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Duke Plus  "feedback and general discussion of Duke Plus"

User is offline   Danukem 

  • Duke Plus Developer

#1188

Made some more improvements (an overhaul, actually) and now I'm pretty happy with it.
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User is offline   Helixhorned 

  • EDuke32 Developer

#1189

View PostVinsaneOne, on 21 May 2011 - 06:05 PM, said:

That's good to know. I think maybe if I have time I'll go through all the textures I find that could be resized. That might make an overall improvement in performance. Still, does anyone know how to increase the 24 mb cache that automaticly initializes during game launch? I've noticed a pattern when the game randomly quits related to memory, I see the textures file is never over 20 mb. For most of us having memory to spare, an option to manualy configure that cache would help a great deal.

That size is for Ken's tile cache. Hightiles aren't affected at all because space for them is directly allocated off system memory.
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User is offline   Mia Max 

#1190

I remember an option for Duke Plus where you can disable polymer lights on projectiles.
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

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User is offline   LkMax 

#1191

Hi,
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 :dukecry:
Thanks anyway.
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User is offline   Danukem 

  • Duke Plus Developer

#1192

View PostLkMax, on 11 June 2011 - 07:15 PM, said:

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?


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.


View PostLkMax, on 11 June 2011 - 07:15 PM, said:

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.


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.
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User is offline   E.C.S 

#1193

I was finally able to download the last version of Dukeplus. Here are some little bug what I found:

.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).
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User is offline   Bubbles 

#1194

Attached Image: strooperError.jpgFYI super trooper textures or something freaking out. This was on E1L3. All super troopers were affected. This is what I saw when looking in their direction even if they were behind a wall.
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User is offline   Danukem 

  • Duke Plus Developer

#1195

View PostBubbles, on 16 June 2011 - 12:37 AM, said:

Attachment strooperError.jpgFYI super trooper textures or something freaking out. This was on E1L3. All super troopers were affected. This is what I saw when looking in their direction even if they were behind a wall.


polymer?

I wonder what would have happened if you had opened the console and typed "restartvid"
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User is offline   Bubbles 

#1196

View PostDeeperThought, on 16 June 2011 - 12:41 AM, said:

polymer?

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.

Attached Image: FloatingArms.jpg This is new it is on E1L3 with polymer. It may be hard to tell but look close and you can see his arms and cap floating around together. They kind orbit around his shoulders. Looks cool actually but when this occurs the above problem tends to as well or it has so far anyway.
Attached Image: Shadow1.jpg Another problem I found with E1L3 is this shadow that is always in front of Duke where he gos it gos.
Attached Image: Shadow2.jpg See it moved.

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

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User is offline   Danukem 

  • Duke Plus Developer

#1197

Ok, well, these are all bugs with the polymer renderer AFAIK. It really has nothing to do with DukePlus and I can't do a thing about it.
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User is offline   Mia Max 

#1198

@DeeperThought

Finally done.

Tiles for Duke Plus models.

Of course I haven't made tiles for the black boxes.

Attached File(s)

  • Attached File  Tiles.zip (215.5K)
    Number of downloads: 438

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User is offline   Danukem 

  • Duke Plus Developer

#1199

View PostMia Max, on 18 June 2011 - 08:01 AM, said:

@DeeperThought

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.
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User is offline   Mia Max 

#1200

Hmmm... It would be awesum if some car models can explode. There is already a burned out car model in the list...
BTW, the new models are great. Finally we can make forests!
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User is offline   Danukem 

  • Duke Plus Developer

#1201

View PostMia Max, on 19 June 2011 - 11:20 PM, said:

Hmmm... It would be awesum if some car models can explode. There is already a burned out car model in the list...
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.
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User is offline   Mia Max 

#1202

Oh, sorry. Didn't know that this already works.
I barely play maps :D
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User is offline   Helixhorned 

  • EDuke32 Developer

#1203

Btw, I love how the clipshape system automatically lets you cling to tall cars and such. That calls for some "cliff-hanging"-puzzles. :D
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User is offline   ReaperMan 

#1204

Any chance you might add a working snack and pinball machine?

This post has been edited by ReaperMan: 22 June 2011 - 03:26 PM

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User is offline   darkcaleb 

#1205

hey Deeperthought is it possible you could put 3d skybox support?
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User is offline   LkMax 

#1206

View PostReaperMan, on 22 June 2011 - 03:26 PM, said:

Any chance you might add a working snack and pinball machine?

haha, I saw a mod that adds some different playable arcade machines... Nuclear Showdown, I think.

View Postdarkcaleb, on 23 June 2011 - 04:00 AM, said:

hey Deeperthought is it possible you could put 3d skybox support?

WTH is 3D Skybox?
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User is offline   Danukem 

  • Duke Plus Developer

#1207

snack machine: could be done easily if I had some snack sprites and models (maybe I can find some)

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.
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User is offline   Mia Max 

#1208

Is it possible to give Duke Plus mappers some space for custom textures?
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.
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User is offline   Bubbles 

#1209

Is the minigun cannon supposed to replace the chaingun? Lately when ever I pick up the chain gun it gives me the minigun even if I have not gotten the minigun yet.
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User is offline   Mblackwell 

  • Evil Overlord

#1210

View PostDeeperThought, on 23 June 2011 - 07:40 AM, said:

3d skyboxes: Can these work in Polymer? I'm not interested in adding any more stuff that does not work in Polymer.


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.
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User is offline   CruX 

#1211

View PostMblackwell, on 25 June 2011 - 05:02 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.

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

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User is offline   Danukem 

  • Duke Plus Developer

#1212

View PostBubbles, on 25 June 2011 - 04:37 AM, said:

Is the minigun cannon supposed to replace the chaingun? Lately when ever I pick up the chain gun it gives me the minigun even if I have not gotten the minigun yet.



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.
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User is offline   Bubbles 

#1213

Seems it only happens if you get the minigun then die and restart or restart from a saved game. Then when you go pick up the chaingun not having chaingun or battle lord gun you get the battle lord gun instead. This is a polymer problem isn't it?:)
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User is offline   Danukem 

  • Duke Plus Developer

#1214

View PostBubbles, on 27 June 2011 - 05:48 PM, said:

Seems it only happens if you get the minigun then die and restart or restart from a saved game. Then when you go pick up the chaingun not having chaingun or battle lord gun you get the battle lord gun instead. This is a polymer problem isn't it?:)


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.
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User is offline   blizzart 

#1215

Hi DT,

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

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User is offline   Danukem 

  • Duke Plus Developer

#1216

Probably the old mapster.bat does not work with the new mapster because of changes to the command lines. As it happens, I'm going to upload a DP update today anyway, and I will include a working .bat with it.

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.
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User is offline   blizzart 

#1217

View PostDeeperThought, on 29 June 2011 - 08:13 AM, said:

Probably the old mapster.bat does not work with the new mapster because of changes to the command lines. As it happens, I'm going to upload a DP update today anyway, and I will include a working .bat with it.

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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