Duke Plus "feedback and general discussion of Duke Plus"
#1188 Posted 22 May 2011 - 11:04 PM
#1189 Posted 23 May 2011 - 03:53 AM
VinsaneOne, on 21 May 2011 - 06:05 PM, said:
That size is for Ken's tile cache. Hightiles aren't affected at all because space for them is directly allocated off system memory.
#1190 Posted 07 June 2011 - 06:14 AM
Is that correct?
It would increase the performance a lot.
I have serious problems with enemies, that shoot a high amount of projectiles.
This post has been edited by Mia Max: 07 June 2011 - 06:15 AM
#1191 Posted 11 June 2011 - 07:15 PM
Are you still updating Duke Plus?
I started to play Duke 3D again with DP mod and some things come to my mind...
I have a small suggestion about the HUD options: With DP you can throw pipebombs like grenades with a quick button, so it would be interesting to know how many pipebombs you have without needing to switch weapons, I mean, there could be an option to allow you to see how many pipebombs you have in the HUD as the same time you can see your current weapon ammo. You know what I mean?
Also I don't know how difficult it may be to implement but other suggestion I have: instead of instant blowing the pipebomb when using the shortcut it would be necessary to hit the shortcut again to explode the pipebombs you already throw, like how it works in Duke Nukem Forever and in (my personal favorite) Manhattan Project.
Maybe that is a good and useful suggestion this time?
I hope so
Thanks anyway.
#1192 Posted 11 June 2011 - 08:03 PM
LkMax, on 11 June 2011 - 07:15 PM, said:
That's only an issue if you play without the status bar showing. The status bar shows ammo amounts on all weapons. The status bar is also extremely ugly, though, and covers a lot of the screen. I suppose it wouldn't be difficult to display the number of pipebombs in the hud if the status bar is off.
LkMax, on 11 June 2011 - 07:15 PM, said:
I'm not sure how to do that; it would require bypassing some hardcoded stuff. I'm not saying it's impossible, but it's not worth the effort imo. Besides, I prefer to throw one and then immediately fire again with my regular weapon, or perhaps spam another pipebomb before the first one detonates, neither of which would be possible on your suggestion.
#1193 Posted 14 June 2011 - 08:02 AM
.The minigun block your way (like the robot bug in Attrition some time ago)
.The BFG alt-fire is bugged, when you switch to the BFG and immediately you use the alt-fire, the weapon doesn't shoot, but does the alt-fire animation and eat ammo.
.I don't know if it's a bug, but is some Dukeplus maps the BFG is deactivated (or it's optional) but the devastator weapon has only 50 max ammo.
If you are going to release a new Dukeplus version remember to resize the minigun and lasergun textures to 1024*1024 (or less).
#1194 Posted 16 June 2011 - 12:37 AM
#1195 Posted 16 June 2011 - 12:41 AM
Bubbles, on 16 June 2011 - 12:37 AM, said:
polymer?
I wonder what would have happened if you had opened the console and typed "restartvid"
#1196 Posted 17 June 2011 - 12:27 AM
DeeperThought, on 16 June 2011 - 12:41 AM, said:
I wonder what would have happened if you had opened the console and typed "restartvid"
Yes with polymer. I tried "restartvid and it fixed the problem and some other problems.
Using "restartvid" fixes all of these problems but the game stutters more for a while.
This is what the log said after using "restartvid"
Setting video mode 1024x768 (32-bit fullscreen)
Failed allocating 477474367 bytes for memcache
Cache contains 261263 bytes of garbage data
Initializing Polymer subsystem...
PR : Board loaded.
PR : Initialization complete.
"restartvid" also fixes the lighting problem I brought up in the HRP issues thread.
This post has been edited by Bubbles: 17 June 2011 - 12:37 AM
#1197 Posted 17 June 2011 - 07:27 AM
#1199 Posted 18 June 2011 - 08:34 AM
Mia Max, on 18 June 2011 - 08:01 AM, said:
Finally done.
Tiles for Duke Plus models.
Of course I haven't made tiles for the black boxes.
Thank you! I'll put these in the next version, and it should make things easier for mappers.
#1200 Posted 19 June 2011 - 11:20 PM
BTW, the new models are great. Finally we can make forests!
#1201 Posted 19 June 2011 - 11:50 PM
Mia Max, on 19 June 2011 - 11:20 PM, said:
BTW, the new models are great. Finally we can make forests!
Most of the cars do explode if you hit them with rockets. A few of the larger ones do not, but that's because the burned car model does not fit them.
#1202 Posted 20 June 2011 - 12:14 AM
I barely play maps
#1203 Posted 20 June 2011 - 02:00 AM
#1204 Posted 22 June 2011 - 03:26 PM
This post has been edited by ReaperMan: 22 June 2011 - 03:26 PM
#1205 Posted 23 June 2011 - 04:00 AM
#1206 Posted 23 June 2011 - 07:16 AM
ReaperMan, on 22 June 2011 - 03:26 PM, said:
haha, I saw a mod that adds some different playable arcade machines... Nuclear Showdown, I think.
darkcaleb, on 23 June 2011 - 04:00 AM, said:
WTH is 3D Skybox?
#1207 Posted 23 June 2011 - 07:40 AM
pinball machine and arcade games: the best method is to connect the machines to areas in the map where the games take place (like in Nuclear Showdown); but that means the machines will only work with maps specifically designed for them; they would not work in E1L1 for example
3d skyboxes: Can these work in Polymer? I'm not interested in adding any more stuff that does not work in Polymer.
#1208 Posted 25 June 2011 - 02:58 AM
For example, everyone would get tile numbers for 10 textures and a maximal space of 1 MB.
Everyone would get a list for his own tile numbers (for example: me 8000 - 8010, another one 8010 - 8020 and so on).
I think, currently there aren't more than 20 Duke Plus mappers who already integrated maps in Duke Plus and it would be a file size of 20 MB.
Of course, everyone would have to write his own DEF file.
#1209 Posted 25 June 2011 - 04:37 AM
#1210 Posted 25 June 2011 - 05:02 AM
DeeperThought, on 23 June 2011 - 07:40 AM, said:
No. Showview doesn't correctly overdraw transparent areas in polymer. So you'll just get big black squares. I have a mod that rather requires the feature as well, so sadness ensues.
#1211 Posted 25 June 2011 - 05:21 AM
Mblackwell, on 25 June 2011 - 05:02 AM, said:
I think it's also worth it to note that if you use showview to create a skybox, screenwarping will cause some funky glitches in how tiles are displayed, so it'd mess up other elements of DukePlus, as I'm pretty sure the super/hook kicks use rotscnang.
This post has been edited by EmericaSkater: 25 June 2011 - 05:23 AM
#1212 Posted 25 June 2011 - 08:17 AM
Bubbles, on 25 June 2011 - 04:37 AM, said:
No, the battlelord's gatling cannon (or "minigun") does not replace any weapon. It is a sub-weapon. Picking up the chaingun should only give you the chaingun, and then when you pick up the minigun you should have that as well. What you describe does not happen to me. So, you need to provide some more context or proof, because right now I have nothing to go on and I can't replicate the bug.
#1213 Posted 27 June 2011 - 05:48 PM
#1214 Posted 27 June 2011 - 06:32 PM
Bubbles, on 27 June 2011 - 05:48 PM, said:
Nah, it couldn't be a polymer related bug. There must be some variables getting set to the wrong values when the player resets. I'll look into it.
#1215 Posted 29 June 2011 - 04:08 AM
I´ve just encountered a strange issue. I´ve installed the HRP 5 (by downloading the .zip file), put Duke Plus 2.30 in it and then updated the Eduke version (dunno which, because it´s 3 or 4 weeks ago).
After that, when I start Mapster with your mapster.bat it doesn´t load the DP-content. So DP sprites don´t show up in 3D-mode. I can´t figure put what exactly the problem is, because mapster.log is telling me everything is fine.
Perhaps this problem occured earlier and someone can help me. I can´t share my log file right now, because I´m moving to my new home this week and my pc won´t be ready to use until tomorrow evening. So I also can´t try to setup everything again.
If it is usefull: I start mapster with rendermode 4 by default.
Edit:
Forgot to mention that this problem appaered after I overwrote my old Eduke version with a newer one and moved the tiles.cfg out from the "sample" directory to the main directory.
This post has been edited by blizzart: 29 June 2011 - 04:23 AM
#1216 Posted 29 June 2011 - 08:13 AM
EDIT: If you tell me what your mapster.bat says then I can tell you whether that is the issue and what to use instead.
#1217 Posted 29 June 2011 - 10:21 PM
DeeperThought, on 29 June 2011 - 08:13 AM, said:
EDIT: If you tell me what your mapster.bat says then I can tell you whether that is the issue and what to use instead.
I hope I can have a look this evening. But it was the .bat file which came with the Duke Plus version (2.30) I´ve installed.

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