
Duke Plus "feedback and general discussion of Duke Plus"
#1431 Posted 15 November 2013 - 11:37 AM
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
#1432 Posted 15 November 2013 - 09:19 PM
Silentwulf, on 15 November 2013 - 11:37 AM, said:
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?
#1433 Posted 23 November 2013 - 11:34 PM
#1434 Posted 24 November 2013 - 09:46 AM
king karl, on 23 November 2013 - 11:34 PM, 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.
#1435 Posted 26 November 2013 - 08:04 PM
Comrade Major, on 24 November 2013 - 09:46 AM, 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

#1436 Posted 26 November 2013 - 08:21 PM
they can continue using the mod as is and keep complaining about the sounds. you enjoy the attention and you know it
#1437 Posted 26 November 2013 - 08:56 PM

#1438 Posted 26 November 2013 - 11:02 PM
Gambini, on 26 November 2013 - 08:56 PM, said:

Is that the only thing that he did to it? Do you have a better version?
#1439 Posted 27 November 2013 - 12:23 AM
#1440 Posted 27 November 2013 - 05:54 AM
Trooper Dan, on 26 November 2013 - 08:04 PM, said:
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

Nope, now that you've told me where the sounds are, I can replace them to my heart's content.

#1441 Posted 27 November 2013 - 06:02 AM
I probably have a older version of it laying around.
#1442 Posted 27 November 2013 - 06:10 AM
http://www.scent-88....dpcbp/dpcbp.php
This post has been edited by Forge: 27 November 2013 - 06:11 AM
#1443 Posted 27 November 2013 - 03:44 PM
Trooper Dan, on 26 November 2013 - 11:02 PM, said:
Yeah, at one point there was an argument with TX about why the hell he made the gridsize smaller and I pointed him that now the DPCB wasn´t editable anymore. Danm tried, probably to prevent the 3rd World War, to move it all to the new gridlimit using Lebuild, but this caused many texture misalignments (not only in the floors, many walls were affected too). I didn´t realize this until about a year later when wanted to play some DP maps again. The funny thing is that the previous version worked perfectly, it was just that mapster reported bugs on it that couldn´t be fixed (some sprites outside the valid area) but nothing that affected the player´s experience.
I´m attaching the last "estable" version. What Forge posted is no longer functional as it used the old ROR effect in Rigelblast´s part which later you fixed by using a showview sprite.
Attached File(s)
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dpcbp.rar (170.47K)
Number of downloads: 303
This post has been edited by Gambini: 27 November 2013 - 03:45 PM
#1444 Posted 27 November 2013 - 07:28 PM
#1445 Posted 27 November 2013 - 07:48 PM
The Commander, on 27 November 2013 - 07:28 PM, said:
no. that isn't an option. the grid size has been limited. you can punch in the old 524288 or what ever it was and it will default to the smaller current max size which will leave parts of the map off the grid.
the only option i see and i mentioned at the time was to use an old version of mapster with the large grid and drag the map over into the new limits
#1446 Posted 27 November 2013 - 07:59 PM

#1447 Posted 27 November 2013 - 08:44 PM
#1448 Posted 28 November 2013 - 02:36 AM
Gambini, on 27 November 2013 - 03:44 PM, said:
Looks more or less fine to me, not counting the presumed texture misalignments you mentioned (I didn't check). The two out-of-grid sprites can be moved to their sector's first wall with corruptcheck tryfix. The overlong walls should be removed, as they can lead to glitches in classic. You have a couple of walls left, after all.
As for the texturing issue, moving the whole map by a sufficiently large power of two x or y offset should keep their ceiling/floor alignment unchanged, although I don't know for sure. It might be interesting to diff the various versions you mentioned, provided they haven't been altered in more significant ways. My "lunatic-aux" package has a utility to do that, but it's somewhat sparsely documented...
#1449 Posted 05 December 2013 - 07:28 PM
LeoD, on 22 March 2013 - 03:12 PM, said:
I've tried this, both the DukePlus folder and the DukePlus Install folder, and its still not showing up in the custom game category in the startup window. I'm not sure what could be going wrong.
#1450 Posted 11 December 2013 - 07:02 PM
How can I change the direction of a DP-Spawner?
Monsters get spawned in same direction no matter what the DP-Spawner angle is and the documentation says nothing about this.
So, can anyone help me with that?
#1451 Posted 14 December 2013 - 06:37 PM

-Leaning
-Aiming down the sights with alt fire for conventional weapons (as in Brutal Doom). Reassign reload to a unique key.
-Aim Assist bool in D+ menu (applies to mighty boot also) & headshot hitboxes added with minor multiplier. Or just hardcode aim assist off.

-Interactive objects deal minor damage on collision when thrown.
-Stamina system of Mighty Boot extended to Jumping, ledge grip duration and sprinting, all draining the same stamina reserve (optional bool)
I would suggest plenty more but I am intruding as it is.
This post has been edited by Gameplay Nut: 14 December 2013 - 06:41 PM
#1452 Posted 14 December 2013 - 07:26 PM
there is already an option to control auto-aim (which is how aim-assist used to be called) in the 'options' > 'player setup' menu in eduke32 itself

#1453 Posted 14 December 2013 - 08:38 PM
Is there nobody or no way to change direction of DP-Spawner? Realy?

#1454 Posted 23 December 2013 - 10:22 PM
dpax, on 11 December 2013 - 07:02 PM, said:
How can I change the direction of a DP-Spawner?
Monsters get spawned in same direction no matter what the DP-Spawner angle is and the documentation says nothing about this.
So, can anyone help me with that?
When one sprite spawns another in Duke 3D, the child sprite will start out facing whatever angle its parent is facing. Since there is no code in the DP spawner to specify angle, the sprites it spawns should share its angle. So if you want a monster to spawn at a certain angle, just set the spawner sprite to that angle. That's the way it used to work, and if that's no longer the case, then there is something wrong. Keep in mind that most monsters have code that makes them turn to face the player once they become active, which will happen immediately if the player is in sight.
#1455 Posted 23 December 2013 - 10:47 PM
Gameplay Nut, on 14 December 2013 - 06:37 PM, said:

-Leaning
-Aiming down the sights with alt fire for conventional weapons (as in Brutal Doom). Reassign reload to a unique key.
-Aim Assist bool in D+ menu (applies to mighty boot also) & headshot hitboxes added with minor multiplier. Or just hardcode aim assist off.

-Interactive objects deal minor damage on collision when thrown.
-Stamina system of Mighty Boot extended to Jumping, ledge grip duration and sprinting, all draining the same stamina reserve (optional bool)
I would suggest plenty more but I am intruding as it is.
I'm glad you enjoy the mod. I seem to have entered a state of semi-retirement from modding, and I don't know when there will be another update. My life has gone through some major changes since I was actively modding, but I did play some Duke 3D on my new computer today, so it's still quite possible that I will return to the scene.
As for your suggestions:
-Leaning...the game has no stealth gameplay in the game mechanics or the maps, so I don't see how this feature would be useful by itself. Unless it is just a way for the player to be able to shoot at enemies without risk, in which case it would give an unfair advantage. Also I think the game already has a lot of keys that need to be assigned as it is.
-Iron sites...too much work to add because of the need for new weapon graphics. Unless I'm missing something.
-Aim assist...there is already the hardcoded auto-aim option. I don't really like the way it is implemented, but I don't want to add confusion by having my own separate system.
-Interactive objects already cause damage when thrown. The amount is a function of their mass and velocity (e.g. a lamp fired by the gravity gun should do a lot more damage than one tossed by hand). As far as I know this feature is working as intended.
-Stamina...I don't think players would want to voluntarily limit their stamina in additional ways. I can imagine someone making maps where the feature was forced on the player, but given my current state of semi-retirement, I think that's unlikely. The bottom line is that providing the option for players to limit their stamina would be work for me and probably would not add to the enjoyment of a significant number of players.
Sorry if I seem overly negative but those are my thoughts on the suggestions atm

#1456 Posted 27 December 2013 - 06:50 PM
Trooper Dan, on 23 December 2013 - 10:47 PM, said:
Yeah, it is more of a freedom of control over Duke thing, the more control the better. There are other uses to lean than freedom and stealth but none really suitable for Duke. There are just basic movements that I believe should be standard for most action games, but it was kind of an unsuitable suggestion really.
Quote
Conventional weapons only- Pistol, Shotgun, MP5...well, and the laser blaster

Quote
Gravity gun? Is that new? I played D+ about 1 and a half years ago. If not I am not sure how I missed that. Also does steroids increase throw velocity?

Quote
Nope, I would be one of few.
Quote

Sorry for pestering you. Like I said I have more suggestions, some you may like, some you may not. Perhaps they can provide inspiration, just like D+ was one of many inspirations that lead to myself developing a mod.

This post has been edited by Gameplay Nut: 27 December 2013 - 06:54 PM
#1457 Posted 27 December 2013 - 08:20 PM
#1458 Posted 28 December 2013 - 01:12 AM
Gameplay Nut, on 27 December 2013 - 06:50 PM, said:

The gravity gun has been in Duke Plus since 2008. There's an option in the menu for it to replace the expander. It is featured heavily in the Project Zero map, as seen in this video, starting at 2:05
#1459 Posted 28 December 2013 - 08:23 AM
The Commander, on 27 December 2013 - 08:20 PM, said:
Stamina, Leaning, these are not features exclusive to COD, let alone First Person games. The first FP game to feature these mechanics was System Shock (1994), and Duke+ already appears to (possibly) take inspiration from games of that type (Thief, Deus Ex, Ultima Underworld etc) since it has mantling, greater interactivity and such. I could be entirely wrong, it's just the impression I got.
Expansion to stamina would enforce more tactical gameplay and challenge, lean...well lean wouldn't do much for this specific game except add to the illusion of freedom, but I already admitted it was an unsuitable suggestion, well not exactly, as more freedom and control is always better is my philosophy, but it just wouldn't do anything in combat and duke is all about high speed combat.
As for aim down the sights, have you not played Brutal Doom yet? It is implemented in such a way that it only adds to the game, never detracts from running and gunning.
Headshot hitboxes and option to disable aim assist from D+ menu. To be against this is questionable, as it is all about precision shooting. And I am not talking about instakill headshots either, simply a 1.3 multiplier or something. Only argument against this from a player's POV is that it could make the game too easy even on the hardest difficulty setting, but since D+ is almost entirely toggleable bools, well there is no argument from a player's POV.
Trooper Dan, on 28 December 2013 - 01:12 AM, said:
Cool. Strange that I missed that, or possibly planned to use it but was scared of not having the shrinker for the big bad brutes.
This post has been edited by Gameplay Nut: 28 December 2013 - 08:36 AM
#1460 Posted 28 December 2013 - 02:55 PM
Gameplay Nut, on 28 December 2013 - 08:23 AM, said:
In the old days, I was learning to code and I would add features without giving it much thought because I wanted to show what I could do. Some of that stuff came from an older, unreleased project that I called "Duke Ex", which was going to be like Deus Ex, but with even more realism. It was easy to justify rolling new features into Duke Plus when there were mappers who wanted to use them and I was having fun doing it. Mantling and some of the other features I added don't fit in well with the classic gameplay of Duke 3D, though. They can still be fun, especially in maps designed for them, but I'm not going to pretend that all the features in Duke Plus make a cohesive whole.
Gameplay Nut, on 28 December 2013 - 08:23 AM, said:
I would prefer headshots with the possibility of shooting heads clean off of enemies, like James added in AMC TC. But since Duke Plus is supposed to be HRP compatible, that would require including a set of headless HRP models, complete with dying animations. The other problem is, there isn't a good way of implementing hit boxes in Duke 3D. Also, the head positions in the sprites don't match up perfectly with those from the models. This was enough to make me reluctant to add the feature even when I was actively modding.
Gameplay Nut, on 28 December 2013 - 08:23 AM, said:
IIRC, the gravity gun replaces the expander, not the shrinker.