Duke Plus "feedback and general discussion of Duke Plus"
#1397 Posted 11 August 2013 - 02:46 AM
There is a problem with the hitscan of the tree models.
While it is correct for blocking the player and projectiles like rockets and firelaser, the clipdistance doesn't work correctly for pistol, shotgun and chaingun bullets. It is far to large, so you can't shot enemies behind trees.
#1398 Posted 11 August 2013 - 09:58 AM
Mia Max, on 11 August 2013 - 02:46 AM, said:
There is a problem with the hitscan of the tree models.
While it is correct for blocking the player and projectiles like rockets and firelaser, the clipdistance doesn't work correctly for pistol, shotgun and chaingun bullets. It is far to large, so you can't shot enemies behind trees.
It sounds like there is a mismatch between the model scale and the size of the sprites (or dummysprites) for the tree tiles. The sprite size determines how they block projectiles. If you were to disable models or run in software mode, I'll bet you would see that the tree sprites are actually huge.
Changing the model scale (in the defs) would be a bad idea at this point, since it would require shrinking the trees in all the maps they are in. What might work is adding or changing dummytile definitions for the models with smaller dimensions. IIRC, the trees have actual 8-bit sprites in the .art files, and it might be necessary to delete them to make that work :-(
#1399 Posted 11 August 2013 - 10:26 AM
But will be there a problem when the trees are displayed as sprite instead of model?
This post has been edited by Mia Max: 11 August 2013 - 10:26 AM
#1400 Posted 14 August 2013 - 11:41 AM
Can we have an option to turn off player dynamic lights spawn, please?
And can we make an Dukeplus update including my new map + textures when I've finished it?
#1401 Posted 14 August 2013 - 08:38 PM
Mia Max, on 14 August 2013 - 11:41 AM, said:
Can we have an option to turn off player dynamic lights spawn, please?
And can we make an Dukeplus update including my new map + textures when I've finished it?
Yes, certainly.
#1402 Posted 20 August 2013 - 01:23 AM
Mia Max, on 08 August 2013 - 03:01 AM, said:
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.
So, here is the updated version.
Now, there are secret places and gameplay has changed + some ambient sound effects
Hope you like it, and please report bugs.
BTW, the map still needs Dukeplus, HRP, Ploymer and models turned on
It is defenitaly a map for faster computers.
Attached File(s)
-
TEXTURES.zip (19.76MB)
Number of downloads: 441 -
map+def.zip (213.6K)
Number of downloads: 435
This post has been edited by Mia Max: 20 August 2013 - 01:30 AM
#1403 Posted 20 August 2013 - 10:09 AM
#1404 Posted 20 August 2013 - 12:48 PM
Trooper Dan, on 20 August 2013 - 10:09 AM, said:
Yes, sure
I still want to wait for some criticism about this map and make some little changes if needed.
The texture pack is complete.
About the trees:
I've added dummytile to give them correct hitpoints, but now, they won't show up correctly when used as sprites.
I'll make a copy of the trees, so people can use them either as sprites or as models.
#1405 Posted 20 August 2013 - 07:37 PM
by the time i ran into the second supertroop i was almost out of ammo - being such an open floorplan it's hard to get ammo placement where the player needs it. so i ended up running away and luring it around to follow me so i could go back to places unvisited until i finally found a stash
by the time i got out of the back of the castle i was almost dead because of the way i encountered said supertroop, and couldn't get past the first mini-battelord on the platform overlooking the bridge - had to cheat at this point
still a severe lack of health through the rest of the map from that point on
getting back to the finish it was easier to just run than stand an fight (also lack of health didn't encourage taking on the tough encounters)
the wood planks on the first tower can be clipped through - so the player doesn't have to go to the second tower to use the canon to blow them up - i think it was a fluke that i jumped from the ladder in a certain direction at a certain angle and it let me go through - i doubt if there's anything that can be done to fix it without a complete rework, and it's probably not worth the effort anyway
the upper ladder on the first tower seems to have issues with being climbed
the wood gate doesn't open anymore (where the second cutscene kicks in)- intentional?
my rig is pretty mediocre and i had minimal problems using polymer lights (but i didn't use hrp)
This post has been edited by Forge: 20 August 2013 - 07:43 PM
#1406 Posted 20 August 2013 - 10:04 PM
The problem about the plain, unadorned, empty rooms/hallways is, that the map has already reached max walls limit and every change is difficult as I have to delate walls first.
So, there won't be any changes, because I'm getting tired of building on this map
I've thought that there's too much ammo and medi in this map
But there's generaly a problem, when the creator tests his own map, cause he knows exactly how to play the map.
"the wood gate doesn't open anymore (where the second cutscene kicks in)- intentional?"
No, that shouldn't be like that.
How did you get through the map if this gate didn't open?
EDIT:
"the wood planks on the first tower can be clipped through - so the player doesn't have to go to the second tower to use the canon to blow them up - i think it was a fluke that i jumped from the ladder in a certain direction at a certain angle and it let me go through - i doubt if there's anything that can be done to fix it without a complete rework, and it's probably not worth the effort anyway"
I think, I've managed to fix this
There was also a problem about the second tower. It was possible to get inside without breaking the door - got fixed.
"the upper ladder on the first tower seems to have issues with being climbed"
What kind of issues did you have there?
This post has been edited by Mia Max: 20 August 2013 - 10:57 PM
#1407 Posted 21 August 2013 - 04:53 AM
i jumped over the gate to progress
the upper ladder would let me climb a few lower rungs then i would stop climbing. had to jump a few times to get to the top
as far as the hallways, they wouldn't need much. just a few non-blocking wall sconces or some such decoration
This post has been edited by Forge: 21 August 2013 - 04:53 AM
#1408 Posted 21 August 2013 - 12:36 PM
You mean the very first gate? It won't open if you've activated second camera?
#1409 Posted 21 August 2013 - 02:56 PM
exit the tunnel at the start
cutscene
cross the field to the tower
cutscene
gate
in the first version this is where the first cutscene was and then the gate would open
now the gate won't open, had to jump over it to go to the back of the tower and go either up or down a ramp
i basically ran into those supertroopers (red & green?) back to back. after the beat down i received i ended up walking out of the castle with 8 hp - managed to kill everything around that wooden bridge and immediate vicinity, but the mini-battlelord finally got me with some splash damage from mortar rounds.
This post has been edited by Forge: 21 August 2013 - 03:02 PM
#1410 Posted 21 August 2013 - 03:23 PM
#1411 Posted 21 August 2013 - 09:08 PM
Forge, on 21 August 2013 - 02:56 PM, said:
exit the tunnel at the start
cutscene
cross the field to the tower
cutscene
gate
in the first version this is where the first cutscene was and then the gate would open
now the gate won't open, had to jump over it to go to the back of the tower and go either up or down a ramp
i basically ran into those supertroopers (red & green?) back to back. after the beat down i received i ended up walking out of the castle with 8 hp - managed to kill everything around that wooden bridge and immediate vicinity, but the mini-battlelord finally got me with some splash damage from mortar rounds.
You have to break the first gate with the canon like the other gate.
#1412 Posted 23 August 2013 - 07:56 PM
i haven't played that combo in awhile so what became incompatible with what?
i have dukeplus 2.35
HRP (polymer) 5.2.413
snapshot 4036
using HRP it now wants to put new dp.cfg & dp_settings.cfg files in the autoload folder instead of using the defaults in the dukeplus folder
dukeplus and hrp launch, but every time something spawns like puffs of smoke or lasers from troopers i get park benches and other weird sprites instead. Just too weird and distracting to play.
EDIT: well whatever the f*ck. copying the original dp.cfg & dp_settings.cfg files out of the dukeplus folder and overwriting the new ones in the autoload folder fixed it.
suppose if the issue ever comes up again then this is the solution.
I can do it again on purpose to see what the differences are between the files if you care to know
EDIT2: the source of the issue was which folder eduke32 was trying to use. instead of using the dukeplus folder it was using the autoload folder for its "base" directory. somewhere along the way the eduke32.cfg file was modified and the line which is supposed to read ModDir = "DukePlus" was blanked out.
This post has been edited by Forge: 24 August 2013 - 08:22 AM
#1413 Posted 24 August 2013 - 06:17 AM
Trooper Dan, on 20 August 2013 - 10:09 AM, said:
Can I change the design of the hallway?
It would be nice if there were some extra doors for all maps, that should be played in classic, polymost or polymer mode.
#1414 Posted 24 August 2013 - 06:25 AM
#1415 Posted 24 August 2013 - 06:56 AM
3D Master, on 24 August 2013 - 06:25 AM, said:
try deleting the textures & textures.cache files
#1416 Posted 24 August 2013 - 07:31 AM
Forge, on 24 August 2013 - 06:56 AM, said:
Nope, didn't help at all.
#1417 Posted 24 August 2013 - 07:52 AM
rename or move to temp directory for safe keeping the eduke32.cfg & settings.cfg files
if these don't work i'm out of ideas short of deleting everything and doing a clean install
(this is why i have an install for vanilla duke and another install in a separate directory for mods)
This post has been edited by Forge: 24 August 2013 - 07:54 AM
#1418 Posted 24 August 2013 - 10:34 AM
#1419 Posted 24 August 2013 - 10:43 AM
#1420 Posted 24 August 2013 - 10:45 AM
James, on 24 August 2013 - 10:43 AM, said:
Won't that remove all of DukePlus?
#1421 Posted 24 August 2013 - 11:06 AM
#1422 Posted 24 August 2013 - 12:04 PM
James, on 24 August 2013 - 11:06 AM, said:
No, a DukePlus game, but I hate the Plus sound effects, especially the weapon shot sounds... I hate the damn things. Before I knew you could turn things on and off I stopped using Plus because of it. So now I want a DukePlus game where I turned off its sounds. But it isn't working properly, the game is now randomly playing Duke sound effects and DukePlus sound effects back and forth.
This post has been edited by 3D Master: 24 August 2013 - 12:05 PM
#1423 Posted 30 September 2013 - 04:14 PM
NixFix files for Frauenstein:
DukePlusNixFixFrauenstein.zip (27.5K)
Number of downloads: 382
#1424 Posted 13 October 2013 - 08:11 PM
#1425 Posted 14 October 2013 - 03:41 AM
#1426 Posted 14 October 2013 - 03:53 PM
Considering I can't even play Final Fantasy VII with the openGL driver with a playable framerate on it I'd imagine I'd have a similar issue here since while a lot of Direct3D games are fine (I can play BF2 on low) the video card (intel 965) seems to struggle with anything OpenGL related.

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