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Duke Plus  "feedback and general discussion of Duke Plus"

#1461

View PostTrooper Dan, on 28 December 2013 - 02:55 PM, 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.


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 :wub: ...or this too to be an optional bool.

Quote

IIRC, the gravity gun replaces the expander, not the shrinker.


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! :D

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

0

User is offline   Micky C 

  • Honored Donor

#1462

The problem with mantling is that it reduces the jump height of the player to compensate, which makes it a bit more cumbersome to get to higher places. Besides, in older maps which aren't designed for mantling, the feature is basically useless, or even worse, it allows the player to reach places which would normally be impossible to get to, which could break the atmosphere and progression of the map. When used properly it's pretty cool though.

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

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#1463

View PostPlain Simple Garek, on 28 December 2013 - 04:08 PM, said:

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.


! 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 :wub:

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

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User is offline   Micky C 

  • Honored Donor

#1464

Hmm I actually did mean places, it must've been a Freudian slip. Dukeplus doesn't work with the old multiplayer because it gets out of sync, and I'm not sure about the upcoming improved multiplayer but chances are it would take some work to get it working in that.
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User is offline   Danukem 

  • Duke Plus Developer

#1465

By the way, when I said that mantling and some of the other features in DukePlus don't fit in well with classic gameplay, I didn't mean that the new features are broken. They work fine, but they still don't really fit in. Mantling slows the game down a bit because you have to keep stopping on ledges, grunting and pulling yourself up. Also, it's a bit arbitrary. Why have realistic mantling when 90% of the rest of the game is still unrealistic? I'm not saying it's bad, but I probably wouldn't code it again today unless it was part of a TC with a bunch of other features that were all designed to go together to create a realistic atmosphere.
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#1466

View PostTrooper Dan, on 28 December 2013 - 10:15 PM, said:

By the way, when I said that mantling and some of the other features in DukePlus don't fit in well with classic gameplay, I didn't mean that the new features are broken. They work fine, but they still don't really fit in. Mantling slows the game down a bit because you have to keep stopping on ledges, grunting and pulling yourself up. Also, it's a bit arbitrary. Why have realistic mantling when 90% of the rest of the game is still unrealistic? I'm not saying it's bad, but I probably wouldn't code it again today unless it was part of a TC with a bunch of other features that were all designed to go together to create a realistic atmosphere.


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

0

User is offline   Danukem 

  • Duke Plus Developer

#1467

View PostGameplay Nut, on 28 December 2013 - 10:49 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.


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.

View PostGameplay Nut, on 28 December 2013 - 10:49 PM, said:

It fits in perfectly fine. however It would do a lot for gameplay if you had to manually ledge grab.


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.


View PostGameplay Nut, on 28 December 2013 - 10:49 PM, said:

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.

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.
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#1468

View PostTrooper Dan, on 29 December 2013 - 02:16 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.


Optional bool. False by default. Help/description text appearing alongside if need be. :wub:

Now I am pestering :D

Quote

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.


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

0

User is offline   DavoX 

  • Honored Donor

#1469

View PostTrooper Dan, on 28 December 2013 - 10:15 PM, said:

By the way, when I said that mantling and some of the other features in DukePlus don't fit in well with classic gameplay, I didn't mean that the new features are broken. They work fine, but they still don't really fit in. Mantling slows the game down a bit because you have to keep stopping on ledges, grunting and pulling yourself up. Also, it's a bit arbitrary. Why have realistic mantling when 90% of the rest of the game is still unrealistic? I'm not saying it's bad, but I probably wouldn't code it again today unless it was part of a TC with a bunch of other features that were all designed to go together to create a realistic atmosphere.



Like Freerunner? :wub:
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User is offline   supergoofy 

#1470

EDuke32 r4237 freezes when launched with DukePlus

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

0

User is offline   Hendricks266 

  • Weaponized Autism

  #1471

Can you do any more bisection--was it SDL itself?
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User is offline   LeoD 

  • Duke4.net topic/3513

#1472

View Postsupergoofy, on 01 January 2014 - 03:00 AM, said:

EDuke32 r4237 freezes when launched with DukePlus
I don't know if this bug is related to SDL 2.0x implementation (currently 2.01 is used with r4237)
Can't confirm. Post your log. Follow my signature and try the latest non-SDL build.
Happy new year, guys.
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User is offline   supergoofy 

#1473

First I launch DukePlus with this:
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

0

User is offline   Hendricks266 

  • Weaponized Autism

  #1474

The problem is caused because the SDL code goes into an infinite loop when the startup window should be querying the user for something. You can trigger the same thing by putting an error in your CON files.
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User is offline   OpenMaw 

  • Judge Mental

#1475

I have three questions relating to DP/Eternity.

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?
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User is offline   Danukem 

  • Duke Plus Developer

#1476

View PostCommando Nukem, on 28 April 2014 - 04:28 PM, said:

I have three questions relating to DP/Eternity.

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?
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User is offline   OpenMaw 

  • Judge Mental

#1477

It may be a glitch related to Eternity? I'll try starting with a clean install and see if that fixes it.

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.

Attached Image: invisible player.jpg



And yeah, i'm seeing if I can make use of DP/Eternity for a animation project. Posted Image
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User is offline   Danukem 

  • Duke Plus Developer

#1478

View PostCommando Nukem, on 28 April 2014 - 06:56 PM, said:

It may be a glitch related to Eternity? I'll try starting with a clean install and see if that fixes it.


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.
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User is offline   OpenMaw 

  • Judge Mental

#1479

Don't suppose I could twist your arm to make that tweak?
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User is offline   TON 

#1480

When I press f7 on dukebike doesn't show the first person view correctly

Please, has anyone solved it?
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User is offline   Danukem 

  • Duke Plus Developer

#1481

View PostTON, on 19 September 2014 - 10:56 AM, said:

When I press f7 on dukebike doesn't show the first person view correctly

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.
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User is offline   TON 

#1482

View PostTrooper Dan, on 19 September 2014 - 01:22 PM, said:

What does it do? From your post, I can't tell if the behavior has changed or is working as intended.

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
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User is offline   Danukem 

  • Duke Plus Developer

#1483

View PostTON, on 20 September 2014 - 12:04 AM, 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


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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User is offline   tomo 

#1484

Hey Trooper Dan,if it's not a problem could you point me in the right direction on changing the distance between the akimbo pistols in Duke Plus to be something more like Attrition i prefer the feel in Attrition,any help would be appreciated thanks.

Attached thumbnail(s)

  • Attached Image: eduke32 2014-10-13 19-20-51-44.png
  • Attached Image: eduke32 2014-10-13 19-45-35-19.png

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User is offline   Danukem 

  • Duke Plus Developer

#1485

Since you are using the models and not the sprites, you might be able to do it by changing the model defs for the hud pistol. That would be very easy to do and doesn't require changing the game code. You would need to change xadd and maybe angadd.
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User is offline   tomo 

#1486

Yeah i thought i might be able to change it like that,thanks for the reply.
0

User is offline   LeoD 

  • Duke4.net topic/3513

#1487

As of EDuke32 r4987, cutscene has been added as a CON language keyword. This conflicts with a gamevar of the same name in USERPLUS.CON and will prevent DukePlus from starting. However, that gamevar appears to be unused, so the according line of code can simply be commented out. I have updated the downloads of the DukePlus NixFix and the Z-Pack to deal with that, both available at the usual place.
2

User is offline   Danukem 

  • Duke Plus Developer

#1488

View PostLeoD, on 16 February 2015 - 10:55 AM, said:

As of EDuke32 r4987, cutscene has been added as a CON language keyword. This conflicts with a gamevar of the same name in USERPLUS.CON and will prevent DukePlus from starting. However, that gamevar appears to be unused, so the according line of code can simply be commented out. I have updated the downloads of the DukePlus NixFix and the Z-Pack to deal with that, both available at the usual place.


Thank you for your stewardship! You are correct, the cutsene var is not used in DukePlus and can safely be removed. Unfortunately, the cutscene var is definitely used in the WGR2 TC. :) It would also not surprise me if others have made mods and TCs using a var with that name.

EDIT: Just checked wiki and the new keyword isn't there yet. I hope it could be renamed to something else, such as "showscene". Or better yet (from my standpoint), allow vars to have the same names as commands (although that would require making the compiler do extra work).

This post has been edited by Trooper Dan: 17 February 2015 - 10:44 PM

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User is offline   Helixhorned 

  • EDuke32 Developer

#1489

View PostTrooper Dan, on 17 February 2015 - 10:36 PM, said:

EDIT: Just checked wiki and the new keyword isn't there yet. I hope it could be renamed to something else, such as "showscene".

Agreed. While that command is still recent, I too would prefer it to be named starting with a verb.

Quote

Or better yet (from my standpoint), allow vars to have the same names as commands (although that would require making the compiler do extra work).

Not very viable as that would lead to ambiguities with commands accepting a variable number of arguments. For example:

gamevar cutscene 0 0

// (quote definitions ...)

state QWE
    qsprintf Q_dst Q_fmt x y z cutscene cutscene
ends


For the most part, CON parsing is whitespace-insensitive, so state QWE either has one qsprintf command with 7 arguments, or two commands: "qsprintf Q_dst Q_fmt x y z" and "cutscene cutscene".
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User is offline   Jamesfff 

#1490

I am getting crashes on trying to save with DukePlus active; wiithout DukePlus, Eduke 32 saves just fine. Log below:

EDuke32 2.0.0devel r4800 (64-bit) C++ build
Compiled Dec 6 2014 13:16:08
Using C:/EDuke/DukePlus Install/ for game data
Checking for updates...
Connecting to http://eduke32.sourceforge.net
Current version is 0... no updates available
Windows 7 Service Pack 1 (build 6.1.7601)
Initializing SDL system interface (compiled against SDL version 2.0.3, found version 2.0.3)
Using "windows" video driver
Searching for game data...
Using C:/EDuke/DukePlus Install/DukePlus/ for game data
Using "duke3d.grp" as main game data file.
Using group file "autoload/duke3d_music-arachno.zip".
Using group file "autoload/newfont.zip".
Using group file "autoload/duke3d.grp/duke3d_hrp.zip".
Using group file "autoload/duke3d.grp/duke3d_music-arachno.zip".
Using group file "autoload/duke3d.grp/hudicons.zip".
Using group file "autoload/duke3d.grp/X-palm_package.zip".
Compiling: EDUKE.CON (36 bytes)
Including: DukePlus/dpcons/DUKEPLUS.CON (438958 bytes)
Using DEF file: dukeplus.def.
Updated eduke32.cfg
Using config file "DukePlus/dp.cfg".
Including: DEFS.con (35992 bytes)
Including: USER.con (45482 bytes)
Including: DukePlus/dpcons/DEFSPLUS.CON (59407 bytes)
Including: DukePlus/dpcons/USERPLUS.CON (60908 bytes)
Including: DukePlus/dpcons/LIGHTS.CON (26079 bytes)
Including: DukePlus/dukebike/DUKEBIKE.CON (88372 bytes)
Including: DukePlus/dpcons/HUDPLUS.CON (70051 bytes)
Including: DukePlus/dpcons/PLAYERPLUS.CON (138568 bytes)
Including: DukePlus/dpcons/MONSTERPLUS.CON (245528 bytes)
Including: DukePlus/dpcons/CIVILIANS.CON (16898 bytes)
Including: DukePlus/strooper/STROOPER.CON (196470 bytes)
Resizing code buffer to 157019*8 bytes
Script compiled in 3751ms, 157011*8b, language version 1.4+
4006/11264 labels, 816/2048 variables, 12/512 arrays
323 quotes, 46 strings, 40 events, 495 actors
Initialized 24.0M cache
Loading "dukeplus.def"
Duke Plus 2.35 [NixFix 5.3.565+]
High Resolution Pack (version 5.3.565)
.......Error: file "highres/sprites/pickups/0060_keycard_blue.png" does not exist
Error: file "highres/sprites/pickups/0060_keycard_red.png" does not exist
Error: file "highres/sprites/pickups/0060_keycard_yellow.png" does not exist
.Error: file "highres/sprites/pickups/0060_keycard_blue.png" does not exist
Error: file "highres/sprites/pickups/0060_keycard_red.png" does not exist
Error: file "highres/sprites/pickups/0060_keycard_yellow.png" does not exist
........Warning: Failed loading MD2/MD3 model "highres/sprites/pickups/0060_keycard.md3"
...Warning: Failed loading MD2/MD3 model "highres/sprites/props/0693_knife.md3"
.Warning: Failed loading MD2/MD3 model "highres/sprites/props/1051_handdryer.md3"
...Warning: Failed loading MD2/MD3 model "highres/sprites/props/4537_4538.md3"
Warning: Failed loading MD2/MD3 model "highres/sprites/props/4537_4538.md3"
....................................................
Definitions file "dukeplus.def" loaded in 14960 ms.
RTS file "DUKE.RTS" was not found
Initializing OSD...
0 joystick(s) found
Executing "DukePlus/dp_settings.cfg"
Loading clip map: _clipshape0.map
clip map "_clipshape0.map": warning: sprite 80 pointing neither northward nor southward. X-flipping will be wrong.
clip map "_clipshape0.map": warning: sprite 81 pointing neither northward nor southward. X-flipping will be wrong.
Loaded clip map.
Setting video mode 1440x900 (32-bpp fullscreen)
Disabling desktop composition...
OpenGL Information:
Version: 4.0.0 - Build 10.18.10.3345
Vendor: Intel
Renderer: Intel® HD Graphics 4000
Opened "DukePlus/textures" as cache file
Cache contains 5359039 bytes of garbage data
Initializing Polymer subsystem...
PR : FBO #1 initialization failed.
PR : FBO #2 initialization failed.
PR : FBO #3 initialization failed.
PR : FBO #4 initialization failed.
PR : FBO #5 initialization failed.
PR : Initialization complete in 553 ms.
Initializing music...
Initializing sound... 32 voices, 2 channels, 16-bit 44100 Hz
Load tile 2492: p0-m4-e0 highres/screen/menu/2492_ver.png... 67 ms
Load tile 2493: p0-m4-e0 highres/screen/menu/2493.png... 93 ms
Load tile 3281: p0-m4-e0 highres/screen/menu/3281.png... 115 ms
Load tile 966: p0-m0-e0 highres/textures/0966.png... 32 ms
Load tile 872: p0-m0-e0 highres/textures/0872.png... 35 ms
Load tile 965: p0-m0-e0 highres/sprites/signs/0965.jpg... 19 ms
PR : Board loaded.
Loaded map hack file "/E1L1.mhk"
Load tile 502: p0-m4-e0 highres/textures/0502_d.png... 16 ms
Load tile 502: p33-m4-e1 ... 23 ms
Load tile 872: p33-m0-e1 highres/textures/0872.png... 14 ms
Load tile 964: p0-m4-e0 highres/sprites/signs/0964.jpg... 19 ms
Load tile 964: p33-m4-e1 ... 20 ms
Load tile 965: p33-m0-e1 highres/sprites/signs/0965.jpg... 18 ms
Load tile 966: p33-m0-e1 highres/textures/0966.png... 14 ms
Load skin: p0-e0 "strooper/plasma.png"... cached... 10 ms
Load skin: p33-e1 "strooper/plasma.png"... cached... 10 ms
Cache time: 23147ms
E1L1: HOLLYWOOD HOLOCAUST
Load skin: p0-e0 "highres/sprites/characters_polymost/1405_duke.png"... cached... 41 ms
Wrote DukePlus/dp.cfg
Wrote DukePlus/dp_settings.cfg
polymer_resetlights: reloaded maphack
Game Saved
current actor: 181 (1060)
g_errorLineNum: 359, g_tw: 124

Wrote DukePlus/dp.cfg
Wrote DukePlus/dp_settings.cfg
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