bugs lately. My comment was really just bemoaning the fact that projects have to be constantly promoted and/or updated, or they tend to get forgotten. It wasn't intended as a criticism of anyone, or an expression of ignorance about what I need to do.
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User is offline   The Commander 

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

#1128

@DeeperThought & Plagman

What would have benefited WGR2 very much in regards to the moddb page is a news article in regards to the latest version.
The latest posting of news is about "WGR1 - WGR2 conversion."

If someone was to create a news article that is nicely worded, containing pictures and some video about the latest/final? release of WGR2 then it should get a mention on the front page of moddb which would generate a ton of downloads.
I think that is what is really missing from the WGR2 page.

On a smaller note the Eduke32 engine page I set up at moddb is ranked 21 out of 293 (as of this posting) of all engines listed on their website which is pretty good if you ask me.

This post has been edited by The Commander: 08 April 2011 - 11:40 PM

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User is offline   blizzart 

#1129

Maybe, this has been mentioned here before, but I have a problem in Mapster with DukePlus:

When I want to place a model (basically the new cars) from the DukePlus content, they aren´t shown, when I want to choose them by pressing "V" twice.

Aren´t they defined in the .def files or am I doing something wrong?
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User is offline   Wolf 

#1130

View Postblizzart, on 18 April 2011 - 10:45 PM, said:

Maybe, this has been mentioned here before, but I have a problem in Mapster with DukePlus:

When I want to place a model (basically the new cars) from the DukePlus content, they aren´t shown, when I want to choose them by pressing "V" twice.

Aren´t they defined in the .def files or am I doing something wrong?


models can't be shown through that selector unless they have a sprite to represent them in the art files.
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User is offline   Danukem 

  • Duke Plus Developer

#1131

That's correct. You can use G to go to the correct tile number and insert the model, even though you can't see it in the selector.
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User is offline   blizzart 

#1132

View PostDeeperThought, on 19 April 2011 - 12:12 AM, said:

That's correct. You can use G to go to the correct tile number and insert the model, even though you can't see it in the selector.


Ah ok. Thanks. I know that I can go to the models by pressing G and typing the number of the sprite. I just thought it would be nice to see a little preview (or sprite in the art-file) pic.
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User is offline   Gambini 

#1133

Where the hell is Forge´s post with the old Dukeplus versions? :dukegoof:
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User is offline   Forge 

  • Speaker of the Outhouse

#1134

View PostGambini, on 24 April 2011 - 02:28 PM, said:

Where the hell is Forge´s post with the old Dukeplus versions? :dukegoof:

There's a ghost in the machine.

Are you looking for an older version?
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User is offline   Gambini 

#1135

Yes. I´m setting up a computer for my kids and want dukeplus 1.6 if it´s possible. Can´t run the modern one. Send it via PM or email. May Deeperthought find inappropiate to post old links which can be confusing for other users.

Quickly!
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User is offline   Forge 

  • Speaker of the Outhouse

#1136

View PostGambini, on 24 April 2011 - 03:31 PM, said:

Yes. I´m setting up a computer for my kids and want dukeplus 1.6 if it´s possible. Can´t run the modern one. Send it via PM or email. May Deeperthought find inappropiate to post old links which can be confusing for other users.

Quickly!


I don't have 1.6

I have 1.15 then it jumps to 1.7
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User is offline   Forge 

  • Speaker of the Outhouse

#1137

View PostForge, on 24 April 2011 - 04:17 PM, said:

I don't have 1.6

I have 1.15 then it jumps to 1.7


My mistake. I had it in the wrong folder.

I'll upload it here:

Duke Stuff
1

User is offline   Gambini 

#1138

Thanks man!
0

User is offline   Mike Norvak 

  • Music Producer

#1139

View PostXenoMatriX, on 27 June 2009 - 07:35 AM, said:

I was wondering if you could add dynamically placed enemies and pickups to dukeplus.

For example, if you place 5 pigcops or healthkits e.t.c, and gave them all the same number in the "extra" or "yvel" slot or something like that, upon the launch of the map the game would randomly choose one of the sprites and place it, the other 4 would remain invisible. This would be similar to how the difficulty settings work, displaying only the enimies for that particular setting.

I hope that makes sense.

A feature like this would make the re-play value alot higher, would it possible to do?


This is a good idea btw.
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User is offline   Bubbles 

#1140

How can I turn off the added blood effects from Duke Plus such as the blood stains on walls/floor and the blood erupting from blown apart monsters?

The added blood effects greatly slam the frame rate down for me as shown in these screen shots. I don't know if it is because my machine is lacking or if it has to do with Nvidia breaking OpenGL performance on fermi geforce cards or what. But anyway before the hrp v5 update the frame rate would go as low as 5 or less per second sometimes even less than 1FPS and about 10 or less just from looking in the direction of the blood even if it wasn't on screen or animated. The frame rate is still slammed with polymost but it is so high to begin with that it remains above 60.
Attached Image: mess1.jpgAttached Image: mess2.jpg

I too have eduke32.exe stop/crash when starting up or when loading a level with Duke Plus. Stops about I guess 85% of the time at start up always when loading dukeplus.def. eduke32.debug.exe seems to work fine though.
Also the Duke Plus batch file seems to break all my hrp installations. When I try to start any of the eduke32.exes they stop when trying to load duke3d.def seems they can't find it. Once again the debug executable seems to work fine.

The problems I posted here may be related.
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