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Duke Plus  "feedback and general discussion of Duke Plus"

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.
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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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User is offline   Helixhorned 

  • EDuke32 Developer

#1491

View PostJamesfff, on 19 February 2015 - 06:04 PM, said:

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

The crash doesn't happen with the most recent version. The CON compilation failure can be worked around by passing -conversion to EDuke32, like this:
EDuke32.exe -forcegl -game_dir DukePlus -conversion 20130105

(The date 5 Jan 2013 has been chosen simply because that's apparently the last update of DukePlus.)
1

User is offline   Helixhorned 

  • EDuke32 Developer

#1492

View PostHelixhorned, on 19 February 2015 - 11:25 AM, said:

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

To be concrete, I propose startcutscene. The alternative showcutscene is shorter, but "show" suggests a one-time drawing into the framebuffer, as in showview. The variant showscene looks nice, but loses the connection to ifcutscene.
2

User is offline   Jamesfff 

#1493

All well and good - until I found that the automap screen is all black - except for Duke himself!
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User is offline   nsnake 

#1494

View PostJamesfff, on 21 February 2015 - 06:46 PM, said:

All well and good - until I found that the automap screen is all black - except for Duke himself!

Automap is also black in regular Duke, with latest eduke32 binaries. It only became normal, when Polymer is disabled. I think is some kind of bug... :)
1

#1495

What sprite ID# is the drivable dukeship???

I want to use it for the way you beat the level by getting in that and flying out of the alien ship back to earth



Thanks
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User is offline   LeoD 

  • Duke4.net topic/3513

#1496

View Post1337DirtAlliance, on 23 March 2015 - 01:30 AM, said:

What sprite ID# is the drivable dukeship???
6412, see Skycar1.map.
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#1497

Ahh thanks, I haven't played through the Dukeplus because my comp can't handle the hrp at an acceptable level so i'm holding off till I build a new comp next month.
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User is offline   Danukem 

  • Duke Plus Developer

#1498

View Post1337DirtAlliance, on 23 March 2015 - 07:34 PM, said:

Ahh thanks, I haven't played through the Dukeplus because my comp can't handle the hrp at an acceptable level so i'm holding off till I build a new comp next month.


You don't need the HRP to run DukePlus. All the needed models are already included (Skycar, new weapons, etc.)
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User is offline   LeoD 

  • Duke4.net topic/3513

#1499

Trooper Dan,

can the DNE 2.0 DukePlus CONs be considered as an update for the default DukePlus ( == are you aware of any incompatibilities/regressions concerning the DP maps) ?

I'd like to add them to the next NixFix version.
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User is offline   Danukem 

  • Duke Plus Developer

#1500

View PostLeoD, on 09 April 2015 - 10:06 AM, said:

Trooper Dan,

can the DNE 2.0 DukePlus CONs be considered as an update for the default DukePlus ( == are you aware of any incompatibilities/regressions concerning the DP maps) ?

I'd like to add them to the next NixFix version.


I don't know. To be sure, one would have to either do a line by line comparison of the differences, or do extensive testing. The former would be easier.

I don't remember what was updated for DNE 2.0. It may have included bug fixes or changes that are a good thing all around. But it also may have included things specifically for DNE that would mess up DukePlus when used without models or DNE features. To the extent that I remember, I think very little was changed.
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User is offline   LeoD 

  • Duke4.net topic/3513

#1501

View PostTrooper Dan, on 09 April 2015 - 09:32 PM, said:

I don't remember what was updated for DNE 2.0. It may have included bug fixes or changes that are a good thing all around. But it also may have included things specifically for DNE that would mess up DukePlus when used without models or DNE features. To the extent that I remember, I think very little was changed.
Trivial things (to me) taken aside, I've boiled it down to four files (old and new versions attached). Not much changed, indeed. I'd be pleased if you could take a quick look at them.

Attached File(s)


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User is offline   Danukem 

  • Duke Plus Developer

#1502

View PostLeoD, on 10 April 2015 - 02:13 PM, said:

Trivial things (to me) taken aside, I've boiled it down to four files (old and new versions attached). Not much changed, indeed. I'd be pleased if you could take a quick look at them.


I took a quick look, and I couldn't find anything different in the two main CON files (dukeplus.con and playerplus.con). I do now remember that a bug or two was fixed in the civilian code for DNE.
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User is offline   Evil Ash 

#1503

I've been reading through this thread to try and solve my issues here:
http://forums.duke4....ack-in-polymer/

Would this be due to the "player light" that I see mentioned?
Can you help point me in the right direction here?

I'm going through the DukePlus CONs just commenting things out, trial and error style.

Cheers,
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User is offline   Danukem 

  • Duke Plus Developer

#1504

View PostEvil Ash, on 09 June 2015 - 12:22 PM, said:

I've been reading through this thread to try and solve my issues here:
http://forums.duke4....ack-in-polymer/

Would this be due to the "player light" that I see mentioned?
Can you help point me in the right direction here?

I'm going through the DukePlus CONs just commenting things out, trial and error style.

Cheers,


If you want to eliminate the light emitted by the player in DukePlus, open PLAYERPLUS.CON and comment out the line "state spawnpointlight"
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User is offline   Evil Ash 

#1505

Yes, there she is! Commented out and all working as expected.

Cheers,
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User is offline   LeoD 

  • Duke4.net topic/3513

#1506

A new DukePlus NixFix is available here. I have put all updated stuff from Eternity 2.0 into it. Please reply here if you should encounter any regressions.
1

#1507

Duke Plus kicks ass!

Hopefully this bump isn't too necro, had a quick question. Is there any way to get akimbo pistols from the start, or via a console command for just the akimbo pistols? I searched the topic and there's a post from five years ago saying "give all" is the only way. Is that still the only way to do it?

Also, I play it on polymost without the 3D models or HRP. Do I need that fixpatch or anything? Sounds like it does stuff involving 3D models. Thanks folks.
1

User is offline   Hendricks266 

  • Weaponized Autism

  #1508

spawn FIRSTGUNSPRITE
2

#1509

View PostHendricks266, on 17 August 2015 - 07:19 PM, said:

spawn FIRSTGUNSPRITE

Groovy, much thanks!

I also love the extra Duke taunts from Time to Kill and whatnot, been a long time since I played that.
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User is offline   Danukem 

  • Duke Plus Developer

#1510

View PostPsychoGoatee, on 17 August 2015 - 06:50 PM, said:

Duke Plus kicks ass!

Hopefully this bump isn't too necro, had a quick question. Is there any way to get akimbo pistols from the start, or via a console command for just the akimbo pistols? I searched the topic and there's a post from five years ago saying "give all" is the only way. Is that still the only way to do it?

Also, I play it on polymost without the 3D models or HRP. Do I need that fixpatch or anything? Sounds like it does stuff involving 3D models. Thanks folks.


Polymost does support models and there are many models used by DukePlus which should display in Polymost, unless you have gone into the eduke32 menu and specifically disabled models.

As Hendricks266 pointed out, you can spawn any sprite in the game from the console, as long as you know the sprite number or a defined label for it. That includes enemies, too.

One more thing: Since you found your way into the DukePlus thread, you may also want to check out my War of Attrition mod. There's a thread for that one, too, which you are welcome to necro post in.
2

#1511

View PostTrooper Dan, on 17 August 2015 - 07:59 PM, said:

Polymost does support models and there are many models used by DukePlus which should display in Polymost, unless you have gone into the eduke32 menu and specifically disabled models.

As Hendricks266 pointed out, you can spawn any sprite in the game from the console, as long as you know the sprite number or a defined label for it. That includes enemies, too.

One more thing: Since you found your way into the DukePlus thread, you may also want to check out my War of Attrition mod. There's a thread for that one, too, which you are welcome to necro post in.

Playing with models off is my preference, I prefer the 2D weapons and monsters in Duke3D. So I did disable various things that don't have sprites, but adding akimbo pistols, the alien blaster, etc to Duke is awesome. It's great how customizable this mod is.

I was curious if the fix that LeoD posted is something I should install, fixing bugs and whatnot, or if it's just related to 3D models, since I don't use those.

This post has been edited by PsychoGoatee: 17 August 2015 - 09:08 PM

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User is offline   Danukem 

  • Duke Plus Developer

#1512

View PostPsychoGoatee, on 17 August 2015 - 09:07 PM, said:

Playing with models off is my preference, I prefer the 2D weapons and monsters in Duke3D. So I did disable various things that don't have sprites, but adding akimbo pistols, the alien blaster, etc to Duke is awesome. It's great how customizable this mod is.

I was curious if the fix that LeoD posted is something I should install, fixing bugs and whatnot, or if it's just related to 3D models, since I don't use those.


I also prefer sprites, for the most part, which is why I don't use the HRP. But many features of DukePlus will be visually broken with models turned off, so I would recommend at least trying it with models on.

LeoD knows what he's doing and he has been a good caretaker, so I would trust his patch.
1

User is offline   LeoD 

  • Duke4.net topic/3513

#1513

View PostPsychoGoatee, on 17 August 2015 - 09:07 PM, said:

I was curious if the fix that LeoD posted is something I should install, fixing bugs and whatnot, or if it's just related to 3D models, since I don't use those.
When playing DukePlus on Windows with a recent eduke32.exe, and not using the HRP, you should be fine without the NixFix. (But don't come here complaining about log file errors and warnings.) Tbh, I don't know for sure if the CON file updates are made for new [DukePlus] map designs only or if they affect the gameplay/fix issues of existing [DukePlus] maps, too.
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User is offline   FistMarine 

#1514

Does anyone have the older version 2.20? I didn't like the latest versions, mainly for the fact that the laser pistol model is really shitty (sorry about that) and the Cycloid in map Dukecide is unkillable, no matter how much I shoot at him.

EDIT: Nevermind, I got version 2.11.

This post has been edited by FistMarine: 28 August 2015 - 10:59 PM

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User is offline   Duker101 

#1515

I dunno if this is a missing model in HRP or a duke plus thing ,but when the duke bots crouch their model changes back to the non-hrp version of duke.
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User is offline   LeoD 

  • Duke4.net topic/3513

#1516

View PostDuker101, on 15 September 2015 - 02:50 PM, said:

I dunno if this is a missing model in HRP or a duke plus thing ,but when the duke bots crouch their model changes back to the non-hrp version of duke.
Vanilla DukePlus isn't aware of "recent" HRP changes (the 2013 Polymer Duke model). My DukePlus NixFix has a workaround (switching back to the Polymost model). Full switch to Duke2013 should be possible, but, tbh., that's not near the top of my to-do list.
0

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