Duke Plus "feedback and general discussion of Duke Plus"
#1517 Posted 15 September 2015 - 05:02 PM
#1518 Posted 15 September 2015 - 05:51 PM
Duker101, on 15 September 2015 - 05:02 PM, said:
then your installation isn't correct. Check your eduke32.log for error messages. This is what I see:
Expected log file:
eduke32-blackend-NixFix.log (3.88K)
Number of downloads: 368
or similar.
Maybe follow Trooper Dan (Deeper Thought)'s and my signature, respectively, and redownload/reinstall DukePlus and the NixFix.
This post has been edited by LeoD: 15 September 2015 - 05:53 PM
#1519 Posted 12 October 2015 - 02:08 PM
For testing it out I replaced lookgood.wav, newhole.wav, and leavescar.wav each with AlwaysBetOnDuke.wav renamed to those respective file names, in the dukeplus_resources/sounds folder. Doesn't seem to have worked though, I think it just doesn't say any of those lines anymore, but doesn't say the new line either. A side question for testing, is there a list somewhere of what triggers those lines? I heard those ones a lot before in general. I know usually he says one liners more when exploding enemies.
So looking in defsplus.con I see for example this line:
"definesound ILOOKGOOD DUKEPLUS_RESOURCES/SOUNDS/lookgood.wav 0 0 255 4 0"
I'm guessing something like that is why it's not working? The original lookgood.wav is 22050 Hz and 352 kbps. The old newhole.wav is 48000 Hz but also says "255 4 0" at the end of the line.
So if anybody doesn't mind these random questions, would be fun to mess around with this stuff a bit. Thanks.
(edit: Was looking at definesound on the wiki, and looks like 255 is the max priority of the line being said. So I'm not sure why it's not working at the moment.)
This post has been edited by PsychoGoatee: 12 October 2015 - 02:21 PM
#1520 Posted 12 October 2015 - 03:51 PM
#1521 Posted 12 October 2015 - 04:26 PM
Hendricks266, on 12 October 2015 - 03:51 PM, said:
Thanks, that worked! Fun stuff sprucing up the one-liner selection.
#1522 Posted 11 July 2016 - 12:54 PM
It's hard to explain what my hangup is about working on this project again. It's a combination of things. A big part of the hangup is simply a desire to move on. Another element is that I wouldn't do things the same way today, or have the same set of features. Just one example: When working on Duke Forces 1.1 update, I added code to allow enemies to better follow the player. It's a "breadcrumb" kind of system, which in concept is similar to something that enemies can use in DukePlus. But in Duke Forces it's much more simple and elegant, and less resource intensive. In DukePlus it's a complicated mess. Now multiply that example by a hundred and you can begin to understand. Everywhere I would look in DukePlus, I would see things I don't like. I guess what I'll try to do is leave it intact and focus on results, and hopefully I won't get discouraged. The other thing is, as far as my motivation is concerned, DukePlus is a link to a darker time in my life which I don't want to revisit. I know the project should be independent of what what going on in my life, but unfortunately there's a bit of a psychological connection, even though it was definitely a positive thing in my life at the time.
#1523 Posted 11 July 2016 - 01:17 PM
DukePlus is by far my favourite mod, even if it represent your dark moment in life. It's difficult to play stock maps without it now.
#1524 Posted 11 July 2016 - 01:32 PM
Quote
I don't see how Duke could use an Octobrain shot
A more reasonable addition it's something like implement the scrapped Sonic Resonator Drek has recreated.
Quote
In theory DP Pigcops already launches gas granades if you enable the super AI option.
This post has been edited by Fantinaikos: 11 July 2016 - 01:39 PM
#1525 Posted 11 July 2016 - 01:46 PM
#1526 Posted 11 July 2016 - 06:52 PM
Lightning_Hunter, on 11 July 2016 - 01:46 PM, said:
I will definitely start with fixes. Whether I get beyond that remains to be seen.
#1527 Posted 11 July 2016 - 07:03 PM
I do recommend making sure the experience is an enjoyable one, so you can associate the work and mod with good times instead of bad.
This post has been edited by Forge: 11 July 2016 - 07:04 PM
#1528 Posted 11 July 2016 - 10:39 PM
Fantinaikos, on 11 July 2016 - 01:32 PM, said:
In theory DP Pigcops already launches gas granades if you enable the super AI option.
When you set random enemy attributes, pigcops can fire with other weapons other than the shotgun: flak cannon, fireballs, and an "energy rifle" that react as an octabrain shot when it touches something, in addition to grenades like batlelord's. All those are extremely deadly.
This post has been edited by Jmoc: 11 July 2016 - 10:39 PM
#1529 Posted 11 July 2016 - 11:37 PM
Jmoc, on 11 July 2016 - 10:39 PM, said:
Indeed !
I remember I was playing Tribute to Action 2 and at some point I was at 200HP and 100AP and a double barreled pigcop with flakshots killed me in one shot in the corridors and yet I had set enemy damage to 70 O_O
Anyway the biggest bug to fix I can think of is the gigantic Cycloid Emperor which is invincible, not moving and renders Dukecide unbeatable (since it houses the key to the exit). When outdoors it's mighty impressive but it's frustrating ...
#1530 Posted 11 July 2016 - 11:49 PM
I'll look into the Cycloid at the end of Dukecide being unkillable. But surely there are many more bugs. Anyone want to post them here?
#1531 Posted 12 July 2016 - 03:22 AM
Trooper Dan, on 11 July 2016 - 11:49 PM, said:
definesound LIFESBICH DUKEPLUS_RESOURCES/SOUNDS/LIFESBICH.voc 0 0 255 4 0
IIRC the cannon in Project Zero has stopped working some years ago, thereby blocking map progress.
A couple of notable maps has been made for DukePlus since its last full release. Are you going to add some of that stuff?
#1532 Posted 12 July 2016 - 03:44 AM
#1533 Posted 12 July 2016 - 04:13 AM
I'm not using the HRP
This post has been edited by Jmoc: 12 July 2016 - 04:14 AM
#1534 Posted 12 July 2016 - 06:25 AM
Jmoc, on 12 July 2016 - 04:13 AM, said:
#1535 Posted 12 July 2016 - 10:23 AM
EDIT: Fixed it. Turns out that the flag for the invincible cycloid was supposed to have been unused prior to my implementing it for DNE. But for some reason it was on the Cycloid in the Dukecide map -- a harmless error until I changed the code. I'm hoping that I will be able to integrate DNE into the next release.
This post has been edited by Trooper Dan: 12 July 2016 - 10:52 AM
#1536 Posted 12 July 2016 - 12:13 PM
LeoD, on 12 July 2016 - 03:22 AM, said:
Are you referring to the mortar gun near the beginning of the map? It works fine. You have to "pick up" mortar shells before it can work. That's an old Build trick that is used in vanilla maps, too.
#1537 Posted 12 July 2016 - 03:00 PM
Quote
Just a dumb question, but will your next release of Duke Plus still continue to work in Polymost mode? I use HRP 5.4 with the Polymost override pack, and the Z-Pack by LeoD. I can't use Polymer due to the severe slowdowns I get on my system (which is strange considering I have a Geforce GTX 550 Ti with 1GB of RAM, and an i-5 3.2Ghz quad core processor).
#1538 Posted 12 July 2016 - 07:18 PM
Trooper Dan, on 12 July 2016 - 12:13 PM, said:
Lightning_Hunter, on 12 July 2016 - 03:00 PM, said:
#1539 Posted 12 July 2016 - 07:34 PM
LeoD, on 12 July 2016 - 07:18 PM, said:
Right. So here's my current plan. I'm going to work on bug fixes and making renderer neutral improvements to existing features. When I say "improvements" I'm talking mostly about easy stuff, like reducing the number of jibs to help eliminate lag spikes. That's phase 1 and it shouldn't take very long. I will release the results of that as the last "regular" version of DukePlus.
In phase 2, I'm going to make Duke Nukem Eternity an episode you can play in DukePlus -- The DukePlus Eternity Edition (or something like that). That will require putting the DNE fonts and some other assets in DukePlus, thereby eliminating what remains of 8-bit support and making it an HRP mod. That will be the version I will continue to support when PolymerNG is released, and I plan to update it to work well with the new renderer.
#1540 Posted 12 July 2016 - 10:39 PM
I think I remember DNE ended on a bitter note ...
#1541 Posted 13 July 2016 - 12:26 AM
TheDragonLiner, on 12 July 2016 - 10:39 PM, said:
I think I remember DNE ended on a bitter note ...
Duke Nukem Eternity has always been an episode made for DukePlus so it contains a fair amount of my own work as well. I just want to present it in the best way possible so that people can continue to enjoy it. DukePlus continues to be a popular add-on used with the HRP; including DanM's episode with it will make that episode far more accessible to a larger audience.
#1542 Posted 13 July 2016 - 10:07 AM
Speaking of DNE, I've had some serious issues with that mod last year when I played it last time. I remember I had many crashes because my PC wasn't good enough for playing the mod, so I had to turn on 8-bit mode sometimes to make some maps load after loading the game. I also found annoying how when I saved and reloaded a game that had an active or a dead super trooper, the game crashed to desktop because of failing to load the model. So I had to gib its body before saving to prevent that of happening. I've also had crashes when the next level was loading, so I had to save at end of each level, exit, then enable 8-bit mode, exit level and let next one load, then turn back 32-bit mode.
However I've also had a game breaking bug. At end of level 4 (I think), when you are supposed to activate the bridge to be able to exit the map, I got stuck in that room that activates the bridge, with no way out. I somehow got locked inside and couldn't get out without using DNCLIP, there seemed to be an invisible wall blocking the way. I mean I could enter that room but once I entered, no way out unless I cheated. So if I wanted to complete the map without cheating, I had to use steroids to cross the pit, which worked but still left me dissatisfied because of that bug. The bug didn't happen in the old 1.3d version of the mod, it only seems to happen in latest 2.0 version. I also want to point out that all of these things I've reported, happened in latest 2.0 version. The old 1.3d version was better optimized, in my opinion. It ran flawless and I didn't encounter that bug. But the latest 2.0 version is poorly optimized. Thankfully in past 2 months, I've got a new graphics card, so I might be able to properly play DNE this time.
#1543 Posted 13 July 2016 - 10:17 AM
As for Imperium: that's a good idea, but it may actually be more difficult to do. They were working on Imperium for a long time before they decided to use DukePlus with it, and it has custom art which may cause tile number conflicts. I'll look into it.
#1544 Posted 13 July 2016 - 10:33 AM
About Imperium: I completely forgot that the episode used custom art. I hope you are able to find a way to integrate the episode without art conflict.
#1545 Posted 13 July 2016 - 10:53 AM
Maybe even the 8-bit art can be updated at this point, one thing that you could do is utilize the EDF soldier from DNF 2013 for the EDF soldiers in the episode.
This post has been edited by Fantinaikos: 13 July 2016 - 11:01 AM
#1546 Posted 13 July 2016 - 07:11 PM
Fantinaikos, on 13 July 2016 - 10:53 AM, said:
Maybe even the 8-bit art can be updated at this point, one thing that you could do is utilize the EDF soldier from DNF 2013 for the EDF soldiers in the episode.
That would be a lot of work and probably wouldn't help. The EDF soldiers in DNE are just my Dukebots with modified skins. Aside from the fact that the skins were made by DanM specifically for that purpose, I wouldn't want to change them to 8-bit art because the art would not have the identical animations that are tied to all the ai code. I don't think it would do much for performance anyway -- The Dukebots are an infrequent and tiny hit on performance compared with level geometry, lighting, and other factors.
So, does anyone remember any general DukePlus bugs that haven't been mentioned so far? I don't want to spend much time on the maintenance update. I know that DNE integration and fixes will probably be a lot of work and I want to get to that ASAP.

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