
Duke Plus "feedback and general discussion of Duke Plus"
#1311 Posted 20 August 2012 - 08:05 AM
This post has been edited by Player Lin: 20 August 2012 - 08:09 AM
#1312 Posted 20 August 2012 - 08:26 AM
splitterface, on 20 August 2012 - 07:26 AM, said:

splitterface, on 20 August 2012 - 07:26 AM, said:
#1313 Posted 20 September 2012 - 06:13 AM
I was playing through Project Zero, and after one of the Dukebots got shrunk, he didn't grow back correctly afterwards. He reverted to his original width, but not the full height leaving him running around "squished".
Also, after drinking a couple of sodas Duke decided to drop and step on the next can instead of drinking it. After this picking up objects didn't work anymore, neither did the gravity gun, leaving the map unfinishable without cheats as you need to do the fusebox thing as well as stack boxes to climb on.
#1314 Posted 20 September 2012 - 06:35 AM
necroslut, on 20 September 2012 - 06:13 AM, said:
That's bizarre and disturbing. Do you still have a saved game where the bug is happening? If so, what happens if you type "setvar holding -1" into the console in that game?
#1315 Posted 20 September 2012 - 05:45 PM
Trooper Dan, on 20 September 2012 - 06:35 AM, said:
Yeah, I'm attaching it. That command doesn't seem to do anything.
Attached File(s)
-
dukesav5.zip (1.81MB)
Number of downloads: 369
This post has been edited by necroslut: 20 September 2012 - 05:48 PM
#1317 Posted 22 September 2012 - 08:06 PM
#1318 Posted 22 September 2012 - 09:09 PM
Trooper Dan, on 22 September 2012 - 08:06 PM, said:
Actually that's been fixed for a while now. Was very happy when it was

#1319 Posted 22 September 2012 - 10:02 PM
Micky C, on 22 September 2012 - 09:09 PM, said:

Oops I had forgotten to use the latest build. I downloaded one a few days ago but I didn't put it in the DP folder.
#1320 Posted 05 October 2012 - 07:39 AM
Trooper Dan, on 22 September 2012 - 08:06 PM, said:

#1321 Posted 10 October 2012 - 07:59 AM
EDIT: Download removed. Go here.
(Also takes care of some more warning messages in the log.)
king karl, if you are not on Windows, this will most likely solve your super trooper issue.
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?
This post has been edited by LeoD: 21 January 2013 - 10:18 AM
#1322 Posted 14 October 2012 - 06:26 AM

#1323 Posted 14 October 2012 - 11:46 AM
Drek, on 14 October 2012 - 06:26 AM, said:
Light_bug.png
Can you confirm that those sprites had polymer lights shining on them in the non-DP test? In DP, the player emits a small light at all times.
#1324 Posted 14 October 2012 - 01:31 PM
#1325 Posted 14 October 2012 - 01:32 PM
Micky C, on 14 October 2012 - 01:31 PM, said:
Yeah that's what I was thinking. The problem shown in the screenshots is a renderer issue.
#1326 Posted 14 October 2012 - 01:46 PM
#1327 Posted 13 November 2012 - 09:35 AM

definelevelname 5 0 ROCHpack/Roch.map 20:00 10:00 ROCH
definelevelname 5 1 ROCHpack/Roch2.map 20:00 10:00 ROCH2
definelevelname 5 2 ROCHpack/ROCH3.map 20:00 10:00 ROCH3
definelevelname 5 3 ROCHpack/ROCH4.map 20:00 10:00 ROCH4
definelevelname 5 4 ROCHpack/ROCH5.map 20:00 10:00 ROCH5
definelevelname 5 5 ROCHpack/Roch6.map 20:00 10:00 ROCH6
definelevelname 5 6 ROCHpack/ROCH7.map 20:00 10:00 ROCH7
definelevelname 5 7 ROCHpack/Roch8.map 20:00 10:00 ROCH8
definelevelname 5 8 ROCHpack/ROCH_SC1.map 15:00 05:00 ROCH Secret Level
Ive been looking for ROCH_SC1.map and cant find it because i want to know if i have defined the episiode properly so if any one knows what roch map leads to the secret level that would be heaps cool.Thanks
#1328 Posted 13 November 2012 - 11:14 AM
tomo, on 13 November 2012 - 09:35 AM, said:
EDIT: I'm working on HRP maphacks for Roch. Stay tuned.
This post has been edited by LeoD: 13 November 2012 - 04:34 PM
#1329 Posted 16 November 2012 - 06:31 AM
LeoD, on 13 November 2012 - 11:14 AM, said:
EDIT: I'm working on HRP maphacks for Roch. Stay tuned.
Thats awsome.Are you sure its Roch3 ive searched for hours and cant find it?
#1330 Posted 16 November 2012 - 08:35 AM
tomo, on 16 November 2012 - 06:31 AM, said:
#1331 Posted 19 November 2012 - 02:08 PM
I came back to trying mapping some stuff for dp, i'm...chilling on a map axed on a gameplay a bit "hell revealed -like" since i think this is too bad there is not enoughs map with LOTS of monsters for my taste
So ofc why making a solo map on Vanilla Duke?
And i was thinking about a small suggestion that if is'nt too hard for it's value, would be cool for enhancing the variety of monsters behaviors
You know the 256-Tag for monster who sometime active "special" effect..
Well i think him untrigger the tank Auto-bomb System would be a cool feature!Since this are making them much less dangerous in some situation (+ once you did it a lot, in most of situations this is pretty easy) and with 2x and 3x life,that should be great for Strenghtener enemy
edit : I also noticed a bug with spawner : if you use them to spawn NewbeastJump,they spawn but are invisible (or incredibly tiny,since we still see the life bar),due to the fact they are'nt resized i think.
This post has been edited by Kenny mckormick: 23 November 2012 - 03:43 AM
#1332 Posted 05 January 2013 - 09:07 AM
There is also a sort of temporary mini-patch?
#1333 Posted 05 January 2013 - 11:31 AM
Fantinaikos, on 05 January 2013 - 09:07 AM, said:
There is also a sort of temporary mini-patch?
There shouldn't be any errors using the latest binary unless there are errors in the DukePlus code that got exposed by eduke32 updates. Would you mind attaching the log file of the errors?
#1334 Posted 05 January 2013 - 12:07 PM
Fantinaikos, on 05 January 2013 - 09:07 AM, said:
Fantinaikos, on 05 January 2013 - 09:07 AM, said:
Trooper Dan, on 05 January 2013 - 11:31 AM, said:
Trooper Dan, on 05 January 2013 - 11:31 AM, said:
Attached File(s)
-
DukePlusPolymer.log (8.93K)
Number of downloads: 471 -
DukePlusPolymerNixFix.log (6.52K)
Number of downloads: 396
This post has been edited by LeoD: 05 January 2013 - 12:09 PM
#1335 Posted 05 January 2013 - 02:28 PM
I'm currently uploading an update to the Fissile Materials site, complete with a new version number. Should be finished in about 15 minutes. No new content has been added, this was just a maintenance update to fix those warnings/errors and include the latest EDuke32.
#1336 Posted 06 January 2013 - 09:05 AM
#1337 Posted 06 January 2013 - 09:43 AM
iLikeTheUDK, on 06 January 2013 - 09:05 AM, said:
Go under the enemies menu and check the "troopers drop laser guns" option (or whatever it's called). It doesn't replace any of the regular weapons and it's not found in maps (except for a few DukePlus maps) so the only way to get it is to kill a trooper with the option enabled or cheat it to yourself with the console.
#1339 Posted 06 January 2013 - 11:32 AM
LeoD, on 05 January 2013 - 12:07 PM, said:
Uh.. I need to remember to remove those "SHGetFileInfo failed with error code" sometime. I had hoped that they would give some information on the failure reason, but I guess it's not that useful...
The PROJ_XXX labels are predefined from CON, so it's unnecessary to duplicate them in user code.
These ones are strange, I'm not sure why they occur:
Quote
#1340 Posted 06 January 2013 - 11:57 AM
Helixhorned, on 06 January 2013 - 11:32 AM, said:
Helixhorned, on 06 January 2013 - 11:32 AM, said:
This post has been edited by LeoD: 06 January 2013 - 11:59 AM