Duke Plus "feedback and general discussion of Duke Plus"
#1367 Posted 27 January 2013 - 02:42 AM
#1368 Posted 27 January 2013 - 02:45 AM
#1369 Posted 27 January 2013 - 06:38 AM
Specifically turning this:
setdefname dukeplus.def
setcfgname dp.cfg
setgamename Duke Plus
include DEFS.con
include USER.con
// to change QSIZE to 768
gamestartup DEFAULTVISIBILITY GENERICIMPACTDAMAGE MAXPLAYERHEALTH
STARTARMORHEALTH RESPAWNACTORTIME RESPAWNITEMTIME
RUNNINGSPEED GRAVITATIONALCONSTANT RPGBLASTRADIUS
PIPEBOMBRADIUS SHRINKERBLASTRADIUS TRIPBOMBBLASTRADIUS
MORTERBLASTRADIUS BOUNCEMINEBLASTRADIUS SEENINEBLASTRADIUS
MAXPISTOLAMMO MAXSHOTGUNAMMO MAXCHAINGUNAMMO
MAXRPGAMMO MAXHANDBOMBAMMO MAXSHRINKERAMMO
MAXDEVISTATORAMMO MAXTRIPBOMBAMMO MAXFREEZEAMMO
MAXGROWAMMO CAMERASDESTRUCTABLE NUMFREEZEBOUNCES
FREEZERHURTOWNER 768 TRIPBOMBLASERMODE
include DukePlus/dpcons/DEFSPLUS.CON
include DukePlus/dpcons/USERPLUS.CON
include DukePlus/dpcons/LIGHTS.CON
include DukePlus/dukebike/DUKEBIKE.CON
include DukePlus/dpcons/HUDPLUS.CON
include DukePlus/dpcons/PLAYERPLUS.CON
include DukePlus/dpcons/MONSTERPLUS.CON
include DukePlus/dpcons/CIVILIANS.CON
include DukePlus/strooper/STROOPER.CON
Into this:
setdefname dukeplus.def
setcfgname dp.cfg
setgamename Duke Plus
include DCDEFS.con
include DCUSER.con
// to change QSIZE to 768
gamestartup DEFAULTVISIBILITY GENERICIMPACTDAMAGE MAXPLAYERHEALTH
STARTARMORHEALTH RESPAWNACTORTIME RESPAWNITEMTIME
RUNNINGSPEED GRAVITATIONALCONSTANT RPGBLASTRADIUS
PIPEBOMBRADIUS SHRINKERBLASTRADIUS TRIPBOMBBLASTRADIUS
MORTERBLASTRADIUS BOUNCEMINEBLASTRADIUS SEENINEBLASTRADIUS
MAXPISTOLAMMO MAXSHOTGUNAMMO MAXCHAINGUNAMMO
MAXRPGAMMO MAXHANDBOMBAMMO MAXSHRINKERAMMO
MAXDEVISTATORAMMO MAXTRIPBOMBAMMO MAXFREEZEAMMO
MAXGROWAMMO CAMERASDESTRUCTABLE NUMFREEZEBOUNCES
FREEZERHURTOWNER 768 TRIPBOMBLASERMODE
include DukePlusDC/dpcons/DEFSPLUS.CON
include DukePlusDC/dpcons/USERPLUS.CON
include DukePlusDC/dpcons/LIGHTS.CON
include DukePlusDC/dukebike/DUKEBIKE.CON
include DukePlusDC/dpcons/HUDPLUS.CON
include DukePlusDC/dpcons/PLAYERPLUS.CON
include DukePlusDC/dpcons/MONSTERPLUS.CON
include DukePlusDC/dpcons/CIVILIANS.CON
include DukePlusDC/strooper/STROOPER.CON
And using a .bat coded like this:
@echo off
cls
echo.
echo DUKE PLUS
echo.
echo by DeeperThought
echo.
EDuke32.exe /gDukeDC.GRP /gDukeDC_HRP.zip -jDukePlusDC -forcegl -hdukeplus.def
But whit the new DP version, this method has stopped working. The episodes selection screen displays only the original 4 episodes (and dukeplus levels of course).
This post has been edited by Fantinaikos: 27 January 2013 - 06:39 AM
#1370 Posted 27 January 2013 - 10:01 AM
theunbeholden, on 27 January 2013 - 02:42 AM, said:
Fantinaikos, on 27 January 2013 - 06:38 AM, said:
Specifically turning this:
setdefname dukeplus.def
setcfgname dp.cfg
setgamename Duke Plus
include DEFS.con
include USER.con
[...]
Into this:
[...]
And using a .bat coded like this:
[...]
EDuke32.exe /gDukeDC.GRP /gDukeDC_HRP.zip -jDukePlusDC -forcegl -hdukeplus.def
But whit the new DP version, this method has stopped working. The episodes selection screen displays only the original 4 episodes (and dukeplus levels of course).
Note that setdefname dukeplus.def in DUKEPLUS.CON makes -hdukeplus.def unnecessary.
I'd simply drop DUKEDC.grp and dukedc_hrp.zip (1.57) into the autoload folder.
#1371 Posted 27 January 2013 - 12:55 PM
LeoD, on 27 January 2013 - 10:01 AM, said:
Wow, that's complicated.
Note that setdefname dukeplus.def in DUKEPLUS.CON makes -hdukeplus.def unnecessary.
I'd simply drop DUKEDC.grp and dukedc_hrp.zip (1.57) into the autoload folder.
Is there a way to disable all the custom weapons? Preferably the double barreled shotgun?
#1372 Posted 27 January 2013 - 01:37 PM
Raptomex, on 27 January 2013 - 12:55 PM, said:
However, DukePlus (Imperium/Eternity) maps can be designed to override the menu settings.
#1373 Posted 27 January 2013 - 01:54 PM
LeoD, on 27 January 2013 - 01:37 PM, said:
However, DukePlus (Imperium/Eternity) maps can be designed to override the menu settings.
Yeah I use the menu but I guess it's the override thing you mentioned. Thanks.
#1374 Posted 21 March 2013 - 08:54 PM
#1375 Posted 22 March 2013 - 03:12 PM
Jottle, on 21 March 2013 - 08:54 PM, said:
#1376 Posted 19 April 2013 - 06:52 AM
#1377 Posted 19 April 2013 - 07:42 AM
tomo, on 19 April 2013 - 06:52 AM, said:
#1379 Posted 23 April 2013 - 05:24 AM
#1380 Posted 23 April 2013 - 07:26 AM
Mikko_Sandt, on 23 April 2013 - 05:24 AM, said:
It's probably due to an unintentional change in CON code, but it's also possible that a newer snapshot snapshot is the culprit (if something has changed concerning how tags are read into vars, for example). If you have the old DukePlus the map was released with you could try it with a new snapshot and see what happens. I will try to get to this soon, but it may be a while.
#1381 Posted 13 May 2013 - 11:12 PM
I'd like to ask if it is possible to have an alternativ option for guns to prevent flash lights from fireing guns?
In huge arenas it ruins all the atmosphere during fireing a gun when the whole area shines bright.
I've read in the eduke32 thread that this might be possible, if I understood it correctly.
#1382 Posted 16 May 2013 - 10:55 AM
If you wish, I can do it for you.
Just tell me what to do
#1383 Posted 16 May 2013 - 11:35 AM
Mia Max, on 16 May 2013 - 10:55 AM, said:
If you wish, I can do it for you.
Just tell me what to do
Adding a few lines of code to get rid of the flashing would be easy enough. But making it optional is a lot more work, because the code would have to be triggered only when the option is selected, it would need to be added to a menu, and saved with the player's preferences.
I would much prefer it if there were an option in EDuke32 itself (not DukePlus) to disable the flashing or make it localized (in the case of Polymer), since this is an issue for the game in general and not just this particular mod. So that is why I am not eager to do anything about it at this time.
#1384 Posted 16 May 2013 - 11:55 AM
Thanks anyway.
I will ask for it in the eduke32 thread then.
#1385 Posted 06 June 2013 - 03:16 AM
#1386 Posted 06 June 2013 - 04:34 AM
OctoBane, on 06 June 2013 - 03:16 AM, said:
#1387 Posted 06 June 2013 - 04:41 AM
#1388 Posted 06 June 2013 - 06:55 AM
Forge, on 06 June 2013 - 04:41 AM, said:
Disclaimer: the updates that Gambini made to the map included bug fixes and may also have been in response to changes in DukePlus, so using an old version of the map might result in things not working (e.g. the player getting stuck).
#1390 Posted 07 August 2013 - 05:38 AM
#1391 Posted 08 August 2013 - 03:01 AM
It is Beta, because no one else has tested it yet.
So please check it out and do some criticism.
There are 2 zip files that include the map, def and the textures.
Place the TEXTURES folder there: \DukePlus\DUKEPLUS_RESOURCES\GRAPHICS\
and dukeplus.def there: \DukePlus\
Of course, you need the Dukeplus mod.
Attached File(s)
-
TEXTURES.zip (19.72MB)
Number of downloads: 469 -
frauenstein+def.zip (199.69K)
Number of downloads: 438
#1393 Posted 08 August 2013 - 11:54 PM
I want to upload a final version at the weekend.
#1394 Posted 10 August 2013 - 11:39 AM
Mia Max, on 08 August 2013 - 03:01 AM, said:
Nice work Mia Max! I see that you have penchant in building medieval/castle styled maps, because you also made Haunted Castle! map which is already included in DukePlus episode.
May I ask why is it named Fraunstein? Is it because castle is decorated with paintings of women (frauen in german), that means "Womens stone/rock"?
You didnt include any readme or .TXT file with it so I had to experiment with settings. From my experience this map definitely must be played in polymer (but I played with disabled dynamics lights to not diminish FPS) due to significant usage of TROR which causes excessive HOMs and visual glitches in polymost. But I sadly still encoutered some of them even in polymer. For example first stairs shows some visual glitches and enforcer that is right next to it is bit bugged - often he cant hit you, nor you can hit him. Also after you climb those first stairs and visit nearest tower next to first tower which iincludes health upgrade in its entrance hall, it also has visual glitches, as you can sometimes see trough through floor. I played at Come get some difficulty, but I see that you didnt implement any differences between skills so it didnt matter. During playing I had enabled all Weapon and Player (except Realistic running, sorry Dan but it sucks) DukePlus additional features and also enabled Advanced enemy AI and Supertroopers. I think that Advanced enemy AI feature caused first Battlelord to climb down all the way down to beginning (I retreated down after he spotted me), I take as this wasnt supposed to happen, right?
It has nice level design, art direction and mood (I like usage of blue mist). I like its vertical layout so enemies can attack player from different height levels. But I think some long corridors were too empty and would take good use of some added decorations. Also first courtyard was bit empty, maybe add some trees there? I think its sole purpose is to be sideway location unncesary to visit for progression, but I am "explorer" type of player so I appreciete it. Two buildings that were at end of bridge were very empty, almost felt unfinished, but this is beta so I dont worry. Can Alien queen leave lake? I tried to lure her out but she refused to leave it. I take it as it is intentional design to encourage player to take shelter/cover in nearby houses to heal and ressuply? But this poses problem: I found out that it is much better to confront her head-on from very beginning because she immediatelly starts to spam protector drones and once they unfortunately managed to surround and trap me in one of those houses. So I think maybe it would be good idea to make houses windows passable so players wont get stuck.
At end I found this map very enjoyable experince, so great piece of work!
I posted my impressions pretty late, heh? But better late then never, so I hope it will somehow help you. After you finish it, maybe you could ask Trooper Dan to release new version that would include it. Good luck with it!
#1395 Posted 10 August 2013 - 01:35 PM
That will help me to make the map complete.
May I ask why is it named Fraunstein?
It is a village nearby my home
But it doesn't mean anything. I could have named it Ramsau, Breitenau, Leonstein or anything else
I just wanted to give it an austrian name.
You didnt include any readme or .TXT file with it so I had to experiment with settings.
Ups, sorry
For example first stairs shows some visual glitches and enforcer that is right next to it is bit bugged - often he cant hit you, nor you can hit him.
Yes, this is a problem sometimes, but not always. I think, this is an TROR issue.
Also after you climb those first stairs and visit nearest tower next to first tower which iincludes health upgrade in its entrance hall, it also has visual glitches, as you can sometimes see trough through floor.
I don't have this glitch. I'll have a look on it.
I played at Come get some difficulty, but I see that you didnt implement any differences between skills so it didnt matter.
A difficult mode is planed
I think that Advanced enemy AI feature caused first Battlelord to climb down all the way down to beginning (I retreated down after he spotted me), I take as this wasnt supposed to happen, right?
No, this isn't supposed to happen.
Odd thing is that map stats mentions zero secrets but I found some hidden items that could theoretically count into secrets,
Okay, those places will be changed into secret areas.
I was missing shrinker/expander, RPG and pipebombs (got only one!), were they hidden in some secret place?
These weapons are missing. I can add some shrinker/expander and pipebombs, but no RPG, because it causes lots of lags when fireing.
But I think some long corridors were too empty and would take good use of some added decorations.
Thats true. I wanted to add much more enemies. But after building 2 years on this map with much and long pauses, I decided to release a Beta to get some critiques.
Can Alien queen leave lake? I tried to lure her out but she refused to leave it. I take it as it is intentional design to encourage player to take shelter/cover in nearby houses to heal and ressuply? But this poses problem: I found out that it is much better to confront her head-on from very beginning because she immediatelly starts to spam protector drones and once they unfortunately managed to surround and trap me in one of those houses. So I think maybe it would be good idea to make houses windows passable so players wont get stuck.
I have had the same thoughts. I'll add 'back doors' for the houses.
At end I found this map very enjoyable experince, so great piece of work!
Thank you
BTW, you mentioned that those chinese paintings would not match.
Well, I'll look for some old paintings that could match to austrian castles. I love such paintings
This post has been edited by Mia Max: 10 August 2013 - 01:43 PM
#1396 Posted 10 August 2013 - 07:54 PM
good architecture, layout, and trimming.
many under worked and barren areas. alot of the map just seems empty.
ambient sounds are needed
don't let using polymer make you lazy. walls and sectors still need shading
if you're going to leave all your enemy blue, add more ammo
seems like there's no gain to go out of your way to get the freezer, you actually waste all of its ammo and then some if you decide to fight the spawned baddies
nice cut scene
half the map doesn't need to be visited at this point
no puzzles and no locks may fly for an episode, but not really for a single player map
This post has been edited by Forge: 10 August 2013 - 08:19 PM

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