Duke Plus "feedback and general discussion of Duke Plus"
#1128 Posted 08 April 2011 - 11:40 PM
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
#1129 Posted 18 April 2011 - 10:45 PM
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?
#1130 Posted 18 April 2011 - 10:47 PM
blizzart, on 18 April 2011 - 10:45 PM, said:
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.
#1131 Posted 19 April 2011 - 12:12 AM
#1132 Posted 19 April 2011 - 01:09 AM
DeeperThought, on 19 April 2011 - 12:12 AM, said:
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.
#1133 Posted 24 April 2011 - 02:28 PM
#1134 Posted 24 April 2011 - 03:07 PM
Gambini, on 24 April 2011 - 02:28 PM, said:
There's a ghost in the machine.
Are you looking for an older version?
#1135 Posted 24 April 2011 - 03:31 PM
Quickly!
#1136 Posted 24 April 2011 - 04:17 PM
Gambini, on 24 April 2011 - 03:31 PM, said:
Quickly!
I don't have 1.6
I have 1.15 then it jumps to 1.7
#1137 Posted 24 April 2011 - 04:34 PM
Forge, on 24 April 2011 - 04:17 PM, said:
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
#1139 Posted 09 May 2011 - 09:22 PM
XenoMatriX, on 27 June 2009 - 07:35 AM, said:
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.
#1140 Posted 10 May 2011 - 01:59 PM
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.
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.
#1141 Posted 10 May 2011 - 03:11 PM
Bubbles, on 10 May 2011 - 01:59 PM, said:
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.
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.
I think you can try deleting the blood effects manually by going in the Duke Plus main directory>DUKEPLUS_RESOURCES>GRAPHICS>BLOOD
Try deleting the BLOOD map, but i suggest to make a BACKUP first !
I found some similar problems on my dad's pc you are describing.
I simply solved it by reinstalling, but i wouldn't suggest you trying that, i was simply too lazy to find out what the hell the solution to the problem was.
But still, i solved it.
#1142 Posted 10 May 2011 - 03:38 PM
There's some new DukePlus stuff in the pipeline that needs to be released soon. I'll have a new version out in the next few days, and I'll try to do something about the gore (maybe a reduced gore option?).
#1143 Posted 10 May 2011 - 05:11 PM
Thank for the Duke plus news.
This post has been edited by Bubbles: 10 May 2011 - 05:13 PM
#1144 Posted 11 May 2011 - 03:58 AM
-> A reduced gore option would be good though, it can get a bit excessive at times, particularly when double enemies/items is turned on. One RPG or pipe into a room basically redefines the word "wallpaper", but with people who have less capable machines I feel sorry for them not being able to enjoy this effect at all.
DeeperThought, on 07 April 2011 - 04:25 PM, said:
If it helps fuel your mojo I will probably never stop playing DukePlus now that I've found it. Vanilla Duke was just far too easy for me even on DIG (I've played for toooo long) so I wanted an extra challenge and some cool new funky features, when I read about things like the cruizer shotgun, karate kick and ability to pump up the enemy AI in various ways, I was hooked. Attrition and etc. isn't my style of mod because I get bored easily playing games where you have to "level up" - heck, I just want to shoot stuff (I like Left 4 Dead so much for this reason, too). But DukePlus is exactly what i wanted. It's just hilarious listening to Duke's extra quips (yippee kai ay, mother *****!) and blowing up enemies now. I can almost guarantee you I'll be playing Duke Plus for as long as I still play Duke.
->Do you accept donations?
This post has been edited by trencheel303: 11 May 2011 - 04:12 AM
#1145 Posted 11 May 2011 - 08:00 PM
.Also I remembered there is unused files in the dukeplus folder (the 3D minigun, maps not added in the HUB), I'm just curious about this.
.Maybe (and I mean, maybe) you should try to do a DukePlus compatible with Polymer, I mean, for example, add the bump files for the weapon, change the duke hand for the one in the HRP. And make a .md3 version of the alien gun. I can help you with the textures if you want.
.I was thinking about the I said in other topic: "is possible to spawn enemies like in Left 4 Dead?. I mean, set many place where there is a chance to spawn a enemy." like XenoMatriX said some time ago. If you want more information about this, I will try to explain it better.
Thanks for reading this and make excellent mods
#1146 Posted 11 May 2011 - 08:28 PM
E.C.S, on 11 May 2011 - 08:00 PM, said:
It's fixable, but not by me. The problem is that Polymer does not support the showview command, which is needed for the effects in those shots.
E.C.S, on 11 May 2011 - 08:00 PM, said:
The unused maps are ones that didn't make the cut for including in the level hub, but are still worth checking out. The dukebike maps, for example: they are fun maps for testing the Dukebike, but you can't actually complete them, so they don't belong in the hub. As for the minigun: both the minigun and the alien gun have new models made by Muelsa which will be included in the next release.
E.C.S, on 11 May 2011 - 08:00 PM, said:
That would require editing maps to insert the spawn points. I can't do this with the original maps, and I'm not going to do it with the included DP maps (because they are already finished as their authors intended them). So the only way the feature would get used would be if someone made new maps for it. Who is going to do that?
#1147 Posted 11 May 2011 - 10:09 PM
In your DP documentation you write, that you can set a DP Touchplate to dormant.
Does this mean when I set the XVEL to 3 the player has to enter its sector three times until the Touchplate activates an effect? Or is it possible to activate a DP Touchplate by let´s say a switch?
The problem: I want to make an effect which should be activated when the player reenters a room after pushing a certain switch. Now I cannot prevent the player from reentering the DP Touchplate sector when he is in this room the first time. Also I cannot make a delay cause the player should actually see this effect (explosions, etc.) and should not be on his way to that room.
This post has been edited by blizzart: 11 May 2011 - 10:10 PM
#1148 Posted 11 May 2011 - 10:14 PM
Y = What it will activate
#1149 Posted 11 May 2011 - 10:40 PM
DanM, on 11 May 2011 - 10:14 PM, said:
Y = What it will activate
Right. What DanM is saying is you can set the XVEL of the DPTOUCHPLATE to the Lotag that gets activated by the switch. This should prevent the DPTOUCHPLATE from doing anything until the switch is flipped. Set YVEL of the DPTOUCHPLATE to the tag you want it to trigger, after it becomes active and the player returns.
The DPTOUCHPLATE checks to see if the Yvel value has been activated using the checkactivatormotion command. That command does have certain limitations, but hopefully it will work in your case.
#1151 Posted 12 May 2011 - 12:56 AM
The main thing that is holding it up (besides that fact that I need to sleep) is I need to somehow add Muelsa's Super Trooper into existing maps. Maybe I can make them randomly replace regular troopers? But they are way harder, so something has to balance it. I'll have to think of something, code it, then add a menu option for it.
#1152 Posted 12 May 2011 - 01:11 AM
I think it wouldn't be unfair to make it drop an atomic health. That way, if it takes a huge chunk out of your health, you can make it back up a bit, if you didn't lose all that much, then it's a bonus for doing so well. I'd also suggest making it drop an expander, it makes sense since it's an energy weapon as well, and it's not overly powerful or holds a large amount of ammo, yet helps makes up for the huge amount of ammo that you can dig into it sometimes. Those are just some possibilities.
Edit: Oh and it just feels really unfair if you meet a Super Trooper in a narrow corridor or somewhere you can't maneuver too much, because the ST is fast and mostly melee. Is it possible to only make it spawn in large, open areas?
Bubbles, on 12 May 2011 - 12:11 AM, said:
If you think about it, the blood can't possibly be in the game if there's no file to load the blood from, you must be overlooking something. If you haven't already, delete the 'textures' and 'textures.cache' files which will either be in the main directory, the dukeplus directory, or both.
This post has been edited by Micky C: 12 May 2011 - 01:13 AM
#1153 Posted 12 May 2011 - 05:32 AM
Caped + Armor 300 <=== 50% change of battlelord
Armored 200 <===== 25% chnage of assult commander
Half-Armored 125 <==== 15% chance on newbeast
No Armor 75 <===== 5% Chance on pigcop / lizman
that could work, altho the health values are considerably lower as their replacements, its not just as simple as shooting at him twice with a shotgun like a pigcop, the battle can be hard or it can be easy, i beleive the no armor version cant block either or use the shoulder cannon
This post has been edited by DanM: 12 May 2011 - 05:33 AM
#1154 Posted 12 May 2011 - 01:51 PM
Don't worry I understand these things take a while. I hope you are not sacrificing sleep for it.
Micky C, on 12 May 2011 - 01:11 AM, said:
I will try this but doesn't Duke Plus use blood from the hrp too. I don't want to remove all the blood just the blood added by Duke plus. Also I don't want to remove the gibs added by Duke Plus either. It is only the blood added by Duke plus that lowers the frame rate so badly.
This "SuperTrooper" sounds like an interesting challenge. I look forward too it.
#1155 Posted 12 May 2011 - 04:56 PM
- Added "Super Trooper" enemy by Muelsa; he made the model, code, everything. I just added some tweaks to better integrate it into DP. There is an option in the "Enemy Options" part of the DP menu to make Super Troopers randomly replace regular troopers.
- Added new models for the Battlelord gun and the trooper laser pistol, also by Muelsa. Excellent work!
- Added a hack --temporary, I presume-- so that Polymer lights created by SE49 and SE50 will work in the latest build of eduke32
- Reduced gore to more performance friendly levels (there's still plenty, though)
- Civilians needing rescue now have an arrow over their heads making them easier to spot (arrow art by DanM)
- A few other minor bug fixes
The Super Trooper and new gun models by Muelsa were made for Polymer. They will work in Polymost, but won't look as good that way.
I'll post some media showing the new stuff later, right now I needed to get it out so that DanM can release DNE.
#1156 Posted 12 May 2011 - 09:44 PM
If you want to see these resources put to good use, check out the Duke Nukem Eternity episode, to be released in 2 days.

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