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Duke Plus  "feedback and general discussion of Duke Plus"

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.
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User is offline   LeoD 

  • Duke4.net topic/3513

#1282

Digging up old issues...

View PostTrooper 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)


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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

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User is offline   Danukem 

  • Duke Plus Developer

#1284

View Postlwc, 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.
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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

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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".
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User is offline   Helixhorned 

  • EDuke32 Developer

#1287

View PostLeoD, 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.
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User is offline   LeoD 

  • Duke4.net topic/3513

#1288

View PostHelixhorned, 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)


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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

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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?
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User is offline   LeoD 

  • Duke4.net topic/3513

#1291

View Postking karl, on 20 July 2012 - 04:23 PM, said:

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?
Open the DukePlus menu, go to ENEMY OPTIONS and set SUPER TROOPERS to YES.
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User is offline   king karl 

#1292

View PostLeoD, on 20 July 2012 - 04:31 PM, said:

Open the DukePlus menu, go to ENEMY OPTIONS and set SUPER TROOPERS to YES.


yes thats the first thing i did, still none (although im quite convinced that i heard one once!
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User is offline   Danukem 

  • Duke Plus Developer

#1293

I would try turning random attributes off just to be safe (I haven't looked at the code but it's possible there is a buggy interaction between those features). More likely, though, you have just been very unlucky.

The surest way to meet supertroopers is to play The Imperium episode or the Duke Nukem Eternity episode, where there are guaranteed encounters (both separate downloads).
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User is offline   LeoD 

  • Duke4.net topic/3513

#1294

View Postking karl, on 21 July 2012 - 08:52 PM, said:

yes thats the first thing i did, still none (although im quite convinced that i heard one once!
These are my gamevars in dp.cfg. Comparing the with yours might be helpful.
Spoiler

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User is offline   Danukem 

  • Duke Plus Developer

#1295

stroopers = 1 means supertroopers will sometimes randomly replace liztroops. randomize is the only other variable that could possible make a difference, since it's conceivable that I did something like make the strooper code only work on certain pals and the randomize code change the pals beforehand. But I'm too lazy to actually check.
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User is offline   Mark 

#1296

I have a few questions and problems with Dukeplus features. Should I stay here or post in the regular bugs area?
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User is offline   LeoD 

  • Duke4.net topic/3513

#1297

View PostTrooper Dan, on 22 July 2012 - 01:50 PM, said:

stroopers = 1 means supertroopers will sometimes randomly replace liztroops. randomize is the only other variable that could possible make a difference, since it's conceivable that I did something like make the strooper code only work on certain pals and the randomize code change the pals beforehand. But I'm too lazy to actually check.
I usually play without strooper but i usually encounter at least one when playing E1L1.
Btw. the mortar seems to be somewhat bigger than its sprite:
Attached Image: mortar.jpg
It does not fit through that opening but the pipe bomb does. Intentionally?

A personal wish:
Before the next DukePlus release, would you mind renaming some glow maps to the *_g.png HRP-style? That would make life easier for my scripts.
Files: flare_glow.png, fuse_glow.png, gas_fire_glow.png, MiniGunFPglow.png, sheriffg.png, sheriffg1.png, lamppostg.png, gbr_flourlight.png, StrooperGA.png, StrooperGB.png

View PostMarked, on 22 July 2012 - 02:26 PM, said:

I have a few questions and problems with Dukeplus features. Should I stay here or post in the regular bugs area?
This is a good place IMO.

This post has been edited by LeoD: 22 July 2012 - 02:28 PM

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User is offline   Mark 

#1298

For starters, the flare radius is set way too large. It shines through walls and illuminates rooms throughout a large area of my map.

Second, I have some babes models set down a click or two in the green slime texture on the floor. In game they float to the top as though standing on the slime instead of in it.

It seems the sparker feature, tile 2950 IIRC is not working. In game the red text font shows and no effect.

And lastly, I placed a lot of different models on a shelf model. About half of them must be coded to fall to the floor. ARG.

EDIT: I just noticed in the Dukeplus log that version 2442 of Eduke is installed. I'm going to update it and re-try these problem areas.... nope, no difference

This post has been edited by Marked: 22 July 2012 - 03:01 PM

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User is offline   LeoD 

  • Duke4.net topic/3513

#1299

View PostMarked, on 22 July 2012 - 02:35 PM, said:

For starters, the flare radius is set way too large. It shines through walls and illuminates rooms throughout a large area of my map.
That's more of a Polymer issue I think. Shining through walls happens to health atoms, too. Although something might be done about this in DukePlus

View PostMarked, on 22 July 2012 - 02:35 PM, said:

Second, I have some babes models set down a click or two in the green slime texture on the floor. In game they float to the top as though standing on the slime instead of in it.
HRP model problem? I somewhat remember an offset discussion some time ago.
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User is offline   Mark 

#1300

The flare probably just needs to be defined down a few notches in some config file in Dukeplus. But how much is a matter of personal taste so it might be hard to find an ideal radius.

This post has been edited by Marked: 22 July 2012 - 03:28 PM

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User is offline   Danukem 

  • Duke Plus Developer

#1301

View PostMarked, on 22 July 2012 - 02:35 PM, said:

And lastly, I placed a lot of different models on a shelf model. About half of them must be coded to fall to the floor. ARG.


Are you saying that you want a way to disable that? Behavior is not uniform because props were added at different times for different purposes. The props that pre-date DNE were part of the regular game and most of them were either hardcoded to fall or already had CON code to make them fall and be destructible. Most (all?) of the newer props had little or no code added to them and just sit there being dumb.
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User is offline   Mark 

#1302

I didn't load up the map and check but I'm pretty sure that the models dropping are the HRP ones. Not your fault. I had a good looking Supplies room with lots of stuff on the shelves. I'll just figure out something else for that room.

This post has been edited by Marked: 22 July 2012 - 05:09 PM

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#1303

Duke Plus is very cool and very good, but there are some things that I think are a little "weird", involving the option to pick up and throw objects...

  • When a knife is picked up and thrown, it lands in a rather awkward position - it almost points upward vertically, defying gravity.
  • Duke can throw a bottle several feet through the air, and it won't smash when it hits the ground.
  • Duke can pick up a soft teddy bear (like in E4L7) and kill stuff by throwing the teddy around.

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User is offline   Danukem 

  • Duke Plus Developer

#1304

View PostThe Ultimate Doomer, on 23 July 2012 - 02:27 AM, said:

Duke Plus is very cool and very good, but there are some things that I think are a little "weird", involving the option to pick up and throw objects...

  • When a knife is picked up and thrown, it lands in a rather awkward position - it almost points upward vertically, defying gravity.
  • Duke can throw a bottle several feet through the air, and it won't smash when it hits the ground.
  • Duke can pick up a soft teddy bear (like in E4L7) and kill stuff by throwing the teddy around.



The first two could be considered minor bugs (the knife is just retaining its orientation from when you were holding it instead of returning to its original orientation on the ground). The third thing is really just my sense of humor. All objects do some damage based on a weight variable they are assigned. I could have given some objects zero weight, but I thought it was funny to be able to hurt monsters with seemingly harmless objects. The damage should not be very high, though.
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User is offline   king karl 

#1305

Just ifgured out why i havnt seen any super troopers....they are invisible! (and potentialy unattackable) just filled a map with 100s of assault captains and turned off random atributes, sure enough i could hear the super troopers and get hurt by them but not see them, i tried firing in all directions to see if they could be hit and i heard no pain sounds nor saw any bullets not hi thte wall but who knows i may have just been unlucky.

how to fix, just delete all my duke plus stuff and do a fresh install?
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User is offline   Danukem 

  • Duke Plus Developer

#1306

View Postking karl, on 23 July 2012 - 06:46 PM, said:

Just ifgured out why i havnt seen any super troopers....they are invisible! (and potentialy unattackable) just filled a map with 100s of assault captains and turned off random atributes, sure enough i could hear the super troopers and get hurt by them but not see them, i tried firing in all directions to see if they could be hit and i heard no pain sounds nor saw any bullets not hi thte wall but who knows i may have just been unlucky.

how to fix, just delete all my duke plus stuff and do a fresh install?



You are using Polymer, right?
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User is offline   king karl 

#1307

View PostTrooper Dan, on 23 July 2012 - 06:56 PM, said:

You are using Polymer, right?


yes always
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User is offline   king karl 

#1308

so i found what is likley causing the missing super trooper models, any solutions?
Loading 'dukeplus.def'
Error: file 'highres/sprites/characters/4510_pirate1a_12_18.png' does not exist
Error: file 'highres/sprites/characters/4510_pirate1a_12_18.png' does not exist
Warning: defined hightile replacement for empty tile 9000. Maybe some tilesXXX.art are not loaded?
Invalid frame name on line dukeplus.def:76
Invalid starting frame name on line dukeplus.def:77
Invalid frame name on line dukeplus.def:78
Invalid starting frame name on line dukeplus.def:79
Invalid frame name on line dukeplus.def:81
Removing model 437 due to errors.
Invalid frame name on line dukeplus.def:121
Removing model 440 due to errors.
Invalid frame name on line dukeplus.def:130
Removing model 440 due to errors
.
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User is offline   LeoD 

  • Duke4.net topic/3513

#1309

View Postking karl, on 29 July 2012 - 05:22 AM, said:

so i found what is likley causing the missing super trooper models, any solutions?
No, because I'm pretty sure this is related to the HRP only. Super Trooper's stuff has its own DEF and directory.
The 4510_pirate1a_12_18 thing is a new message about an old bug which will be fixed in the next HRP release.
The model errors are caused by DukePlus expecting certain stuff within the HRP which may have changed since the last DukePlus release.
But are you sure you have the latest DukePlus from Trooper Dan's FISSILE MATERIALS SITE?

This post has been edited by LeoD: 29 July 2012 - 06:10 AM

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#1310

erm... in the latest eduke32 builds dukeplus isnt working at all anymore :D

when i try loading dukeplus with the latest eduke32 builds it just loads without dukeplus when i try loading dukeplus up ;)

and i start it the exact same way as before, using the dukeplus.bat, and i checked at the startup menu that all settings are set correctly,
but still when i load it up it loads duke3d atomic without dukeplus enabled ;)



btw another random question.. will dukeplus ever be updated again? it hasnt been updated in over a year :P
and id lvoe to see some new things in dukeplus, like having some off the additional stuff enemies have in attrition,
like more different weapons for enemies and such, and the boasted weapons.
and those speedy enemies are cool too, and the ability for troopers to use holo-versions of themselves B)

This post has been edited by splitterface: 20 August 2012 - 07:31 AM

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