Duke4.net Forums: Duke Plus - Duke4.net Forums

Jump to content

  • 57 Pages +
  • « First
  • 41
  • 42
  • 43
  • 44
  • 45
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic

Duke Plus  "feedback and general discussion of Duke Plus"

User is offline   Má_hmc 

#1261

Why all monsters cant drop ammo in game?. Would make sense if they can drop ammo. When I killed police pigs sometimes drops ammo usually falls 1-3 bullets. I find it very little for me. should be at least 4 bullets. (my opinion). The focus of my point is to pick ammo from all monsters in game. It would be better and would make more sense.

Regarding the blood in the game. I really enjoyed the gib system but the blood soon disappears would be more fun if the blood remained on the ground.
0

User is online   Danukem 

  • Duke Plus Developer

#1262

View PostMá_hmc, on 20 April 2012 - 07:38 AM, said:

Why all monsters cant drop ammo in game?. Would make sense if they can drop ammo. When I killed police pigs sometimes drops ammo usually falls 1-3 bullets. I find it very little for me. should be at least 4 bullets. (my opinion). The focus of my point is to pick ammo from all monsters in game. It would be better and would make more sense.

Regarding the blood in the game. I really enjoyed the gib system but the blood soon disappears would be more fun if the blood remained on the ground.


In Duke Nukem 3D, the amount of ammo available depends on how much was put there by the level designer. In most levels, there is an abundance of ammo. It's very rare that I run out of shotgun ammo.

As for blood and gore: If it isn't deleted after a while, there can be too many objects in the game which can can contribute to poor performance or even cause a crash (too many sprites spawned). While that is not an issue in most maps, I have to consider the worst case scenario. Also, sometimes blood and gore will end up on small ledges or in places where it looks glitchy. I have coded checks for this, but it still happens in some cases. Making it temporary helps mitigate the problem.

The next thing I do for DukePlus will probably be an overhaul of the menu to give it a nice GUI and possibly some different options.
0

User is offline   Mateos 

#1263

Thanks for the news <_<
0

User is offline   Má_hmc 

#1264

View PostTrooper Dan, on 20 April 2012 - 07:57 AM, said:

In Duke Nukem 3D, the amount of ammo available depends on how much was put there by the level designer. In most levels, there is an abundance of ammo. It's very rare that I run out of shotgun ammo.

As for blood and gore: If it isn't deleted after a while, there can be too many objects in the game which can can contribute to poor performance or even cause a crash (too many sprites spawned). While that is not an issue in most maps, I have to consider the worst case scenario. Also, sometimes blood and gore will end up on small ledges or in places where it looks glitchy. I have coded checks for this, but it still happens in some cases. Making it temporary helps mitigate the problem.

The next thing I do for DukePlus will probably be an overhaul of the menu to give it a nice GUI and possibly some different options.


I understand. I play a mod for doom that has enough blood and gore. Ever gib, bullets, blood, dont desapear in game. ("Brutal Doom"). There are parts in the game that loses performace significantly. But it is still a great game. I do not know what the real important item in question. The computer system or the program itself that will crash the game. I believe it can be both, but the main thing in my opinion is the computer system.
That's why I do not use polymer and hrp duke nukem to play. With this i can have a great performace in the game =). (I still prefer just using the dukeplus, is more to my liking.)

It was the best mod for doom already done. If you have time for a look at the mod, and see the features in the game. It's nice to get some ideas.
http://www.moddb.com...n-015a-released

obs: im using notebook with system :
intel celeron 440 1.86ghz 1,93gb ram ^^

This post has been edited by Má_hmc: 20 April 2012 - 11:34 AM

0

User is offline   Mia Max 

#1265

Hallo Dan!

I just wanted to ask you if it is okay when the texture pack has ~50 MB?

I will finish the pack next week and will give it to you.

BTW, I can't send you PMs...
0

User is online   Danukem 

  • Duke Plus Developer

#1266

View PostMia Max, on 06 May 2012 - 09:14 AM, said:

I just wanted to ask you if it is okay when the texture pack has ~50 MB?


That is very large! It depends on whether the textures would be of general usefulness, or whether they would only be used for your map.

EDIT: You can send me PMs once again.

This post has been edited by Trooper Dan: 06 May 2012 - 07:28 PM

0

User is offline   Mia Max 

#1267

View PostTrooper Dan, on 06 May 2012 - 07:20 PM, said:

That is very large! It depends on whether the textures would be of general usefulness, or whether they would only be used for your map.

EDIT: You can send me PMs once again.


What would be a good file size?

I just converted the textures and now it's 30MB.
The quality still is good and I think I can make the file size even smaller.
There are also some textures I don't need, so the file size would be 20 MB I think.

And yes, I think other want to use the textures too.
There are some nice rock, wall, metal textures and new grass...

This post has been edited by Mia Max: 06 May 2012 - 07:49 PM

0

User is online   Danukem 

  • Duke Plus Developer

#1268

It sounds reasonable. Who knows, maybe the new textures will encourage more people to make maps for DP again? I need to release an update soon anyway, because of a change to the way lights are handled in eduke.
0

User is offline   Mia Max 

#1269

Fine <_<
I just converted the textures again and now it's ~12 MB.
Most textures still look good, but I will check them ingame too.
I will send you the texture pack this week.
0

User is online   Danukem 

  • Duke Plus Developer

#1270

View PostMia Max, on 06 May 2012 - 07:56 PM, said:

Fine <_<
I just converted the textures again and now it's ~12 MB.
Most textures still look good, but I will check them ingame too.
I will send you the texture pack this week.


OK, but make sure that they all still look good. If you change size/compression to the point where the difference is noticeable in game, then you have done it too much.
0

User is offline   Mia Max 

#1271

So, right now the pack has 18 MB, 120 textures, some of them have 2048x2048.
I think people will like the large rock textures.
There's also a new skybox.

The qualtiy is good.

Attached thumbnail(s)

  • Attached Image: Zwischenablage01.jpg


This post has been edited by Mia Max: 06 May 2012 - 10:02 PM

4

User is offline   Micky C 

  • Honored Donor

#1272

There are some useful looking textures in that <_<
0

User is offline   Micky C 

  • Honored Donor

#1273

Can there be an ability to stop the fog from being removed when weapons are being fired in polymer? And can there also be an option to stop enemies going fullbright when they're shooting at you? This last point in particular can really break the mood in dark places.
1

User is offline   Jblade 

#1274

View PostMicky C, on 09 May 2012 - 01:54 AM, said:

Can there be an ability to stop the fog from being removed when weapons are being fired in polymer? And can there also be an option to stop enemies going fullbright when they're shooting at you? This last point in particular can really break the mood in dark places.

Stopping fog from being removed when shooting in any renderer would be best, but I don't know if it's even possible. As for the second one, I think an option in a projectile's workslike flag that stop whatever's firing it from lighting up would be useful as well <_<

This post has been edited by James: 09 May 2012 - 08:04 AM

0

User is offline   Diaz 

#1275

You can stop actors who are firing from lighting up by setting their shade value manually in EVENT_GAME. By doing this depending on what AI / action the actor is executing, you can make him light up when shooting shotspark1 but not when shooting rpg, for example.

You can also prevent fog from being removed when shooting by adding 256 to WEAPONx_FLAGS .
0

User is online   Danukem 

  • Duke Plus Developer

#1276

View PostDiaz, on 09 May 2012 - 08:27 AM, said:

You can also prevent fog from being removed when shooting by adding 256 to WEAPONx_FLAGS .


Yes, but that ought to be automatic in Polymer, as James was saying. Shooting already makes Polymer lights (as do the shotsparks upon impact) so the additional flashing of the entire level is just a legacy thing with drawbacks.
0

User is offline   Diaz 

#1277

The only reason I see for that is to make it work for legacy TC's and the HRP. It's a perfectly valid reason, yeah <_<
0

User is offline   Mia Max 

#1278

@Dan:

Have you got my PM about the texture pack?
0

User is offline   lwc 

#1279

Can you please release just the AI part of DukePlus so we can run it with the latest eDuke? Thanks!
0

User is online   Danukem 

  • Duke Plus Developer

#1280

 lwc, on 27 May 2012 - 06:52 AM, said:

Can you please release just the AI part of DukePlus so we can run it with the latest eDuke? Thanks!


Explain what you mean by that. Has the latest EDuke32 broken DukePlus?
0

User is offline   lwc 

#1281

No. I don't want any other modification other than the co-op AI. I want to take just that part and put it within the regular eDuke.
0

User is offline   LeoD 

  • Duke4.net topic/3513

#1282

Digging up old issues...

 Trooper Dan, on 10 March 2012 - 04:54 PM, said:

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.

br_bill4 exists (attached).
br_schoolbus.jpg is not in blackrayne's package.
STROOPER.CON : replace "strooper\" by "strooper/" to eliminate case mismatch warnings.

Attached File(s)


1

User is offline   lwc 

#1283

While still waiting for a reply to my own query, can anybody explain how come the bots always have all of the weapons and items? It takes out all the fun. I want them to have to pick up stuff just like I do.

And if they already have everything, they should at least open locked doors for me.

Also, why do they teleport to me if I leave them behind for a while? It means I have 0 control on them.

This post has been edited by lwc: 28 June 2012 - 08:10 AM

0

User is online   Danukem 

  • Duke Plus Developer

#1284

 lwc, on 28 June 2012 - 07:47 AM, said:

While still waiting for a reply to my own query, can anybody explain how come the bots always have all of the weapons and items? It takes out all the fun. I want them to have to pick up stuff just like I do.

And if they already have everything, they should at least open locked doors for me.

Also, why do they teleport to me if I leave them behind for a while? It means I have 0 control on them.


About the bots: they always have the pistol, and they randomly spawn with one additional weapon. If the bot is part of a map, the level designer has the option of deciding exactly which weapons the bot has, and can give them a variety of weapons. It's not the fault of the mod if mappers decide to do that. The reason the bots do not pick up ammo and other items is because they would become a liability if they stole items from the player. There is a grayed out option to make them pick up items, but I never coded it to work. Bots do have limited ammo, but it heals, and you won't often notice them running out of it.

As for teleporting: that option can be disabled if the bot is placed in a map, but it is on by default. The reason is that the bots have to work in maps that do not have trails to guide them. Maps can be very complex, with jumping puzzles, elevators, obstacles, teleport pads, and other features that require either great intelligence or a sophisticated waypoint system to successfully traverse. Therefore I took the easy way out and gave the bots a timer. If a certain amount of time has passed since the last time that the bot has been in sight of the player he is following, the bot will attempt to teleport to a location near the player (usually the coordinates where the player entered a sector a few moments before). Ninja edit: there was (is?) an option to make a bot stay put if you press use on him. That is supposed to make him guard a certain area, and he should stay there indefinitely until released from duty. That option may have been disabled at some point, and if so I apologize. It really should be added back in.
2

User is offline   lwc 

#1285

I only play the official built-in maps and still it looks like they have all weapons and all items (which you haven't addressed in your post), while I start with nothing.

As for being a liability, that's all part of playing co-op. The whole point is substituting human players.

By "press use" I assume you meant "press open". It didn't work and your documentation has the patrol instructions strikethroughed.

BTW, your documentation ignores the "Super Troopers" option, while the changelog does mention something.

This post has been edited by lwc: 30 June 2012 - 03:27 AM

0

User is offline   LeoD 

  • Duke4.net topic/3513

#1286

Recent EDuke32 versions give some new warnings on DukePlus:
Spoiler

The SHGetFileInfo stuff is related to some of the music files which are defined for the DukePlus "edpisode".
0

User is offline   Helixhorned 

  • EDuke32 Developer

#1287

 LeoD, on 02 July 2012 - 12:58 AM, said:

Recent EDuke32 versions give some new warnings on DukePlus:
Spoiler

The SHGetFileInfo stuff is related to some of the music files which are defined for the DukePlus "edpisode".


Right, those PROJ_* not-redefined warnings are because we had those defs offset by one in the Wiki at one point because of a wrong comment in the source. SHGetFileInfo is pretty whiny as to which names it accepts, but there's no problem besides not getting the case check then.
0

User is offline   LeoD 

  • Duke4.net topic/3513

#1288

 Helixhorned, on 02 July 2012 - 09:21 AM, said:

SHGetFileInfo is pretty whiny as to which names it accepts, but there's no problem besides not getting the case check then.

SHGetFileInfo doesn't like the necessary "dpmaps/" prefix in USERPLUS' "music 5" definitions. Well, ...

But maybe there is another problem which just did not bite anyone so far:
"dpmaps/" is missing for TTA2.mid and NULLSOUND.mid (three times).
But, if I add it to NULLSOUND.mid the game freezes after loading any map it is attached to (Hub Map, Scycar Demo, Haunted Castle). dpmaps/TTA2.mid seems OK.
So there appears to be something wrong with the handling of midis, or NULLSOUND.mid, or both.

Attached File(s)


0

User is offline   LeoD 

  • Duke4.net topic/3513

#1289

Texture mixup issue:
The screenshots show Duke DC's secret level TOP SECRET (normal HRP, DC HRP is disabled).
The third one is taken after replacing textures/0000.png by redfont13/2955.png in my HRP.
Maybe this is caused by "define TEMPSPRITE 2955" in DEFSPLUS.CON. However, changing it to 2957 did not help.

Attached thumbnail(s)

  • Attached Image: DukeDC-Plus-Voff.jpg
  • Attached Image: DukeDC-Plus-Von.jpg
  • Attached Image: DukeDC-Plus-VonRF13-0000.jpg

0

User is offline   king karl 

#1290

so i just downloaded the new duke plus and put super troopers on but then an hour later i still havn't seen any (yes i started a new game) just how uncommon are they? would it be affected by my random attributes which is set to 20?
0

Share this topic:


  • 57 Pages +
  • « First
  • 41
  • 42
  • 43
  • 44
  • 45
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks not owned by Voidpoint, LLC are the sole property of their respective owners. Play Ion Fury! ;) © Voidpoint, LLC

Enter your sign in name and password


Sign in options