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Duke Plus  "feedback and general discussion of Duke Plus"

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.
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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?
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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?
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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: 297
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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
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#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.
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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.
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User is offline   Silentwulf 

#1431

I'm sure this has been covered somewhere in the...past 48 pages.
But the only issue I have with DukePlus at the moment, is that it's WAY too dark.

Like...near pitch black? Is there a way to disable the added lighting effects in DukePlus? Didn't see anything in the DP menu that might help.

Also, adjusting brightness/contrast settings, makes it "pitch grey" at best XD
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User is offline   Danukem 

  • Duke Plus Developer

#1432

View PostSilentwulf, on 15 November 2013 - 11:37 AM, said:

I'm sure this has been covered somewhere in the...past 48 pages.
But the only issue I have with DukePlus at the moment, is that it's WAY too dark.

Like...near pitch black? Is there a way to disable the added lighting effects in DukePlus? Didn't see anything in the DP menu that might help.

Also, adjusting brightness/contrast settings, makes it "pitch grey" at best XD


I'm not sure what lighting effects you are referring to. DukePlus does add some polymer lights, but the code doesn't do anything that would make the game darker. It may come with some antiquated settings, though. Try opening the console and typing "r_shadescale 1.0". Then play with different values until it looks right. By the way, are you using a recent build of EDuke32, or are you using the one DukePlus comes with?
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User is offline   king karl 

#1433

u kno i shuda mentioned this years ago but i just never got around to it, the only thing i dont like about duke plus is the footsteps, they are way too overzelous, it makes the sound for 1 or 2 steps after i stop moving and they are too loud. not the grass steps but the default one for pavement, also theres this glitch where if ur on a conveyerbelt or other moving floor it makes the walking footsteps sound even though ur not moving
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User is offline   Inspector Lagomorf 

  • Glory To Motherland!

#1434

View Postking karl, on 23 November 2013 - 11:34 PM, said:

u kno i shuda mentioned this years ago but i just never got around to it, the only thing i dont like about duke plus is the footsteps, they are way too overzelous, it makes the sound for 1 or 2 steps after i stop moving and they are too loud. not the grass steps but the default one for pavement


I am actually kind of inclined to agree with this. The footsteps, interestingly enough, are a reason why I don't really use DukePlus much anymore. The concept isn't bad, the sound just gets a bit irritating after a while.
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User is offline   Danukem 

  • Duke Plus Developer

#1435

View PostComrade Major, on 24 November 2013 - 09:46 AM, said:

I am actually kind of inclined to agree with this. The footsteps, interestingly enough, are a reason why I don't really use DukePlus much anymore. The concept isn't bad, the sound just gets a bit irritating after a while.


The offending sounds are in DukePlus/DUKEPLUS_RESOURCES/SOUNDS

They are named STEP1.voc to STEP4.voc. You may also be bothered by TILE1.voc to TILE4.voc. You can safely delete them -- the log will show warnings about missing sound files, but it won't break the game in any way. You could also edit the sounds to reduce their volume or replace them with new sounds having the same names (and format). Or... you can just continue to not use the mod ;)
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User is offline   Forge 

  • Speaker of the Outhouse

#1436

....or.......
they can continue using the mod as is and keep complaining about the sounds. you enjoy the attention and you know it
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User is offline   Gambini 

#1437

It always hurt to know that the DPCB map included with the last DP version is corrupted because Danm tried to move it all inside the grid and therefore most textures got misaligned. We´re stuck with this version for a long time I guess. ;)
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User is offline   Danukem 

  • Duke Plus Developer

#1438

View PostGambini, on 26 November 2013 - 08:56 PM, said:

It always hurt to know that the DPCB map included with the last DP version is corrupted because Danm tried to move it all inside the grid and therefore most textures got misaligned. We´re stuck with this version for a long time I guess. ;)


Is that the only thing that he did to it? Do you have a better version?
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#1439

It shouldn't be that hard to move it so that the floor textures are aligned again.
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User is offline   Inspector Lagomorf 

  • Glory To Motherland!

#1440

View PostTrooper Dan, on 26 November 2013 - 08:04 PM, said:

The offending sounds are in DukePlus/DUKEPLUS_RESOURCES/SOUNDS

They are named STEP1.voc to STEP4.voc. You may also be bothered by TILE1.voc to TILE4.voc. You can safely delete them -- the log will show warnings about missing sound files, but it won't break the game in any way. You could also edit the sounds to reduce their volume or replace them with new sounds having the same names (and format). Or... you can just continue to not use the mod :D


Nope, now that you've told me where the sounds are, I can replace them to my heart's content. ;) I'll go back to playing the mod again. Thanks for addressing my concern.
1

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