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Duke Plus  "feedback and general discussion of Duke Plus"

User is offline   Danukem 

  • Duke Plus Developer

#1581

View PostFistMarine, on 19 July 2016 - 09:08 PM, said:

Trooper Dan, are you going to also include the newest DukePlus released maps? I mean the following ones:
Baserape
Island Base
E1L1A

Oh and another thing: could you also supply 32-bit version of EDuke32 in DukePlus folder? I wanted to play DukePlus on my laptop but it seems that only 64-bit version of EDuke32 was included, so I can't play. I know my laptop isn't powerful enough but still, it would be nice for testing.


I haven't decided on the maps yet -- I haven't even played them to be honest. There are two "levels" of included maps. The ones in the DukePlus hallway (accessible via the DukePlus Levels episode) are the "hall of fame" maps. But some other maps are included in the folder which don't have doors in the hallway. As for the exe: It's debatable whether I should include one at all, and it's not much trouble for someone to just download the 32-bit version if they need it. The vast majority of systems these days are 64 bit, are they not?


View PostTrooper Dan, on 19 July 2016 - 08:14 PM, said:

None of those things have any CON code designed to make them move when hit -- they do use ifhitweapon and they move a little due to whatever hardcoded shenanigans makes enemies move forward when hit.

But now that you mention it, I'll add some code to make them move (or in some cases, NOT move) correctly.


I added the code and applied to to just about anything that can be interacted with. It uses the weight variable which was already in the game for determining how for the player can throw the object. Here are the initial results of that addition:


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User is offline   FistMarine 

#1582

View PostTrooper Dan, on 19 July 2016 - 09:52 PM, said:

I haven't decided on the maps yet -- I haven't even played them to be honest. There are two "levels" of included maps. The ones in the DukePlus hallway (accessible via the DukePlus Levels episode) are the "hall of fame" maps. But some other maps are included in the folder which don't have doors in the hallway. As for the exe: It's debatable whether I should include one at all, and it's not much trouble for someone to just download the 32-bit version if they need it. The vast majority of systems these days are 64 bit, are they not?


Yeah, I wanted to have some new DukePlus levels accessible from the hub map in DukePlus Levels episode. And I know there are some maps in folder that aren't in the hallway, I think one of them is From Base to Base (the first one, not the second one), I remember reading that in an older version of DukePlus but I am not very sure. And I haven't played Baserape either but I played the other 2 and they would make worthy additions to the DukePlus episode. Of course you may disagree, I'm not saying they have to be added but I would still like to have them.

As for the exe: I was thinking to just download 32-bit version of EDuke32 and place the files into the DukePlus folder and play them that way, just like I did with DECAY. And yeah I guess most systems have 64-bit OSes installed. I only have my PC running 64-bit version of Windows 7 but my laptop runs 32-bit version of Windows 7. :P

EDIT: I forgot to mention but I remember an old bug that happened in previous versions of DukePlus: When finishing the second last level (as shown from left to right in the DukePlus hub level), it didn't count as registered, so the green star didn't appear to show level was completed. But completing the last level marks the PREVIOUS level as completed. So that means you have to complete last level twice for it to register as completed. Has this bug been fixed? I can test right now in the newest version of DukePlus and try to complete these 2 levels quickly to see if the bug happens.

This post has been edited by FistMarine: 19 July 2016 - 11:31 PM

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User is offline   Danukem 

  • Duke Plus Developer

#1583

View PostFistMarine, on 19 July 2016 - 11:27 PM, said:

EDIT: I forgot to mention but I remember an old bug that happened in previous versions of DukePlus: When finishing the second last level (as shown from left to right in the DukePlus hub level), it didn't count as registered, so the green star didn't appear to show level was completed. But completing the last level marks the PREVIOUS level as completed. So that means you have to complete last level twice for it to register as completed. Has this bug been fixed? I can test right now in the newest version of DukePlus and try to complete these 2 levels quickly to see if the bug happens.


I just took a look at the code, then I tested it in game, and it seems to work fine. I was starting with only the DP effects map completed. I then completed the second to last door, and the star appeared correctly. Then I completed the final door (far right side) and that star appeared correctly as well.

Easy way to complete levels by the way: open console, use "god" and "give all" cheats, then "spawn boss1". Kill the boss with 3 BFG shots, level ends.
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User is offline   FistMarine 

#1584

I have installed DukePlus 2.40 and put EDuke32 32-bit exe and it worked, so I have it set up and see if I can reproduce the issue again.

And yeah I also knew about that trick to complete the levels easier and faster, though I was thinking at enabling god and noclip and reaching exit of levels but that works too! I will try right now in all levels because the issue might happen only when completing all the levels.

EDIT: I have tested and I can safely say that the issue has been fixed. The stars appeared as normal, so it seems like it was fixed as you said. However I did get few bugs that I want to point out:

1) This seems like it could be my laptop's fault but the exclamation marks (and periods in user map menu) appear as a white line in 32-bit mode. In 8-bit mode it works fine.
2) In levels that force BFG replacement for Devastator, the ammo gets reset to 50 even when you have Devastator after starting another level. This is because the BFG is meant to have 50 ammo max but even after Devastator is enabled again, it still retains 50 ammo max instead of 99.
3) Not a bug but I would like in hallway the level "WCTime" displayed as full name "Wonderful Christmas Time".
4) When I finished Blackend, Medic could still heal Dukebots even on the end of level screen and after the game has reached main menu. It was kind of funny seeing "DUKEBOT HEALED BY MEDIC" message persisting through menus.
5) In DP Community Project map, I experienced so much lag that when I used BFG to kill spawned Battlelord, the reloading animation continued to play when I was firing.
6) In hallway in Scar City section, the letters seem to appear and disappear. Again it doesn't happen in 8-bit mode, only on 32-bit mode.

I have attached 4 screenshots that show the white line problem and the disappearing letters. I also showed that the stars appeared as normal on the last 2 levels, as intended.






This post has been edited by FistMarine: 20 July 2016 - 02:00 AM

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User is offline   LeoD 

  • Duke4.net topic/3513

#1585

View PostFistMarine, on 19 July 2016 - 09:08 PM, said:

The TXT recommends DukePlus, but does it actually use any DP assets? At least it's not stored in my DukePlusMaps folder.

View PostTrooper Dan, on 19 July 2016 - 09:52 PM, said:

I haven't decided on the maps yet
Separating hallway maps from others in different folders would be nice, so that noob players won't miss the latter.

View PostFistMarine, on 20 July 2016 - 01:26 AM, said:

1) This seems like it could be my laptop's fault but the exclamation marks (and periods in user map menu) appear as a white line in 32-bit mode. In 8-bit mode it works fine.
Bug in the texture cache system IMO (shows up rarely and on letters only). Delete texture and texture.cache files, and retry.

View PostFistMarine, on 20 July 2016 - 01:26 AM, said:

6) In hallway in Scar City section, the letters seem to appear and disappear. Again it doesn't happen in 8-bit mode, only on 32-bit mode.
Polymer bug. Should not show up in Polymost. Can be dealt with by maphacks or by the mapper, moving the letters away from the wall.
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User is offline   FistMarine 

#1586

View PostLeoD, on 20 July 2016 - 03:36 AM, said:

The TXT recommends DukePlus, but does it actually use any DP assets? At least it's not stored in my DukePlusMaps folder.

Yeah, I just remember now and I think it doesn't use any DP assets. This map can be discarded now but I would still like the other 2 maps to be added.

View PostLeoD, on 20 July 2016 - 03:36 AM, said:

Bug in the texture cache system IMO (shows up rarely and on letters only). Delete texture and texture.cache files, and retry.

View PostLeoD, on 20 July 2016 - 03:36 AM, said:

Polymer bug. Should not show up in Polymost. Can be dealt with by maphacks or by the mapper, moving the letters away from the wall.

Weird, I just deleted these files and the white letters still show up. However for me it's the opposite, the bug shows up in Polymost but not in Polymer. And now that I tried in Polymer, I don't have anymore the moving letters bug (in either Polymost or Polymer) and at same time I also realized that Polymer DOES indeed run on my laptop but it's very laggy, so I will stick with Polymost for now. Sorry if this sounds confusing.

This post has been edited by FistMarine: 20 July 2016 - 03:53 AM

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User is offline   LeoD 

  • Duke4.net topic/3513

#1587

View PostFistMarine, on 20 July 2016 - 03:53 AM, said:

Weird, I just deleted these files and the white letters still show up.
Just to be sure: you're aware that, depending on installation style and command line parameters, you might have two sets of texture[.cache] files? One besides eduke32.exe, the other in the DukePlus folder.
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User is offline   FistMarine 

#1588

I only had the files located in the DukePlus folder inside the main DukePlus folder.

To clarify, I have two different folders with EDuke32 installed: One is located in its own EDuke32 folder and other is located in DukePlus folder. Inside the DukePlus folder, I have a second DukePlus folder with the mod files and the cache files were created there, so I deleted them. But in MAIN DukePlus folder that contains eduke32.exe, there is no cache file.

This post has been edited by FistMarine: 20 July 2016 - 06:19 AM

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User is offline   Danukem 

  • Duke Plus Developer

#1589

I have updated the download on Fissile Materials with the latest changes. The changelog list has been updated as well, but I forgot to change the date (it still says 7/15 on the file and website even though it is actually 7/20).
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User is offline   FistMarine 

#1590

Trooper Dan, have you looked at my previous bug reports? Anyway I have found more bugs:

1) Monsters spawned from a moncapsule are slightly bigger than normal when released. This affects all the regular monsters such as: assault trooper, pig cop, recon (DP version), enforcer, turret, drone, slimer egg, commander and protector drone. This bug has been around since some versions but I don't remember when it first started. Mini bosses are unaffected by this, they show up normally as they should, I think.
2) Another bug related to the one above but it looks like whenever you release a monster, it adds another monster to total count, thus it screws the kill counter and you may end up with "monsters missed" at end of level.
3) Rockets spawned from RPG are smaller than usual. This one got introduced in latest version.

I am now going to download the updated version released yesterday. BTW I have noticed that the dukebike maps got removed. I looked inside dpmaps folder and it looks like other test maps such as spacejump are still there. Any reason why the dukebike maps got removed? They were good for testing stuff, IMO.

This post has been edited by FistMarine: 21 July 2016 - 01:30 AM

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User is offline   Danukem 

  • Duke Plus Developer

#1591

 FistMarine, on 21 July 2016 - 01:28 AM, said:

Trooper Dan, have you looked at my previous bug reports? Anyway I have found more bugs:


If you mean recent ones, yes. Some I fix, some are not worth it for me. But do keep them coming.

 FistMarine, on 21 July 2016 - 01:28 AM, said:

1) Monsters spawned from a moncapsule are slightly bigger than normal when released. This affects all the regular monsters such as: assault trooper, pig cop, recon (DP version), enforcer, turret, drone, slimer egg, commander and protector drone. This bug has been around since some versions but I don't remember when it first started. Mini bosses are unaffected by this, they show up normally as they should, I think.
2) Another bug related to the one above but it looks like whenever you release a monster, it adds another monster to total count, thus it screws the kill counter and you may end up with "monsters missed" at end of level.


These 2 are good examples of bugs I consider not worth fixing. Sorry.

 FistMarine, on 21 July 2016 - 01:28 AM, said:

3) Rockets spawned from RPG are smaller than usual. This one got introduced in latest version.


They aren't actually smaller. What happened was, I got rid of the red glow sprites that I had spawning behind the rockets. The reason being, with recent versions of Eduke32, it causes visual glitches and wasn't worth it. It used to look good, but not now, and I'm not going to wait around for it to get fixed, so I removed it.


 FistMarine, on 21 July 2016 - 01:28 AM, said:

BTW I have noticed that the dukebike maps got removed. I looked inside dpmaps folder


Yeah that was an accident and I am putting them back in. What happened was I was copying them to a different folder but I didn't hold down the Ctrl key so I moved them instead.
3

User is offline   supergoofy 

#1592

whenever you update DukePlus zip in your site, please let us know, so that we can always enjoy the latest version :P

thank you for updating it
1

User is offline   FistMarine 

#1593

Sorry to hear you didn't fix some bugs I reported. Out of curiosity, from what I reported, which ones you fixed? Anyway I have one more suggestion for next version: can you add From Base to Base (the first one) to the hallway?

EDIT: I tried the newest version of DukePlus and it doesn't even run. Here is my log file:

Apparently it doesn't find DNE.CON, which means you tried to integrate DNE into DukePlus but you didn't finish the process, so that's probably why it doesn't run.

This post has been edited by FistMarine: 21 July 2016 - 02:18 AM

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User is offline   supergoofy 

#1594

I tried it too and I have the same error.
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User is offline   LeoD 

  • Duke4.net topic/3513

#1595

 FistMarine, on 21 July 2016 - 02:12 AM, said:

Apparently it doesn't find DNE.CON, which means you tried to integrate DNE into DukePlus but you didn't finish the process, so that's probably why it doesn't run.
Exactly..

eduke32.log said:

DukePlus/dpcons/DUKEPLUS.CON:31: error: could not find file `DukePlus/dpcons/DNE.CON'.
So simply comment out line 31 for the time being,

Btw.:
Spoiler

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User is offline   supergoofy 

#1596

my approach would be to create an empty DNE.CON
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User is offline   Danukem 

  • Duke Plus Developer

#1597

Just comment out the include DNE.con line for now and I will upload the corrected version later.
EDIT: I'm currently uploading the corrected version, with the "include DNE.con" removed, Thumbs.db removed from the dukebike folder and the dukebike maps added in. Unless someone uncovers a major problem, this is probably the last time I will upload an update for DukePlus in a while. I need to have access to a more optimized renderer before it would be worthwhile to put out a DNE release.

This post has been edited by Trooper Dan: 21 July 2016 - 10:41 AM

1

User is offline   LeoD 

  • Duke4.net topic/3513

#1598

 Trooper Dan, on 21 July 2016 - 10:32 AM, said:

Unless someone uncovers a major problem,
Once this happens:

eduke32.log said:

Warning: Failed including DNE.def on line dukeplus.def:7

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User is offline   Danukem 

  • Duke Plus Developer

#1599

 LeoD, on 21 July 2016 - 11:26 AM, said:

Once this happens:


That should be harmless but I'll fix it. The DNE specific content is being kept separate, even in the DNE edition.
1

User is offline   LeoD 

  • Duke4.net topic/3513

#1600

 Trooper Dan, on 21 July 2016 - 11:48 AM, said:

That should be harmless
I actually wanted to say "Once someone uncovers a major problem, please fix this as well." Should have used that, not this. I'm happy to hear you're gonna wipe it out as well, though.
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User is offline   supergoofy 

#1601

the zip is updated again :P

e2b03b449bb189bde7716c97b2b5acd9 *DukePlus240.zip
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User is offline   FistMarine 

#1602

I just found 2 more bugs:




First one happens when you drive the bike and hit a slope from other way, you will fall from bike but remain in "sitting on bike animation", that is until you use movement keys to reset to normal Duke movement. What's funny is during that "sitting on bike" time, you can hold jump button to get up in the sky. It's pretty funny glitch but only works with small slopes.
The second one is really strange, the color correction menu appeared messed up when I wanted to access main menu. It is hard to reproduce but I think you have to press F11 (to access Color Correction menu) and then when you press ESC to access main menu, the color correction menu will appear instead but in messed up form. I suspect it's an EDuke32 bug right there and I reported a similar bug few weeks ago related to glitched menu but hasn't been looked at.

This post has been edited by FistMarine: 22 July 2016 - 12:49 AM

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User is offline   Jamesfff 

#1603

After installing the latest version of DukePlus, the pistol HUD sprites are only visible when reloading, but not otherwise, the mp5 flickers when firing, and the battlelord chaingun is invisible when firing (though its muzzleflash isn't). Also, when reloading a saved game to check on those bugs, I encountered another one: door textures that appeared fine on the first playthrough were bollixed up as shown in the attached screenshot.. Also attached is my eduke32.log from the first playthrough of the level in question (drdoom.map).

Attached thumbnail(s)

  • Attached Image: duke0023.png

Attached File(s)


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User is offline   LeoD 

  • Duke4.net topic/3513

#1604

 Jamesfff, on 24 July 2016 - 04:55 PM, said:

After installing the latest version of DukePlus, the pistol HUD sprites are only visible when reloading, but not otherwise, the mp5 flickers when firing, and the battlelord chaingun is invisible when firing (though its muzzleflash isn't). Also, when reloading a saved game to check on those bugs, I encountered another one: door textures that appeared fine on the first playthrough were bollixed up as shown in the attached screenshot.
Update EDuke32 and retry.
[EDIT] Although all CON files appear to be correct (in size), the existence of this file:
Using group file "DukePlus/DUKEPLUS_RESOURCES.zip".

indicates that there's some very old shit lying around. Did you really do a clean install?

This post has been edited by LeoD: 24 July 2016 - 05:33 PM

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User is offline   Danukem 

  • Duke Plus Developer

#1605

 LeoD, on 24 July 2016 - 05:10 PM, said:

indicates that there's some very old shit lying around. Did you really do a clean install?


Yeah there is no such file if you actually do a clean install. The pistol etc. display fine on my end with latest Polymer HRP. Weapons display fine in polymost also, although their positions are somewhat different.
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User is offline   FistMarine 

#1606

Speaking of pistol, could you restore the laser pistol to the old 8-bit art? I dislike the current model because it looks ugly and when an assault captain drops it and you pick it up for first time, game freezes for 3 seconds (the model is loading in that time), plus I liked the sprite version a lot more. Same goes to the Battlelord chaingun, I liked the sprite version a lot more, though the model version isn't too bad I guess. In my opinion it makes more sense if these would show up as models only when you run the HRP. I would also prefer if the laser pistol model was reverted to the old one made by Gambini from earlier versions of DukePlus. I liked that one a lot more than the current one. :P
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User is offline   Danukem 

  • Duke Plus Developer

#1607

 FistMarine, on 25 July 2016 - 10:17 AM, said:

Speaking of pistol, could you restore the laser pistol to the old 8-bit art? I dislike the current model because it looks ugly and when an assault captain drops it and you pick it up for first time, game freezes for 3 seconds (the model is loading in that time), plus I liked the sprite version a lot more. Same goes to the Battlelord chaingun, I liked the sprite version a lot more, though the model version isn't too bad I guess. In my opinion it makes more sense if these would show up as models only when you run the HRP. I would also prefer if the laser pistol model was reverted to the old one made by Gambini from earlier versions of DukePlus. I liked that one a lot more than the current one. :P


It's reasonable to want a separate def file that loads when not using the HRP. Unfortunately, I can't see a way of doing it right now that won't cause a lot of users to fuck things up and then complain about it.

The sticking point is that I want DukePlus to be able to run normally (i.e. using HRP content and models) without using a .bat file to start it. Right now it does that because I have "setdefname dukeplus.def" at the top of DUKEPLUS.CON. And it knows to use DUKEPLUS.CON because that is included by EDUKE.CON, which will always override other parameters and load if present. I tried making a .bat that uses a different CON to start (with a different associated def file), but the presence of EDUKE.CON overrides the parameter I give it. And if I remove EDUKE.CON, then I think I would need two separate .bat files (one for HRP and one for no-HRP), which I want to avoid.

To make a long story short, your best option right now is simply to make your own personal edit of dukeplus.def in which you comment out the model definitions for the laser gun and the battlelord minigun. That will do exactly what you want.
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User is offline   Jamesfff 

#1608

Clean install has been done, no unnecessary files present, and bugs are still there. Oh, and the fence sprite wasn't transparent as it should have been. (screenshot and log file attached.)


 LeoD, on 24 July 2016 - 05:10 PM, said:

Update EDuke32 and retry.
[EDIT] Although all CON files appear to be correct (in size), the existence of this file:
Using group file "DukePlus/DUKEPLUS_RESOURCES.zip".

indicates that there's some very old shit lying around. Did you really do a clean install?

Attached thumbnail(s)

  • Attached Image: duke0024.png

Attached File(s)


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User is offline   Danukem 

  • Duke Plus Developer

#1609

It sucks that you are having those problems, and I wish I knew how to help. The standard fence sprites/models are something that DukePlus does not touch in any way, and never has. Those other problems you listed earlier are also not ones that I am familiar with, although they do involve DukePlus assets. Because of the fence issue, I am inclined to think that your problems may lie in a graphics card/driver compatiblity issue. However, I am no expert in this area.

EDIT:

Quote

OpenGL information
Intel Intel® HD Graphics 4000 4.0.0


Yeah I'm thinking it's the graphics driver....

EDIT2: And just to verify, you are using the latest DukePlus downloaded from THIS page, right?
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User is offline   LeoD 

  • Duke4.net topic/3513

#1610

 Jamesfff, on 25 July 2016 - 04:59 PM, said:

Clean install has been done, no unnecessary files present, and bugs are still there. Oh, and the fence sprite wasn't transparent as it should have been. (screenshot and log file attached.)

Quote

EDuke32 2.0.0devel r5700 (64-bit) C++ build
Compiled Apr 12 2016 21:22:40


 LeoD, on 24 July 2016 - 05:10 PM, said:



This post has been edited by LeoD: 25 July 2016 - 06:05 PM

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