Duke Plus "feedback and general discussion of Duke Plus"
#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.
#1461 Posted 28 December 2013 - 03:51 PM
Trooper Dan, on 28 December 2013 - 02:55 PM, said:
I disagree. Mantling is brilliant! For what reason do you believe it to not work well with Duke? Sure the original levels were not designed with mantling in mind, but it works perfectly nonetheless. I don't like that the ledge grab is automated though, should have to hold interact for deeper and more challenging platforming
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IIRC? Been that long eh?
Also, I do believe the features to make a cohesive whole because the majority of it is entirely optional so it can be as cohesive as the player wants it to be.
None of the features made me think "hang on, this does not belong in Duke at all". Sure you can set the knockback ridiculously high, among other things, but that's just for fun and you may as well add it for those who want to dick around. I kept it at the default, but it's all options and no player can argue with options if they are well implemented, which they were.
Fucking good job I say and I wish there were more modders that focused on gameplay enhancement.
Come back and mod old Duke further!
There is one solid suggestion I haven't requested yet. A cohesive one: http://www.moddb.com.../gmdx6#imagebox
Hardcore mode. Once chosen, as in my mod, certain options are no more. Save scumming is no longer possible, weapons have to be manually reloaded and the console cannot be accessed. It works wonders for those who seek a challenge.
This post has been edited by Gameplay Nut: 28 December 2013 - 04:14 PM
#1462 Posted 28 December 2013 - 04:08 PM
But like Trooper Dan said, there are other mods and TCs out there that have these features. The AMC TC has headshots, ironsights, leaning, and stamina used in various ways. Considering that you haven't mentioned it in any of your posts I can infer that you've never played it, in which case you should absolutely try it out since it sounds like you'll love the features. WGRealms 2 also has some pretty cool headshots but none of the other features you mentioned. Note that these are Total Conversions and make a few changes to the game's core gameplay.
This post has been edited by Plain Simple Garek: 28 December 2013 - 04:54 PM
#1463 Posted 28 December 2013 - 04:29 PM
Plain Simple Garek, on 28 December 2013 - 04:08 PM, said:
! added AMC TC to backlog but with high priority listing.
As for mantling, more specifically the word "cumbersome", I disagree. it just works. It could be really damn good in maps designed for it, but I enjoyed it in the main game regardless. I cannot argue with it allowing you to break original map flow though. I never found such instances but I'll take your word for it.
Still, D+ is great as it is. And mantling is an option, so no harm done
Edit: Wait, "get to higher players". I see, you are talking about multiplayer. Yeah, I can see how that would be a problem. I am a SP-centric guy. Still enjoy MP from time to time but SP is primary for me.
This post has been edited by Gameplay Nut: 28 December 2013 - 04:33 PM
#1464 Posted 28 December 2013 - 04:56 PM
#1465 Posted 28 December 2013 - 10:15 PM
#1466 Posted 28 December 2013 - 10:49 PM
Trooper Dan, on 28 December 2013 - 10:15 PM, said:
It's ~1.8 secs in total if you immediately pull up. lets say 3 minutes total on average across the whole duke campaign is spent mantling.
It fits in perfectly fine. however It would do a lot for gameplay if you had to manually ledge grab.
Another benefit is it removes the annoying but minor quirk of old school platforming, that is not being able to jump up on something unless you can get the base of your player character up there. With mantling you only need for your waist (or whatever) to be within proximity of a ledge to be able to climb up.
Additionally that time spent mantling is something to consider tactfully in combat if you are getting shot in the ass before you jump.
You're right though, as it stands it doesn't add a whole lot to the experience, I can understand why you would not add it if you could turn back time/made a Return to Castle Wolfenstien+ or something, but I only see it as an overall benefit really. it's benefits are minor but they are benefits nonetheless.
This post has been edited by Gameplay Nut: 28 December 2013 - 10:55 PM
#1467 Posted 29 December 2013 - 02:16 PM
Gameplay Nut, on 28 December 2013 - 10:49 PM, said:
Admittedly that doesn't sound too bad, but in maps (particularly user maps) with jumping puzzles, it is quite a departure from the normal fast-paced gameplay. But if you want to talk about DP features that really change the game, I think the pokeball option wins the prize.
Gameplay Nut, on 28 December 2013 - 10:49 PM, said:
But then people would have to remember to hold the use key and they would think the game is broken because they wouldn't know. It would be very easy to add that feature but I don't want to deal with the confusion at this point.
Gameplay Nut, on 28 December 2013 - 10:49 PM, said:
Yes that's the main reason I added it in conjunction with lowered jumping height. I can accept a lot of unrealistic things in old shooters, but being able to jump 3 meters straight upwards yet not be able to climb onto a surface unless your feet land on it is hard to accept.
The other reason I added it is because Duke's default jump is not only ridiculously high, but it lacks normal physics. It's as if he is hitting a ceiling and then something is pushing him back down. The shorter jump, on the other hand, works correctly.
#1468 Posted 29 December 2013 - 02:42 PM
Trooper Dan, on 29 December 2013 - 02:16 PM, said:
Optional bool. False by default. Help/description text appearing alongside if need be.
Now I am pestering
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Heh, yeah. Been a while since I played vanilla Duke but I remember that quite clearly now.
This post has been edited by Gameplay Nut: 29 December 2013 - 02:47 PM
#1469 Posted 29 December 2013 - 04:19 PM
Trooper Dan, on 28 December 2013 - 10:15 PM, said:
Like Freerunner?
#1470 Posted 01 January 2014 - 03:00 AM
EDuke32 r4096 works fine with DukePlus (including the 64bit binary by LeoD)
I don't know if this bug is related to SDL 2.0x implementation (currently 2.01 is used with r4237)
This post has been edited by supergoofy: 01 January 2014 - 04:48 AM
#1472 Posted 01 January 2014 - 02:19 PM
supergoofy, on 01 January 2014 - 03:00 AM, said:
I don't know if this bug is related to SDL 2.0x implementation (currently 2.01 is used with r4237)
Happy new year, guys.
#1473 Posted 01 January 2014 - 05:40 PM
EDuke32.exe -game_dir DukePlus
(or select DukePlus folder in eduke32's startup window)
I also check autoload, polymer, fullscreen.
Spotted the problem:
On a clean installation (were no .cfg files exist), it happens this:
The latest official r4237 cannot create the file DukePlus\dp.cfg . Normally eduke32 should ask you if you want to use the settings from eduke32.cfg before the creation of dp.cfg. This doesn't happen, instead eduke32 freezes and it doesn't create any DukePlus\dp.cfg
Now if I create manually an empty DukePlus\dp.cfg (0 bytes), then eduke32 works and the game starts.
So, the bug is related with the existence of DukePlus\dp.cfg. If it doesn't exist then eduke32 freezes. But if I create an empty dp.cfg, then eduke32 works.
The bug doesn't happen with LeoD's nonSDL binary (eduke64-r4237-20140101-nonSDL.7z)
Thus, its seems that the bug has something to do with SDL2
Happy New Year
This post has been edited by supergoofy: 01 January 2014 - 05:45 PM
#1474 Posted 01 January 2014 - 06:44 PM
#1475 Posted 28 April 2014 - 04:28 PM
A. How do I completely disable the HUD interface? I don't want anything showing up on the screen
B. Is it possible for the player to be visible during a cutscene?
C. How do I disable the player emitting a light source?
#1476 Posted 28 April 2014 - 06:43 PM
Commando Nukem, on 28 April 2014 - 04:28 PM, said:
A. How do I completely disable the HUD interface? I don't want anything showing up on the screen
B. Is it possible for the player to be visible during a cutscene?
C. How do I disable the player emitting a light source?
It's been a while...I thought the player was visible during cutscenes. As for A: if you can't disable the HUD in the usual way, by changing the screen size, then it would require modifying the DukePlus code. Disabling the light source would also require a code change.
Did you need these changes for making your own videos?
#1477 Posted 28 April 2014 - 06:56 PM
When I triggered a cutscene camera, the player is invisible, except for his light source.
Changing the screen size does not remove the magazine/shells on the left, or the "DP" that appears in the upper right.
And yeah, i'm seeing if I can make use of DP/Eternity for a animation project.
#1478 Posted 28 April 2014 - 07:32 PM
Commando Nukem, on 28 April 2014 - 06:56 PM, said:
It's not a glitch. I just checked the code and there is nothing that would make the player visible. The player sprite is invisible by default -- multiplayer and mirrors are special cases where players can be seen. To add an option for player visibility during cutscenes, I would make it a new bit value on the SE90 that controls the camera. It would require changing the cstat of the player's tsprite.
#1480 Posted 19 September 2014 - 10:56 AM
Please, has anyone solved it?
#1481 Posted 19 September 2014 - 01:22 PM
TON, on 19 September 2014 - 10:56 AM, said:
Please, has anyone solved it?
What does it do? From your post, I can't tell if the behavior has changed or is working as intended.
#1482 Posted 20 September 2014 - 12:04 AM
Trooper Dan, on 19 September 2014 - 01:22 PM, said:
When I press f7 nothing happens, if I continue pressing f7 the handlebars of the dukebike appears (it's the first person view) but the image flickers and disappears
#1483 Posted 21 September 2014 - 07:30 PM
TON, on 20 September 2014 - 12:04 AM, said:
Ok, that's bad. Does anyone know how long this has been going on? I'm pretty sure that the bike HUD code hasn't been touched in ages.

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