Duke Plus "feedback and general discussion of Duke Plus"
#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.
#1249 Posted 10 March 2012 - 01:10 PM
Trooper Dan, on 10 March 2012 - 01:03 PM, said:
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
#1250 Posted 10 March 2012 - 04:43 PM
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 existbr_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
#1251 Posted 10 March 2012 - 04:54 PM
For the pistol I will download the polymer update pack and go from there. Hopefully I will be able to sort it out.
#1252 Posted 11 March 2012 - 07:06 AM
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
AFTER
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
#1253 Posted 11 March 2012 - 08:34 AM
#1254 Posted 14 March 2012 - 04:58 AM
Trooper Dan, on 11 March 2012 - 08:34 AM, said:
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
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.
#1255 Posted 14 March 2012 - 07:43 AM
#1256 Posted 17 April 2012 - 11:39 AM
#1259 Posted 17 April 2012 - 01:01 PM
Centaurious, on 17 April 2012 - 12:07 PM, said:
The one in the DukePlus menu is something completely different. The test video linked above was in War of Attrition.
#1260 Posted 18 April 2012 - 02:38 AM
Zaero, on 17 April 2012 - 11:39 AM, said:
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