Duke Plus "feedback and general discussion of Duke Plus"
#1487 Posted 16 February 2015 - 10:55 AM
#1488 Posted 17 February 2015 - 10:36 PM
LeoD, on 16 February 2015 - 10:55 AM, said:
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.
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
#1489 Posted 19 February 2015 - 11:25 AM
Trooper Dan, on 17 February 2015 - 10:36 PM, said:
Agreed. While that command is still recent, I too would prefer it to be named starting with a verb.
Quote
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".
#1490 Posted 19 February 2015 - 06:04 PM
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
#1491 Posted 20 February 2015 - 02:58 AM
Jamesfff, on 19 February 2015 - 06:04 PM, said:
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.)
#1492 Posted 21 February 2015 - 05:34 AM
Helixhorned, on 19 February 2015 - 11:25 AM, said:
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.
#1493 Posted 21 February 2015 - 06:46 PM
#1494 Posted 14 March 2015 - 04:19 AM
Jamesfff, on 21 February 2015 - 06:46 PM, said:
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...
#1495 Posted 23 March 2015 - 01:30 AM
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
#1496 Posted 23 March 2015 - 08:10 AM
1337DirtAlliance, on 23 March 2015 - 01:30 AM, said:
#1497 Posted 23 March 2015 - 07:34 PM
#1498 Posted 24 March 2015 - 06:05 AM
1337DirtAlliance, on 23 March 2015 - 07:34 PM, said:
You don't need the HRP to run DukePlus. All the needed models are already included (Skycar, new weapons, etc.)
#1499 Posted 09 April 2015 - 10:06 AM
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.
#1500 Posted 09 April 2015 - 09:32 PM
LeoD, on 09 April 2015 - 10:06 AM, said:
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.
#1501 Posted 10 April 2015 - 02:13 PM
Trooper Dan, on 09 April 2015 - 09:32 PM, said:
Attached File(s)
-
DukePlus-235-DNE20-diff.zip (281.44K)
Number of downloads: 342
#1502 Posted 12 April 2015 - 09:01 PM
LeoD, on 10 April 2015 - 02:13 PM, said:
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.
#1503 Posted 09 June 2015 - 12:22 PM
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,
#1504 Posted 14 June 2015 - 09:31 PM
Evil Ash, on 09 June 2015 - 12:22 PM, said:
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"
#1505 Posted 15 June 2015 - 10:22 AM
Cheers,
#1507 Posted 17 August 2015 - 06:50 PM
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.
#1509 Posted 17 August 2015 - 07:25 PM
Hendricks266, on 17 August 2015 - 07:19 PM, said:
Groovy, much thanks!
I also love the extra Duke taunts from Time to Kill and whatnot, been a long time since I played that.
#1510 Posted 17 August 2015 - 07:59 PM
PsychoGoatee, on 17 August 2015 - 06:50 PM, said:
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.
#1511 Posted 17 August 2015 - 09:07 PM
Trooper Dan, on 17 August 2015 - 07:59 PM, said:
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
#1512 Posted 17 August 2015 - 10:20 PM
PsychoGoatee, 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.
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.
#1513 Posted 22 August 2015 - 12:34 AM
PsychoGoatee, on 17 August 2015 - 09:07 PM, said:
#1514 Posted 28 August 2015 - 10:08 PM
EDIT: Nevermind, I got version 2.11.
This post has been edited by FistMarine: 28 August 2015 - 10:59 PM
#1515 Posted 15 September 2015 - 02:50 PM
#1516 Posted 15 September 2015 - 04:42 PM
Duker101, on 15 September 2015 - 02:50 PM, said:

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