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Duke Plus  "feedback and general discussion of Duke Plus"

User is online   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 online   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.
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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 online   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 online   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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User is offline   LkMax 

#1247

I want to play some new custom map and stuff for Duke 3D with Duke Plus so I'm "reconfiguring" it (actually only changing a few variables on the con files), but there's something I don't know how to change: the level of transparency of smoke effects (like on explosions). There must be a very simple way to ajust that (like changing a single value?) to my preferences but I can't find how to. Anyone could tell me how to do that (what command in what file should I change)? :) IMO the extremely transparent smoke is not something good looking nor realistic.
Thanks.
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User is online   Danukem 

  • Duke Plus Developer

#1248

View PostLkMax, on 10 March 2012 - 12:50 PM, said:

I want to play some new custom map and stuff for Duke 3D with Duke Plus so I'm "reconfiguring" it (actually only changing a few variables on the con files), but there's something I don't know how to change: the level of transparency of smoke effects (like on explosions). There must be a very simple way to ajust that (like changing a single value?) to my preferences but I can't find how to. Anyone could tell me how to do that (what command in what file should I change)? :) IMO the extremely transparent smoke is not something good looking nor realistic.
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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User is offline   LkMax 

#1249

View PostTrooper Dan, on 10 March 2012 - 01:03 PM, said:

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.

I'll try that later, thanks for the tip.
I noticed that, for some reason, the smokes looks better when I play on classic mode so I thought it could have something to do with the HD sprites but I was not sure.

This post has been edited by LkMax: 10 March 2012 - 01:10 PM

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User is offline   LeoD 

  • Duke4.net topic/3513

#1250

EDuke's improved DEF parsing as of r2436 has revealed three minor bugs in DukePlus:
Error: file 'DUKEPLUS_RESOURCES/GRAPHICS/MAP_EFFECTS/models/br_billboards/br_bill4.jpg'
 does not exist
Error: file 'DUKEPLUS_RESOURCES/GRAPHICS/MAP_EFFECTS/models/br_schoolbus/br_schoolbus.jpg'
 does not exist
Error: file 'DUKEPLUS_RESOURCES/GRAPHICS/MAP_EFFECTS/models/br_lumber/br_lumber2.jpg'
 does not exist
br_lumber2 .jpg simply needs to get rid of the space in the file name. The other two are really missing.


The new Polymer pistol (r296/r297) seems to break DukePlus/Polymer HRP compatibility:
Invalid frame name on line dukeplus.def:84
Invalid starting frame name on line dukeplus.def:87
Invalid frame name on line dukeplus.def:88
Removing model 462 due to errors.
Invalid starting frame name on line dukeplus.def:103
Invalid frame name on line dukeplus.def:104
Removing model 462 due to errors.

I haven't seen obvious glitches yet, though, and I don't understand why the pistol is defined twice in dukeplus.def, either. (I assume the latter is used actually.) I think this issue should be addressed HRP-wise before the next release.
EDIT: Oh, well, just a few minutes late...


Just a reminder: :)
DukePlus/dpcons/USERPLUS.CON:401: warning: number greater than INT32_MAX converted to a negative one.
clip map 0: warning: sprite 80 pointing neither northward nor southward. X-flipping will be wrong.
clip map 0: warning: sprite 81 pointing neither northward nor southward. X-flipping will be wrong.


This post has been edited by LeoD: 10 March 2012 - 05:06 PM

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User is online   Danukem 

  • Duke Plus Developer

#1251

Ok, I just fixed the extra space in the file name on my end. The other missing files have always been missing, so I need to decide whether to try and find them at black rayne studios and add them, or whether to just get rid of the def entries.

For the pistol I will download the polymer update pack and go from there. Hopefully I will be able to sort it out.
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User is offline   LkMax 

#1252

Hahaha, it did not end the way I expected :) at least I tried.
There's some minor tweaks I still can do without needing to start photoshopping from scratch again, but I think this may be an improvement already.
The effects looks better in game, by the way.

BEFORE
Spoiler

AFTER
Spoiler


If anyone want to try it out I'm uploading a zip and later I'll post the link here.

Edited:

Done, download here:
http://www.4shared.c...Plus_smoke.html

This post has been edited by LkMax: 11 March 2012 - 07:11 AM

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User is online   Danukem 

  • Duke Plus Developer

#1253

You are right that the current smoke could look better. Currently it looks more like faint clouds. On the other hand, I'm not sure I want to switch to your version. They don't look bad, but there is a cartoonish quality to them, and they have a very strong presence (maybe too strong).
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User is offline   LkMax 

#1254

View PostTrooper Dan, on 11 March 2012 - 08:34 AM, said:

You are right that the current smoke could look better. Currently it looks more like faint clouds. On the other hand, I'm not sure I want to switch to your version. They don't look bad, but there is a cartoonish quality to them, and they have a very strong presence (maybe too strong).


Yeah I know, when I finished and looked at the sprites it resembled the Rayman 2 art style - this game art is excellent but have nothing to do with shooters like Duke 3D lol.
After some work I reached a closer result to what I wanted (effects inspired by DNMP), it's not perfect but it's kinda good to me (I'll be playing with it). =P

Some comparsions (again):
Screens 1 - Before / After

Spoiler


Spoiler


I tried to make the borders smoother but the end result was ugly, so I'll leave it that way.
If anyone want to play with it, here's the download link: http://www.4shared.c...us_smokev2.html
I didn't feel like creating another topic just because I made a few textures for a mod so I'm leaving it here.
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User is online   Danukem 

  • Duke Plus Developer

#1255

It's hard for me to judge from those screens, but those do look better. If I use them, I will probably change the code as well so that only one smoke puffed is spawned by an explosion and it doesn't drift much.
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User is offline   Zaero 

#1256

Dan do you plan to include those camera modes Duke 3D camera test in Duke Plus? They look really cool.
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User is offline   blackhatred 

  • Dumbfuck Wannabe

#1257

It's already there I think! Check the Dukeplus menu.
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#1258

I hate that camera mode. And it usualy make maps look worse.
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User is online   Danukem 

  • Duke Plus Developer

#1259

View PostCentaurious, on 17 April 2012 - 12:07 PM, said:

It's already there I think! Check the Dukeplus menu.


The one in the DukePlus menu is something completely different. The test video linked above was in War of Attrition.
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User is offline   Mia Max 

#1260

View PostZaero, on 17 April 2012 - 11:39 AM, said:

Dan do you plan to include those camera modes Duke 3D camera test in Duke Plus? They look really cool.


Personally I don't like 3rd person view, but this video is fun to watch.
I like how Duke runs through the level and kills those pigs <_<
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