Duke Plus "feedback and general discussion of Duke Plus"
#1219 Posted 09 July 2011 - 12:04 PM
#1220 Posted 09 July 2011 - 12:49 PM
blizzart, on 03 July 2011 - 09:37 PM, said:
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.
#1221 Posted 12 August 2011 - 08:56 AM
#1222 Posted 28 August 2011 - 08:29 AM
#1223 Posted 28 August 2011 - 09:04 AM
poop87, on 28 August 2011 - 08:29 AM, said:
You always could switch beetween devistator and BFG in weapon menu options anyway, unless the map is locking the feature.
#1224 Posted 28 August 2011 - 10:35 AM
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.
#1225 Posted 28 August 2011 - 10:46 AM
But an ego bar? I'm not interested in making Duke 3D like DNF. That's not what DukePlus is about.
#1226 Posted 02 September 2011 - 01:49 AM
#1227 Posted 02 September 2011 - 02:04 AM
DeeperThought, on 28 August 2011 - 10:46 AM, said:
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.
#1228 Posted 09 October 2011 - 09:57 AM
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?
#1229 Posted 09 October 2011 - 10:43 AM
#1230 Posted 30 November 2011 - 07:57 PM
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
#1231 Posted 30 November 2011 - 09:18 PM
#1232 Posted 30 November 2011 - 10:54 PM
#1233 Posted 02 December 2011 - 04:54 PM
DESPERATELY NEEDING THIS TO HAPPEN ,
A noob @ fps games (i can't beat it even with god mode!)
#1234 Posted 02 December 2011 - 04:59 PM
trainfan91, on 02 December 2011 - 04:54 PM, said:
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
#1235 Posted 02 December 2011 - 05:57 PM
#1238 Posted 28 December 2011 - 06:45 AM
#1239 Posted 12 February 2012 - 03:31 AM
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
Well, at least I know nothing about coding, so I really don't know if that is makeable or if I'm just dreaming
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
I can't pay you, but you would get a very very awesum holy fantastic super plus pre-release of my upcoming map
This post has been edited by Mia Max: 12 February 2012 - 03:32 AM
#1240 Posted 12 February 2012 - 07:15 AM
Quote
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.
#1241 Posted 12 February 2012 - 07:34 AM
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
#1242 Posted 12 February 2012 - 08:48 AM
Mia Max, on 12 February 2012 - 07:34 AM, said:
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.
#1243 Posted 12 February 2012 - 10:00 AM
Mia Max, on 12 February 2012 - 07:34 AM, said:
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.
#1244 Posted 12 February 2012 - 10:24 AM
DeeperThought, on 12 February 2012 - 08:48 AM, said:
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.
#1245 Posted 12 February 2012 - 11:19 AM
Mia Max, on 12 February 2012 - 10:24 AM, said:
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.
#1246 Posted 12 February 2012 - 11:40 AM
Cody, on 12 February 2012 - 10:00 AM, said:
Yup.
Cody, on 12 February 2012 - 10:00 AM, said:
Seems to be implemented for maphacks, too, so that older usermaps could profit if someone cares.
Cody, on 12 February 2012 - 10:00 AM, said:
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.
#1247 Posted 10 March 2012 - 12:50 PM
Thanks.
#1248 Posted 10 March 2012 - 01:03 PM
LkMax, on 10 March 2012 - 12:50 PM, said:
Thanks.
It's not really a code issue. Most of the transparency comes from the sprites themselves. There are a few uses of the smoke in the game where transparency is added, but in most cases (e.g. when spawning from rockets or explosions) no transparency is being added by code.
So what you need to do is modify the PNG files in the DUKEPLUS/RESOURCES/GRAPHICS/smoke/ folder. There is also DUKEPLUS/RESOURCES/GRAPHICS/smoke4.png, which is the skin used for plane.md3. Make those files less transparent or replace them with others of similar dimensions. If the results are good, maybe I will incorporate them into the next release.

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