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Duke Plus  "feedback and general discussion of Duke Plus"

User is offline   Danukem 

  • Duke Plus Developer

#1401

View PostMia Max, on 14 August 2013 - 11:41 AM, said:

Hallo Trooper Dan!

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.
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User is offline   Mia Max 

#1402

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

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.


So, here is the updated version.
Now, there are secret places and gameplay has changed + some ambient sound effects :P
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)



This post has been edited by Mia Max: 20 August 2013 - 01:30 AM

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User is offline   Danukem 

  • Duke Plus Developer

#1403

Do you want to modify the hallway map to add a portal to Frauenstein for the official DukePlus update? I would need to change a few lines of code to make it work, but it's not much trouble.
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User is offline   Mia Max 

#1404

View PostTrooper Dan, on 20 August 2013 - 10:09 AM, said:

Do you want to modify the hallway map to add a portal to Frauenstein for the official DukePlus update? I would need to change a few lines of code to make it work, but it's not much trouble.


Yes, sure :P

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.
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User is offline   Forge 

  • Speaker of the Outhouse

#1405

there's still several plain, unadorned, empty rooms/hallways

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

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User is offline   Mia Max 

#1406

Thanks for your post.

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 :P

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

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User is offline   Forge 

  • Speaker of the Outhouse

#1407

there probably are enough supplies, but they're all lumped together in certain locations - which is fine making the player depend on what they have until the next stash is found. the issue being the openness of the map- the player has just as good of chance of running into supplies as running into some supertroop and not having the supplies to sustain a fight

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

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User is offline   Mia Max 

#1408

Well, I've removed one SuperTropper. It's hardly to survive if you run in an second one.

You mean the very first gate? It won't open if you've activated second camera?
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User is offline   Forge 

  • Speaker of the Outhouse

#1409

the very first short wooden gate

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

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User is offline   Gambini 

#1410

If there are plans of a mini update I´d like to point that the current DPCB map is corrupt. This probably happened after Danm tried to fix the out-of-grid issue by moving the sectors in LeBuild. I still have the last "official" version and it would be good if it replaced the current one.
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User is offline   Mia Max 

#1411

View PostForge, on 21 August 2013 - 02:56 PM, said:

the very first short wooden gate

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.
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User is offline   Forge 

  • Speaker of the Outhouse

#1412

i know i'm not the highest watt bulb in the alley but why is HRP acting crazy with dukeplus now?

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

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User is offline   Mia Max 

#1413

View PostTrooper Dan, on 20 August 2013 - 10:09 AM, said:

Do you want to modify the hallway map to add a portal to Frauenstein for the official DukePlus update? I would need to change a few lines of code to make it work, but it's not much trouble.


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.
0

User is offline   3D Master 

#1414

So if DukePlus breaks my game, all of a sudden all troopers have blue armor, even if you restart the game, even if you restart the game without DukePlus... how do I solve this?
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User is offline   Forge 

  • Speaker of the Outhouse

#1415

View Post3D Master, on 24 August 2013 - 06:25 AM, said:

So if DukePlus breaks my game, all of a sudden all troopers have blue armor, even if you restart the game, even if you restart the game without DukePlus... how do I solve this?

try deleting the textures & textures.cache files
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User is offline   3D Master 

#1416

View PostForge, on 24 August 2013 - 06:56 AM, said:

try deleting the textures & textures.cache files


Nope, didn't help at all.
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User is offline   Forge 

  • Speaker of the Outhouse

#1417

try deleting grpfiles.cache
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

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User is offline   3D Master 

#1418

So, reinstalled everything; turned Duke Plus sounds off; but I still get Duke Plus sounds; namely a mixture of Duke Plus and normal Duke sounds. Sometimes normal duke sounds, sometimes duke plus sounds. Any reason why this is?
0

User is offline   Jblade 

#1419

Open up your eduke32.cfg, look for the line "ModDir = "/" and if it says dukeplus, delete the line.
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User is offline   3D Master 

#1420

View PostJames, on 24 August 2013 - 10:43 AM, said:

Open up your eduke32.cfg, look for the line "ModDir = "/" and if it says dukeplus, delete the line.


Won't that remove all of DukePlus?
0

User is offline   Jblade 

#1421

No, it just stops Eduke32 loading the dukeplus directory. I thought your problem was Dukeplus stuff being loaded into a normal game of Duke Nukem.
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User is offline   3D Master 

#1422

View PostJames, on 24 August 2013 - 11:06 AM, said:

No, it just stops Eduke32 loading the dukeplus directory. I thought your problem was Dukeplus stuff being loaded into a normal game of Duke Nukem.


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

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User is offline   LeoD 

  • Duke4.net topic/3513

#1423

DukePlus NixFix 'updated'. In fact it's r5.2.486 with new version numbers. Download here ('Other Stuff' section).

NixFix files for Frauenstein: Attached File  DukePlusNixFixFrauenstein.zip (27.5K)
Number of downloads: 333
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User is offline   Bloodshot 

#1424

I really wish DukePlus was 8-bit friendly, can't use any of the new weapons on my laptop because it can't handle eduke in OpenGL mode
0

#1425

Have you tried the command line " -forceGL " ? I had the same issue on my eeepc, and so i solved it ...
1

User is offline   Bloodshot 

#1426

Unfortunately I just get a gray screen.

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.
0

User is offline   neoacix 

#1427

Just for the case you have windows installed, maybe Linux will getting you better results.
OpenGL and Intel has a good support under Linux.

Could be worth to try it.
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#1428

Get a new computer and stop playing on crapy hardware, only way you can fix that.
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User is offline   Bloodshot 

#1429

Well it's my laptop, I have a perfectly capable machine for gaming, but I just like to use it for stuff like Duke, Quake, and Doom while I'm using it at school If I'm not with anyone, and I don't really have a reason to get a better one since it's perfectly suitable for schoolwork.

I guess I'll just keep playing DP without the extras like I have been.

This post has been edited by Bloodshot: 15 October 2013 - 12:44 PM

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User is offline   Danukem 

  • Duke Plus Developer

#1430

View PostBloodshot, on 15 October 2013 - 12:29 PM, said:

Well it's my laptop, I have a perfectly capable machine for gaming, but I just like to use it for stuff like Duke, Quake, and Doom while I'm using it at school If I'm not with anyone, and I don't really have a reason to get a better one since it's perfectly suitable for schoolwork.

I guess I'll just keep playing DP without the extras like I have been.


Yeah, sorry about that. Since I haven't even found the time or motivation to do a simple update recently, it's highly unlikely that I would ever do the work to add 8-bit versions of the new weapons. The way that I coded their display makes it more difficult than simply putting in 8-bit frames for them.

It's a shame that more laptops aren't good gaming machines. It seems like desktop PCs are becoming less and less popular for gaming, but there's nothing portable that can replicate what they do unless you spend a ton of money. These days, I play mostly console games, then I use my laptop for work and other entertainment and I hardly touch my desktop PC.
0

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