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Duke Plus  "feedback and general discussion of Duke Plus"

#1141

View PostBubbles, on 10 May 2011 - 01:59 PM, said:

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.
Attachment mess1.jpgAttachment 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.


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.
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User is offline   Danukem 

  • Duke Plus Developer

#1142

The amount of resources used by the gore is small compared with the amount used by Polymer with the new HRP. What's happening is your system is already pushed to the limit, and the gore is pushing it over the edge.

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?).
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User is offline   Bubbles 

#1143

I don't think I'm running out of resources though which is why I'm a bit confused about it. I tried turning off anisotropic filtering and lowering texture quality but those made no difference. I also tried turning off the high res exsplosions, pigcop jibs, water ripples, etc in the ingame Duke plus menu but that didn't produce any changes either. ;)

Thank for the Duke plus news.

This post has been edited by Bubbles: 10 May 2011 - 05:13 PM

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#1144

I can run the HRP (I use a pack from 2005, though) fine and get framerates in the 100s all across the board. With Dukeplus on I have had to reduce the resolution down to 640x480 and everything on "low" in order to avoid unplayable lag when the bodies gib. It runs pretty smoothly like this though, and I find the excessive gibbing of the bodies so hilarious that I am prepared to play at that resolution to have it. I find it strangely therapeutic watching brains, hearts, arms and legs go flying in all directions...

-> 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.



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

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.


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

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User is offline   E.C.S 

#1145

.Maybe this was reported before, but I was testing Polymer with DukePlus in the !DP.MAP and looks like something something is not right (see attachments). I'm not play polymer, but is this fixable?.

.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 ;)

Attached thumbnail(s)

  • Attached Image: duke0000.jpg
  • Attached Image: duke0001.jpg

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User is offline   Danukem 

  • Duke Plus Developer

#1146

View PostE.C.S, on 11 May 2011 - 08:00 PM, said:

.Maybe this was reported before, but I was testing Polymer with DukePlus in the !DP.MAP and looks like something something is not right (see attachments). I'm not play polymer, but is this fixable?.


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.


View PostE.C.S, on 11 May 2011 - 08:00 PM, said:

.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.


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.

View PostE.C.S, on 11 May 2011 - 08:00 PM, said:

.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.


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?
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User is online   blizzart 

#1147

Hi DT,
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

0

User is offline   Stabs 

#1148

X = What has to be activated before it will work
Y = What it will activate
0

User is offline   Danukem 

  • Duke Plus Developer

#1149

View PostDanM, on 11 May 2011 - 10:14 PM, said:

X = What has to be activated before it will work
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.
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User is offline   Bubbles 

#1150

I tried themaniacboy's suggestion but it made no difference.;)
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User is offline   Danukem 

  • Duke Plus Developer

#1151

Just be patient; a new release is coming soon.

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.
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User is offline   Micky C 

  • Honored Donor

#1152

Going from my experience with the Super Troopers, they have the ability to take your health from 100 down to 25 or less without too much trouble, that might be because I haven't fully learnt their tactics, but they're still hard.

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?

View PostBubbles, on 12 May 2011 - 12:11 AM, said:

I tried themaniacboy's suggestion but it made no difference.;)


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

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User is offline   Stabs 

#1153

The ST has health based on pals,

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

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User is offline   Bubbles 

#1154

@ DeeperThought
Don't worry I understand these things take a while. I hope you are not sacrificing sleep for it.

View PostMicky C, on 12 May 2011 - 01:11 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.

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.;)
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User is offline   Danukem 

  • Duke Plus Developer

#1155

DukePlus version 2.3 beta released. Download from Fissile Materials site.

  • 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.
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User is offline   Danukem 

  • Duke Plus Developer

#1156

Having some fun playing with the incredible stuff that Muelsa made in the new version of DukePlus:



If you want to see these resources put to good use, check out the Duke Nukem Eternity episode, to be released in 2 days.
0

User is offline   Spiker 

#1157

Haven't updated for a while. Wow DP is almost 150mb now ;) And I remember times when you didn't want to include my map because there was 7mb of custom art ;);)
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User is offline   Bubbles 

#1158

:) Nice job on those super troopers. People will be jumping out of their seats.

About the blood added by Duke Plus it still hits the frame rate into the red a bit for a split second when blasting a guy apart. I can splat one guy without it causing much trouble, 2 guys gets a bit lower, splattering 3 is some what comparable to 1 from the last DP version, and anymore than 3 and it gets real bad. All in all good work.

There are some other strange positives I have noticed. Blowing apart a super trooper does not send the frame rate into the red or at least not usually. Also I played through the DP effects level and notice something better. In "DP effects" the added blood splats did not impact performance much if at all except at the end when I used the BFG. However after the explosion with the BFG had subsided the room was a mess with blood splatted all over but the frame rate had not been slammed badly like it is in other levels. Is there something special about that level?

And I looked at the eduke32 log and noticed that the blood textures take much longer to load than everything else does. Anyone know why?
Attached File  PartOfLog.txt (954bytes)
Number of downloads: 568

Oh ya that minigun is awesome! There were bullet shells everywhere.

This post has been edited by Bubbles: 16 May 2011 - 01:28 AM

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User is offline   baunegaard 

#1159

Can anyone please upload duke plus 2.01?

I have found 1.99 to be playable online without "out of sync"

But it is abseloutly impossible to find versions after 1.99 but before 2.09
0

User is online   blizzart 

#1160

I have a question about light effects in DukePlus:

in your documetation (version 2.20) you wrote for Point light (SE49):

Quote

Oscillating light
This is similar to a CYCLER. Set HITAG to the brightness you want at the peak of the cycle. Extra will determine the length of the cycle, and must be > 0. Higher Extra = a faster cycle (64 is a good default value). Finally, the shade of the SE is a timing offset (1 tic per shade). You can have different cyclers oscillating at the same rate, but at different times. You can use this, for example, to make a an emergency light that switches between red and blue (you would put two SEs on the same spot, give them different colors, and give one a shade so that its light starts as the other's fades).


but doesn´t the Hitag of a Point light is used to show th distance of it?
0

User is offline   Forge 

  • Speaker of the Outhouse

#1161

View Postbaunegaard, on 16 May 2011 - 01:33 AM, said:

Can anyone please upload duke plus 2.01?

I have found 1.99 to be playable online without "out of sync"

But it is abseloutly impossible to find versions after 1.99 but before 2.09


define impossible?

http://www.mediafire...uke%20stuff#0,1
3

User is offline   Micky C 

  • Honored Donor

#1162

View Postblizzart, on 16 May 2011 - 01:42 AM, said:

I have a question about light effects in DukePlus:

in your documetation (version 2.20) you wrote for Point light (SE49):



but doesn´t the Hitag of a Point light is used to show th distance of it?


That's right. In that situation, the hitag is the maximum distance the light will reach, i.e the distance the light would be at if it was a normal SE 49. The cycler makes it pulsate IIRC between 0 and the distance of the hitag.
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User is online   blizzart 

#1163

View PostMicky C, on 16 May 2011 - 03:48 AM, said:

That's right. In that situation, the hitag is the maximum distance the light will reach, i.e the distance the light would be at if it was a normal SE 49. The cycler makes it pulsate IIRC between 0 and the distance of the hitag.


But what tells the SE49 that it is a normal Poinlight or a DP Point light? Or does it check whether there´s an EXTRA or not?
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User is offline   Micky C 

  • Honored Donor

#1164

Yeah it's the extra. It doesn't matter what the shade is, if the extra isn't "-1" then it's a DP cycler light when playing the game with DukePlus (but still a normal light in the vanilla game).

This post has been edited by Micky C: 16 May 2011 - 04:13 AM

1

User is online   blizzart 

#1165

View PostMicky C, on 16 May 2011 - 04:13 AM, said:

Yeah it's the extra. It doesn't matter what the shade is, if the extra isn't "-1" then it's a DP cycler light when playing the game with DukePlus (but still a normal light in the vanilla game).


Thanks, man!
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User is offline   baunegaard 

#1166

View PostForge, on 16 May 2011 - 03:38 AM, said:



Thank you sooo much!
0

User is offline   Danukem 

  • Duke Plus Developer

#1167

Thanks for providing the help, Micky and Forge. It's nice to wake up in the morning and find out that questions have already been answered without me doing anything. :)
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User is offline   baunegaard 

#1168

View PostForge, on 16 May 2011 - 03:38 AM, said:



After a little more investigation, i have found that DukePlus 1.90 and up gives "out of sync" too

BUT with the 1.80 version i have been able to play 3 levels in a row without a single "out of sync" message in coop.

So i am very curious to see how versions between 1.8 and 1.9 does, but on the link you gave me there arent any.

Do you have any oppertunity to upload these versions too? I really want to test them out.

This post has been edited by baunegaard: 16 May 2011 - 12:46 PM

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User is offline   Forge 

  • Speaker of the Outhouse

#1169

View Postbaunegaard, on 16 May 2011 - 08:05 AM, said:

After a little more investigation, i have found that DukePlus 1.90 and up gives "out of sync" too

BUT with the 1.80 version i have been able to play 3 levels in a row without a single "out of sync" message in coop.

So i am very curious to see how versions between 1.8 and 1.9 does, but on the link you gave me there arent any.

Do you have any oppertunity to upload these versions too? I really want to test them out.


Sorry. That's everything I have. I'm not sure if I was around and had internet access when there was publicly released versions between 1.8 and 1.9

This post has been edited by Forge: 18 May 2011 - 04:38 PM

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User is offline   Bubbles 

#1170

Some other minor issues with Duke plus I encountered:
-BFG is at an angle when first picked up but is corrected by switching through weapons a few times.
-The water geometry in "DP effects" comes apart. It is the little pond outside the shooting range.
-One of the Green super troopers had no arms. Is that intentional?
-Pigcop's tear gas casts dark circular shadows.

(All were when using polymer with DP 2.3.)

This post has been edited by Bubbles: 18 May 2011 - 04:47 PM

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