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Duke Plus  "feedback and general discussion of Duke Plus"

User is offline   Player Lin 

#1311

latest eduke32 snapshot builds did changed a lot of things may/will broken things in Duke Plus, especially DP didn't updated for a long time. So, be patient. (Or maybe just some wrong in your end if others can get it working fine, I haven't tried DP with latest ones...)

This post has been edited by Player Lin: 20 August 2012 - 08:09 AM

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User is offline   LeoD 

  • Duke4.net topic/3513

#1312

View Postsplitterface, on 20 August 2012 - 07:26 AM, said:

erm... in the latest eduke32 builds dukeplus isnt working at all anymore ;)
Can't confirm that. Post your log file as attachment.

View Postsplitterface, on 20 August 2012 - 07:26 AM, said:

btw another random question.. will dukeplus ever be updated again?
DukePlus isn't on top of Trooper Dan's list anymore. Other than bug fixes I'd only expect (texture) additions for new maps on which someone is actually working (like Mia Max' Frauenstein).
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User is offline   necroslut 

#1313

While I don't think you really update this anymore, thought I'd drop a couple of bug reports anyway just in case.
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.
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User is offline   Danukem 

  • Duke Plus Developer

#1314

View Postnecroslut, on 20 September 2012 - 06:13 AM, said:

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.


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?
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User is offline   necroslut 

#1315

View PostTrooper Dan, on 20 September 2012 - 06:35 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?

Yeah, I'm attaching it. That command doesn't seem to do anything.

Attached File(s)



This post has been edited by necroslut: 20 September 2012 - 05:48 PM

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User is offline   LeoD 

  • Duke4.net topic/3513

#1316

I have a problem with Billy Boy's Oranges map. There's a glass pane which can't be broken (by explosives) when using DukePlus. Therefore the map can't be finished. It is located behind the blue keylock. Could you please have a look into that?
Attached Image: OrangesDukePlusUnbreakable.jpgAttached Image: OrangeMap.jpg
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User is offline   Danukem 

  • Duke Plus Developer

#1317

I opened the map in windowed mode, had some trouble finding the exact spot, checked the screenshots again, and mapster crashed (which I had forgotten it does when it loses focus). I was just trying to see whether the glass sprite was hightagged and whether it had any other tags on it which might have special DP functions. Sorry but I'm busy with other stuff and dealing with crash bugs that still haven't been fixed is enough to stop me for now.
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User is offline   Micky C 

  • Honored Donor

#1318

View PostTrooper Dan, on 22 September 2012 - 08:06 PM, said:

mapster crashed (which I had forgotten it does when it loses focus)


Actually that's been fixed for a while now. Was very happy when it was Posted Image
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User is offline   Danukem 

  • Duke Plus Developer

#1319

View PostMicky C, on 22 September 2012 - 09:09 PM, said:

Actually that's been fixed for a while now. Was very happy when it was Posted Image


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.
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User is offline   LeoD 

  • Duke4.net topic/3513

#1320

View PostTrooper Dan, on 22 September 2012 - 08:06 PM, said:

I opened the map in windowed mode, had some trouble finding the exact spot, ...
After re-reading the EDukeWiki's troubleshooting page ;) :

Attached thumbnail(s)

  • Attached Image: OrangesDPUnbreakableCoords.jpg

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User is offline   LeoD 

  • Duke4.net topic/3513

#1321

Upper/lower case fix for DukePlus on Linux (r2.31 from 2012-03-10, Fissile Materials site):
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:

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?


This post has been edited by LeoD: 21 January 2013 - 10:18 AM

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User is offline   Kyanos 

#1322

Hey Dan, as a fan of DP I decided to try out Pauls new map using your mod. He and LeoD were talking about mantling and whatnot, and Paul went to such trouble putting the fix in his map that I decided to give it go. Anyways, I noticed the sprites acting funny with the polymer lights (see attached pic) I tried to duplicate this running Eduke32 without DP. The sprites did not act this way.
Attached Image: Light_bug.png
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User is offline   Danukem 

  • Duke Plus Developer

#1323

 Drek, on 14 October 2012 - 06:26 AM, said:

Hey Dan, as a fan of DP I decided to try out Pauls new map using your mod. He and LeoD were talking about mantling and whatnot, and Paul went to such trouble putting the fix in his map that I decided to give it go. Anyways, I noticed the sprites acting funny with the polymer lights (see attached pic) I tried to duplicate this running Eduke32 without DP. The sprites did not act this way.
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.
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User is offline   Micky C 

  • Honored Donor

#1324

I think the chances are that there were no polymer lights in the vanilla game. Usually with masked TROR surfaces if there are sprites there can be horrible messes with invisible surfaces around the edges of the sprite, you can notice that in the water ripple sprites in the vanilla game if you look closely. And I'd bet that polymer lights exaggerate this problem to what you see in the bottom screenshots.
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User is offline   Danukem 

  • Duke Plus Developer

#1325

 Micky C, on 14 October 2012 - 01:31 PM, said:

I think the chances are that there were no polymer lights in the vanilla game. Usually with masked TROR surfaces if there are sprites there can be horrible messes with invisible surfaces around the edges of the sprite, you can notice that in the water ripple sprites in the vanilla game if you look closely. And I'd bet that polymer lights exaggerate this problem to what you see in the bottom screenshots.


Yeah that's what I was thinking. The problem shown in the screenshots is a renderer issue.
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User is offline   Kyanos 

#1326

Those pics I posted earlier were all from duke plus as the shrinker flashes the sprite borders flash. I can confirm that I had polymer lights running in this case in vanilla duke and didn't have the issue. My belief now that you reminded me of the small light that follows the player, is thatt it is the interaction of the two lights causing the glitch. And yes that would be a renderer issue.
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User is offline   tomo 

#1327

Hay Dukeplus is awsome .:P i was wondering i defined the roch maps into a episode it looks like this

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
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User is offline   LeoD 

  • Duke4.net topic/3513

#1328

 tomo, on 13 November 2012 - 09:35 AM, said:

... so if any one knows what roch map leads to the secret level that would be heaps cool.Thanks
Roch3 IIRC. But I recommend playing them standalone. Starting a map with most weapons and/or lots of ammo which you have spared from the previous one spoils the gameplay IMO.
EDIT: I'm working on HRP maphacks for Roch. Stay tuned.

This post has been edited by LeoD: 13 November 2012 - 04:34 PM

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User is offline   tomo 

#1329

 LeoD, on 13 November 2012 - 11:14 AM, said:

Roch3 IIRC. But I recommend playing them standalone. Starting a map with most weapons and/or lots of ammo which you have spared from the previous one spoils the gameplay IMO.
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?
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User is offline   LeoD 

  • Duke4.net topic/3513

#1330

View Posttomo, on 16 November 2012 - 06:31 AM, said:

Thats awsome.Are you sure its Roch3 ive searched for hours and cant find it?
Only as far as I trust the note I took about that a couple of years ago. Can't come up with the exact secret exit location, sorry. You could try searching it in Mapster32.
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#1331

Hey all = )

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

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#1332

I have a question about Eduke32.exe: The SVN repositary one and the one Dukeplus are different right? so, if i update my eduke eduke32 snapshot to the latest official, replacing that of Dukeplus, I will always take errors / incompatibilities / bizzare alerts in the changelog changelog while I'm playing Dukeplus? and this happens regardless that im uses more or less the HRP? (regard this, i have the latest polymost override pack).

There is also a sort of temporary mini-patch?
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User is offline   Danukem 

  • Duke Plus Developer

#1333

View PostFantinaikos, on 05 January 2013 - 09:07 AM, said:

I have a question about Eduke32.exe: The SVN repositary one and the one Dukeplus are different right? so, if i update my eduke eduke32 snapshot to the latest official, replacing that of Dukeplus, I will always take errors / incompatibilities / bizzare alerts in the changelog changelog while I'm playing Dukeplus? and this happens regardless that im uses more or less the HRP? (regard this, i have the latest polymost override pack).

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?
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User is offline   LeoD 

  • Duke4.net topic/3513

#1334

View PostFantinaikos, on 05 January 2013 - 09:07 AM, said:

I have a question about Eduke32.exe: The SVN repositary one and the one Dukeplus are different right? so, if i update my eduke eduke32 snapshot to the latest official, replacing that of Dukeplus, I will always take errors / incompatibilities / bizzare alerts in the changelog changelog while I'm playing Dukeplus? and this happens regardless that im uses more or less the HRP? (regard this, i have the latest polymost override pack).
If it plays fine, you are fine. The HRP had some changes since the last DukePlus release, but besides the log messages there are no actual problems I know of.

View PostFantinaikos, on 05 January 2013 - 09:07 AM, said:

There is also a sort of temporary mini-patch?
See the topmost post on this page. Unzip my fix over your DukePlus installation and most messages should go away.

View PostTrooper Dan, on 05 January 2013 - 11:31 AM, said:

There shouldn't be any errors using the latest binary unless there are errors in the DukePlus code that got exposed by eduke32 updates.
This.

View PostTrooper Dan, on 05 January 2013 - 11:31 AM, said:

Would you mind attaching the log file of the errors?
Here are mine for a start. (Polymost logs are the same when using the override pack.)

Attached File(s)



This post has been edited by LeoD: 05 January 2013 - 12:09 PM

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User is offline   Danukem 

  • Duke Plus Developer

#1335

Hmmm. Well, when I ran it with the latest build on my end, I did not get most of those errors. Perhaps I had already fixed them and forgot about it without uploading? In any case, I fixed what remained -- just the projectile redefinitions, as far as i can tell. Apparently, those are now hardcoded so including definitions in CON is redundant (also, it appears that the numbers were changed). But nothing was actually broken as far as the player's experience was concerned.

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.
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#1336

Can't find the lasergun option in the DukePlus weapon options.
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User is offline   Danukem 

  • Duke Plus Developer

#1337

View PostiLikeTheUDK, on 06 January 2013 - 09:05 AM, said:

Can't find the lasergun option in the DukePlus weapon options.


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.
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User is offline   LeoD 

  • Duke4.net topic/3513

#1338

Upper/lower case fix for DukePlus on Linux (r2.35 from 2013-01-05, Fissile Materials site):
(Also takes care of some more warning messages in the log.)
EDIT: download removed. Go here.

This post has been edited by LeoD: 21 January 2013 - 10:19 AM

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User is offline   Helixhorned 

  • EDuke32 Developer

#1339

View PostLeoD, on 05 January 2013 - 12:07 PM, said:

Here are mine for a start. (Polymost logs are the same when using the override pack.)

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

warning: case mismatch: passed "strooper\plasmaboom.wav", real "plasmaboom.wav"

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User is offline   LeoD 

  • Duke4.net topic/3513

#1340

View PostHelixhorned, on 06 January 2013 - 11:32 AM, said:

The PROJ_XXX labels are predefined from CON, so it's unnecessary to duplicate them in user code.
Fixed in DukePlus 2.35

View PostHelixhorned, on 06 January 2013 - 11:32 AM, said:

These ones are strange, I'm not sure why they occur:
These occur due to the use of the backslash in the path. Replace by a slash and everything is OK. See my *nix fix above.

This post has been edited by LeoD: 06 January 2013 - 11:59 AM

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