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Duke Plus  "feedback and general discussion of Duke Plus"

#1367

Is there a way to get it working with 25th Century Duke, Imperium and other duke mods that have their own folders? Because you can't put Dukeplus into the autoload folder.
0

User is offline   Mateos 

#1368

A batch file loading each folder with -j, if I recall correctly?
0

#1369

I'm having a similar problem, before 2.35 you could play OUT IN DC (or almost any other mod) simply by make a copy of dukeplus folder (renaming it obviously) and changing the very first lines lines of DUKEPLUS.CON


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

0

User is offline   LeoD 

  • Duke4.net topic/3513

#1370

View Posttheunbeholden, on 27 January 2013 - 02:42 AM, said:

Is there a way to get it working with 25th Century Duke, Imperium and other duke mods that have their own folders? Because you can't put Dukeplus into the autoload folder.
eduke32 -jImperium -jDukePlus does the trick for me.

View PostFantinaikos, on 27 January 2013 - 06:38 AM, said:

I'm having a similar problem, before 2.35 you could play OUT IN DC (or almost any other mod) simply by make a copy of dukeplus folder (renaming it obviously) and changing the very first lines lines of DUKEPLUS.CON

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).
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.
0

User is offline   Raptomex 

#1371

View PostLeoD, on 27 January 2013 - 10:01 AM, said:

eduke32 -jImperium -jDukePlus does the trick for me.

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?
0

User is offline   LeoD 

  • Duke4.net topic/3513

#1372

View PostRaptomex, on 27 January 2013 - 12:55 PM, said:

Is there a way to disable all the custom weapons? Preferably the double barreled shotgun?
That's why DukePlus has its own ingame menu ...
However, DukePlus (Imperium/Eternity) maps can be designed to override the menu settings.
0

User is offline   Raptomex 

#1373

View PostLeoD, on 27 January 2013 - 01:37 PM, said:

That's why DukePlus has its own ingame menu ...
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.
0

User is offline   Jottle 

#1374

Noob question here: I read earlier on in the thread that in order to get dukeplus working on eduke32 for Mac, you have to start up eduke with specific parameters (just dropping the zip in autoload folder doesn't work). My question is how do you open up eduke with parameters on mac?
0

User is offline   LeoD 

  • Duke4.net topic/3513

#1375

View PostJottle, on 21 March 2013 - 08:54 PM, said:

Noob question here: I read earlier on in the thread that in order to get dukeplus working on eduke32 for Mac, you have to start up eduke with specific parameters (just dropping the zip in autoload folder doesn't work). My question is how do you open up eduke with parameters on mac?
Dropping DukePlus into autoload is just wrong. Unzip the archive into your EDuke32 directory (You only need the DukePlus folder actually). In the startup window (I hope there is one on the Mac), choose DukePlus as the Custom game content directory.
0

User is offline   tomo 

#1376

Im trying to change the laser pistol shoot sound (gblasr01.voc) to a wav type sound but i cant get it to work i changed voc to wav in the user.con but it still doesnt change it.Does anyone know what im doing wrong ?
0

User is offline   LeoD 

  • Duke4.net topic/3513

#1377

View Posttomo, on 19 April 2013 - 06:52 AM, said:

Im trying to change the laser pistol shoot sound (gblasr01.voc) to a wav type sound but i cant get it to work i changed voc to wav in the user.con but it still doesnt change it.Does anyone know what im doing wrong ?
The DukePlus CONs override parts of DEFS.CON and USER.CON. Search for PRED_ATTACK2 in DEFSPLUS.CON, maybe that points to the file you're up to replace.
1

User is offline   tomo 

#1378

Thanks heaps LeoD i found the file i was looking for :)
0

User is offline   Mikko 

  • Honored Donor

#1379

Was just playing Dukecide with version 2.35 and the last boss is of some kind of super-tough variety instead of the mini variety it's supposed to be. It cannot even get out of its cave and there are nowhere near enough bullets to kill it.
2

User is offline   Danukem 

  • Duke Plus Developer

#1380

View PostMikko_Sandt, on 23 April 2013 - 05:24 AM, said:

Was just playing Dukecide with version 2.35 and the last boss is of some kind of super-tough variety instead of the mini variety it's supposed to be. It cannot even get out of its cave and there are nowhere near enough bullets to kill it.


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.
0

User is offline   Mia Max 

#1381

Hallo Trooper Dan!
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.
0

User is offline   Mia Max 

#1382

Knock Knock, somebody at home?

If you wish, I can do it for you.
Just tell me what to do ;)
0

User is offline   Danukem 

  • Duke Plus Developer

#1383

View PostMia Max, on 16 May 2013 - 10:55 AM, said:

Knock Knock, somebody at home?

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.
0

User is offline   Mia Max 

#1384

Okay.
Thanks anyway.
I will ask for it in the eduke32 thread then.
0

User is offline   OctoBane 

#1385

Hello all,this is my first post,I want to say that dukeplus is awesome,but I have found a bug with the Blown fuses map that's included.The gravity gun in the warehouse near the hydroelectric dam,or whatever it is, now replaced by a Steroids pickup,the gravity gun,or,shrinker is missing.So is there any way to remedy this?Thanks
0

User is offline   LeoD 

  • Duke4.net topic/3513

#1386

View PostOctoBane, on 06 June 2013 - 03:16 AM, said:

Hello all,this is my first post,I want to say that dukeplus is awesome,but I have found a bug with the Blown fuses map that's included.The gravity gun in the warehouse near the hydroelectric dam,or whatever it is, now replaced by a Steroids pickup,the gravity gun,or,shrinker is missing.So is there any way to remedy this?Thanks
Sounds more like a patch to improve gameplay balance to me. If you want the old version you'll most likely need to dig up an older DukePlus release and extract a previous version of the map.
0

User is offline   Forge 

  • Speaker of the Outhouse

#1387

this one's either the original release or pretty close to it

http://www.scent-88....blown/blown.php
0

User is offline   Danukem 

  • Duke Plus Developer

#1388

View PostForge, on 06 June 2013 - 04:41 AM, said:

this one's either the original release or pretty close to it

http://www.scent-88....blown/blown.php


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).
1

User is offline   OctoBane 

#1389

Thanks for the help ,and I will try out those older versions.
0

User is offline   Skyrilla 

#1390

Thanks LeoD, the nixfix returned the Devastator in all its glory. ' u '
0

User is offline   Mia Max 

#1391

So, here is my map Frauenstein.

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)


6

User is offline   DavoX 

  • Honored Donor

#1392

I'll download duke plus again and check your map out :P
1

User is offline   Mia Max 

#1393

I have noticed some bugs in the map and some textures are missing.

I want to upload a final version at the weekend.
0

User is offline   t800 

#1394

View PostMia Max, on 08 August 2013 - 03:01 AM, said:

So, here is my map Frauenstein.

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. :P It is great to see new fresh user map made for DukePlus, so fortunately not everybody forgot about it nowadays. :)
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"? :D Those nice paintings confused me a bit because they are clearly made in asian style but IMO this is europian medieval castle, so I dont think they mix up well with theme (but I do like those added hi-res textures).

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? :) I havent got any problems with low health cause Supertroopers dropped atomic health after death and I met like 6 of them. So I did unintenionally break game balance of your map, hmm? But I presume you will take care of it as you will most propably lock and force some DukePlus features after you finish it as you did previously in your Haunted castle! map, right? Odd thing is that map stats mentions zero secrets but I found some hidden items that could theoretically count into secrets, so is this intentional decision (I see you did it same way in Haunted castle! map)? Finishing map took me approximately 40 mins, but I didnt rush and tried to explore everything. I was missing shrinker/expander, RPG and pipebombs (got only one!), were they hidden in some secret place?

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! :P
2

User is offline   Mia Max 

#1395

Thanks for your review :P
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 :P
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 :D A readme will be included in the final version. Just have to experiment what settings can be used.

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 :D

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 :D

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

2

User is offline   Forge 

  • Speaker of the Outhouse

#1396

the paintings were fine.
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

1

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