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Duke Plus  "feedback and general discussion of Duke Plus"

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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User is offline   blizzart 

#1218

View Postblizzart, on 29 June 2011 - 10:21 PM, said:

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.


So I checked it and reinstalled everything (the HRP .zip file and Duke Plus 2.30). Indeed, the problem occurs after I copied a recent Eduke32 version into the dir and overwrote the existing files. No DP content is shown in Mapster. I haven´t tested it ingame.
I can´t tell you what is in the mapster.bat file, but as mentioned above it is the original .bat file which came with DP.
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#1219

I love Duke Plus! I like how it adds new stuff without changing the feel of the game significantly. Definitely some great work. :)
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User is offline   Helixhorned 

  • EDuke32 Developer

#1220

View Postblizzart, on 03 July 2011 - 09:37 PM, said:

So I checked it and reinstalled everything (the HRP .zip file and Duke Plus 2.30). Indeed, the problem occurs after I copied a recent Eduke32 version into the dir and overwrote the existing files. No DP content is shown in Mapster. I haven´t tested it ingame.
I can´t tell you what is in the mapster.bat file, but as mentioned above it is the original .bat file which came with DP.

Did you note the revision numbers before and after? I'm having a hard time for models to show up with DNE/Mapster32, but I can't recall messing with how names are looked up etc. and so I'm wondering what could have introduced that.

edit: had success with
mapster32 -game_dir DukePlus -usecwd edefs.zip emaps.zip ematerials.zip -hdukeplus.def
from the DNE root dir. Things go strangely wrong when not specifying -usecwd, but on Windows it's on by default anyway.
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User is offline   Echelon5 

#1221

Would it be possible to add pickup sounds for the health items?
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User is offline   poop87 

#1222

You know, I think in the next DukePlus, you should make the BFG a sub-weapon rather than a replacement for the devestator.
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User is offline   Mike Norvak 

  • Music Producer

#1223

View Postpoop87, on 28 August 2011 - 08:29 AM, said:

You know, I think in the next DukePlus, you should make the BFG a sub-weapon rather than a replacement for the devestator.


You always could switch beetween devistator and BFG in weapon menu options anyway, unless the map is locking the feature.
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User is offline   DrDuke 

#1224

I have to say i love this mod. its Duke... Plus! i have followed this thread for a long time, and i was wondering...

i sorta liked the Ego bar from duke nukem forever, as well as the optional ego boosts for beating bosses, finding secrets, doing certain things ect.
was wondering if you would ever put something in duke plus as an option for people like me.
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User is offline   Danukem 

  • Duke Plus Developer

#1225

There is already a way to give the player max health and other bonuses, although it's not documented (DNE uses it and Imperium uses it).

But an ego bar? I'm not interested in making Duke 3D like DNF. That's not what DukePlus is about.
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#1226

I love this mod duke plus,no glitches,new weapons,nice graphics,etc.Duke nukem eternity used to crash but i made a new bat file and it didnt crash also has duke plus.
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User is offline   Tetsuo 

#1227

View PostDeeperThought, on 28 August 2011 - 10:46 AM, said:

There is already a way to give the player max health and other bonuses, although it's not documented (DNE uses it and Imperium uses it).

But an ego bar? I'm not interested in making Duke 3D like DNF. That's not what DukePlus is about.


How about a HUD redesign and having it fade out when you aren't fighting\when inactive and you are just walking around? I think that would be a nice addition to Duke3D.
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#1228

has there been any progress on dukeplus and attrition?
cuz on the fissile materials site it still says the latest versions are from may2011 :(
or did you change to another site where you upload the latest updates to dukeplus and attrition?
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User is offline   The Commander 

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

#1229

I am pretty sure DeeperThought is much to busy with WGRealms2 at the moment.
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User is offline   SFJake 

#1230

My apologies for the bump. This is about plain DukePlus used in a normal game with random attributes options and all its glory.

Got the latest version.

I met that giant (and I mean huge) Cyclop shooting lasers all over the place, and.. well, I don't remember those. It didn't bother me. Until I threw 150-200 rockets at him and other than screaming in pain, he still would not die.

I had bots just stay there shooting at him for way too long and nothing happened.

This is quite game breaking, to be honest. I wouldn't mind him taking a good beating but it just killed the game right there to me. Previous versions never did that. I don't even know when such a monster was introduced.

Any chance of some changes on this?.. Even some numbers -I- could change to make further appearance of that monster be actually possible to kill... or to remove him entirely at worse, anything to fix this, I'd really love that.

This post has been edited by SFJake: 30 November 2011 - 07:58 PM

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User is offline   Danukem 

  • Duke Plus Developer

#1231

The random attributes option was an experimental attempt to spice up gameplay. I'm sorry that there appears to be a bug with it, but I have no plans to fix it. If you want to play a mod based on DukePlus with a monster randomizer that is actually well designed, and has a lot of other cool stuff, play my Attrition mod.
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User is offline   SFJake 

#1232

Shame. I was looking for something that keeps true enough to the original game but I might just try Attrition anyhow. As for DukePlus, this never happened in old version. I'll just use that (not much changed for non-mappers). Thanks for the quick answer.
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User is offline   trainfan91 

#1233

muelsa. If you see this, please, PLEASE, ]PLEASE allow your super trooper to be captured by the moncapsule, or work properly with the mind-blast mode on the shrinker, I honestly want to see YOUR super trooper owning bosses and other aliens
DESPERATELY NEEDING THIS TO HAPPEN ,
A noob @ fps games (i can't beat it even with god mode!)
-4

#1234

View Posttrainfan91, on 02 December 2011 - 04:54 PM, said:

muelsa. If you see this, please, PLEASE, ]PLEASE allow your super trooper to be captured by the moncapsule, or work properly with the mind-blast mode on the shrinker, I honestly want to see YOUR super trooper owning bosses and other aliens
DESPERATELY NEEDING THIS TO HAPPEN ,
A noob @ fps games (i can't beat it even with god mode!)


trainfan, deeperthought implented the supertrooper into the dukeplus mod, not muelsa. muelsa made the model animation and coded it originally, but deeperthought was the one who implented it into dukeplus, so deeperthought would be the one you'd have to ask about changing the code inside dukeplus to allow what you want, not muelsa :)
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User is offline   Danukem 

  • Duke Plus Developer

#1235

^^and the supertrooper code is completely different from the other monsters and would require an overhaul to work as an ally. It works fine in Duke Nukem Eternity, and that's the most important thing.
1

User is offline   poop87 

#1236

What is the latest version?
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User is offline   The Commander 

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

#1237

http://fissile.duke4...dp/DUKEPLUS.zip
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User is offline   poop87 

#1238

View PostThe Commander, on 28 December 2011 - 05:44 AM, said:


Thanks!
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User is offline   Mia Max 

#1239

Can someone explain me how the quoter sprite works, please?
I have read the guide.
"Set the hitag to the number of the quote you want displayed" ???
So each quote sprite will display one letter like an 'a' and I will have to write a sentence this way?
That would be very difficult.
Is it possible to make it work with a text file in the duke3d folder?
So I could give the player a whole story line during the game. That would be cool.
A text file that contains activation tag and hitag to the quoter sprite just in front of a sentence.
Deeperthought, can you make this :D :P
Well, at least I know nothing about coding, so I really don't know if that is makeable or if I'm just dreaming :D :D

Otherwise, can someone give me an example how it currently works, in german maybe?
Or does someone want to make the story line for me and make it workable for the map :D
I can't pay you, but you would get a very very awesum holy fantastic super plus pre-release of my upcoming map :P

This post has been edited by Mia Max: 12 February 2012 - 03:32 AM

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User is offline   Gambini 

#1240

Quote

Can someone explain me how the quoter sprite works, please?
I have read the guide.
"Set the hitag to the number of the quote you want displayed" ???
So each quote sprite will display one letter like an 'a' and I will have to write a sentence this way?


There are a few quotes in dpuser.con you can use. The only thing you have to do is set the hitag to the number of the quote you want. Yes quotes are numbered, like 1- Come get some 2- I´m gonna kick your ass bitch, etc. If you want new ones i think you have to add them first.
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User is offline   Mia Max 

#1241

Thank you.

So I write a con file and for each sentence I add definequote #### blablabla

I have already written some con files and know how to include them in the main con.

But is there a way just to write a con file that will automatically be included without modifying the main con?

For example I give the con file the same name of the map and Dukeplus will automatically include it?

This post has been edited by Mia Max: 12 February 2012 - 07:36 AM

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User is offline   Danukem 

  • Duke Plus Developer

#1242

View PostMia Max, on 12 February 2012 - 07:34 AM, said:

Thank you.

So I write a con file and for each sentence I add definequote #### blablabla

I have already written some con files and know how to include them in the main con.

But is there a way just to write a con file that will automatically be included without modifying the main con?

For example I give the con file the same name of the map and Dukeplus will automatically include it?


DukePlus still uses USER.CON, so what you can do is include your own custom version of that file with the quotes you need. Just make sure the number do not conflict with the quote numbers in USERPLUS.CON

But I don't mind adding new maps to DukePlus, along with new quotes and stuff, if you want it to be part of an official update.
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User is offline   The Commander 

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

#1243

View PostMia Max, on 12 February 2012 - 07:34 AM, said:

For example I give the con file the same name of the map and Dukeplus will automatically include it?

Actually, this is a good idea.

One can already include custom music and it will be played if the map and music have the same name.
I wonder if the same thing could be possible with a CON file, although eduke32 would have to search for more than GAME.CON on start up.
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User is offline   Mia Max 

#1244

View PostDeeperThought, on 12 February 2012 - 08:48 AM, said:

DukePlus still uses USER.CON, so what you can do is include your own custom version of that file with the quotes you need. Just make sure the number do not conflict with the quote numbers in USERPLUS.CON

But I don't mind adding new maps to DukePlus, along with new quotes and stuff, if you want it to be part of an official update.


Yes, it would be nice to release the map with an new official update.
I don't know how long it will take to finish the map, because I will try to make a little story, include civilian and more Dukeplus stuff.
And I want to make more atmosphere to the map using sounds as I found out how to play sounds directly in mapster.

BTW, I realized that the Dukeplus tree models have a too large range of blocking bullets.
I think, it would be better if the tree trunk only is blocking bullets, because it can be very nasty if an enemy is behind a tree and the bullets seem to be blocked by the air.
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User is offline   Danukem 

  • Duke Plus Developer

#1245

View PostMia Max, on 12 February 2012 - 10:24 AM, said:

BTW, I realized that the Dukeplus tree models have a too large range of blocking bullets.
I think, it would be better if the tree trunk only is blocking bullets, because it can be very nasty if an enemy is behind a tree and the bullets seem to be blocked by the air.


That can be fixed by reducing the height of the dummytiles or 8-bit sprites for the tree tiles. In the mean time, you can try making them nonblocking and nonhitscan in mapster. Those trees have no code on them so it should work.
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User is offline   LeoD 

  • Duke4.net topic/3513

#1246

View PostCody, on 12 February 2012 - 10:00 AM, said:

Actually, this is a good idea.

Yup.

View PostCody, on 12 February 2012 - 10:00 AM, said:

One can already include custom music and it will be played if the map and music have the same name.

Seems to be implemented for maphacks, too, so that older usermaps could profit if someone cares. :D

View PostCody, on 12 February 2012 - 10:00 AM, said:

I wonder if the same thing could be possible with a CON file, although eduke32 would have to search for more than GAME.CON on start up.

Should be easy to implement but might open a can of worms when using or not using different mods or versions of mods in conjunction with usermap CONs.
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