
Duke Plus "feedback and general discussion of Duke Plus"
#1281 Posted 19 June 2012 - 08:14 AM
#1282 Posted 24 June 2012 - 04:18 PM
Trooper Dan, on 10 March 2012 - 04:54 PM, said:
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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br_bill4.zip (85.51K)
Number of downloads: 396
#1283 Posted 28 June 2012 - 07:47 AM
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
#1284 Posted 28 June 2012 - 09:17 AM
lwc, on 28 June 2012 - 07:47 AM, said:
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.
#1285 Posted 30 June 2012 - 02:50 AM
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
#1286 Posted 02 July 2012 - 12:58 AM
The SHGetFileInfo stuff is related to some of the music files which are defined for the DukePlus "edpisode".
#1287 Posted 02 July 2012 - 09:21 AM
LeoD, on 02 July 2012 - 12:58 AM, said:
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.
#1288 Posted 02 July 2012 - 11:17 AM
Helixhorned, on 02 July 2012 - 09:21 AM, said:
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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NULLSOUND.zip (326bytes)
Number of downloads: 310
#1289 Posted 10 July 2012 - 08:34 AM
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.
#1290 Posted 20 July 2012 - 04:23 PM
#1291 Posted 20 July 2012 - 04:31 PM
king karl, on 20 July 2012 - 04:23 PM, said:
#1292 Posted 21 July 2012 - 08:52 PM
LeoD, on 20 July 2012 - 04:31 PM, said:
yes thats the first thing i did, still none (although im quite convinced that i heard one once!
#1293 Posted 21 July 2012 - 10:45 PM
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).
#1294 Posted 22 July 2012 - 01:42 PM
king karl, on 21 July 2012 - 08:52 PM, said:
#1295 Posted 22 July 2012 - 01:50 PM
#1296 Posted 22 July 2012 - 02:26 PM
#1297 Posted 22 July 2012 - 02:26 PM
Trooper Dan, on 22 July 2012 - 01:50 PM, said:
Btw. the mortar seems to be somewhat bigger than its sprite:

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
Marked, on 22 July 2012 - 02:26 PM, said:
This post has been edited by LeoD: 22 July 2012 - 02:28 PM
#1298 Posted 22 July 2012 - 02:35 PM
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
#1299 Posted 22 July 2012 - 03:10 PM
Marked, on 22 July 2012 - 02:35 PM, said:
Marked, on 22 July 2012 - 02:35 PM, said:
#1300 Posted 22 July 2012 - 03:23 PM
This post has been edited by Marked: 22 July 2012 - 03:28 PM
#1301 Posted 22 July 2012 - 04:28 PM
Marked, on 22 July 2012 - 02:35 PM, said:
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.
#1302 Posted 22 July 2012 - 04:58 PM
This post has been edited by Marked: 22 July 2012 - 05:09 PM
#1303 Posted 23 July 2012 - 02:27 AM
- 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.
#1304 Posted 23 July 2012 - 07:26 AM
The Ultimate Doomer, on 23 July 2012 - 02:27 AM, said:
- 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.
#1305 Posted 23 July 2012 - 06:46 PM
how to fix, just delete all my duke plus stuff and do a fresh install?
#1306 Posted 23 July 2012 - 06:56 PM
king karl, on 23 July 2012 - 06:46 PM, said:
how to fix, just delete all my duke plus stuff and do a fresh install?
You are using Polymer, right?
#1307 Posted 23 July 2012 - 09:54 PM
#1308 Posted 29 July 2012 - 05:22 AM
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.
#1309 Posted 29 July 2012 - 06:07 AM
king karl, on 29 July 2012 - 05:22 AM, said:
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
#1310 Posted 20 August 2012 - 07:26 AM

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

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

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