
Duke Plus "feedback and general discussion of Duke Plus"
#1641 Posted 25 March 2017 - 12:01 PM
This post has been edited by Mark.: 25 March 2017 - 12:02 PM
#1642 Posted 25 March 2017 - 12:20 PM
Mark., on 25 March 2017 - 12:01 PM, said:
Everything relating to the strooper is in the strooper folder. There you will find all the sound samples. Other than some code tweaks, it was all made by Muelsa. The trooper's speech is scripted in STROOPER.CON. As far as I know, there are not any maps where level designers placed any of those sounds, although I suppose it is possible that DanM used some in the DNE episode.
#1643 Posted 25 March 2017 - 12:29 PM
#1644 Posted 25 March 2017 - 12:40 PM
Mark., on 25 March 2017 - 12:29 PM, said:
All the sounds are defined right at the top of the file. Just search for "STROOPER_VOICE" and you can see how they all get triggered. It looks like he made a var called "strooperego" which gets incremented under certain conditions, with each increment being associated with a cluster of trooper sounds, with a chance for each member of the cluster to play. Then there's another var called "strooperhitplayer" which is related. It looks convoluted and it's definitely not the way I would have organized it, but hey it works well and he does some cool shit.
#1645 Posted 25 March 2017 - 12:43 PM
I suppose I could spawn a strooper in a map, go into god mode and let him shoot at me and listen for any voices.
This post has been edited by Mark.: 25 March 2017 - 12:50 PM
#1646 Posted 25 March 2017 - 12:56 PM
I also noticed shells on the ground from the pistol keep rotating. Its also annoying that many times you can't move away or use mouse look while getting slashed. I know this isn't a bug report post but since I noticed them I mentioned it.
This post has been edited by Mark.: 25 March 2017 - 01:19 PM
#1647 Posted 25 March 2017 - 02:35 PM
The first voice is the original and the second is my version. The supertrooper is saying "You are nothing"
Attached File(s)
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supertrooper test 1.mp3 (73.06K)
Number of downloads: 301
#1648 Posted 10 April 2017 - 03:56 AM
Thanks for your time.
#1649 Posted 10 April 2017 - 11:11 AM
tomo, on 10 April 2017 - 03:56 AM, said:
EDIT: You must be referring to the black outline that looks almost exactly like a shadow, right? It looks like an attempt at making the eggs cast a shadow against the walls in response to a light, but I have no memory of doing that. Weird.
EDIT2: Found it! There's some code which makes the sprite-based hardcoded shadows on corpses taller than normal. I guess this looks ok in most cases, since no one has complained about it. But the egg "corpse" is upright, so in that case the taller shadow is very noticeable and looks weird.
You can verify that I found it by trying the attached CON file (override file of same name in dpcons folder). You will need to start a new game to see the change.
Attached File(s)
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HUDPLUS.rar (11.5K)
Number of downloads: 283
#1650 Posted 10 April 2017 - 06:46 PM
Cheers.
#1651 Posted 30 May 2017 - 03:57 AM
I just noticed that since DP 2.40 in the map Blackened you can no longer collect the blue accesscard that you collect with the night vision goggles it shows up but just seems to be solid.
I've also got a question to ask, i really like the quote style that you put into Essential Duke when you pick up weapons and ive been trying to implement it into DP so far everything seems to be good but i ran into a problem with the tripbomb/moncapsule, i don't know how to make it differentiate between the two, so when i pickup either i get pickup quotes for both, this is what the code looks like any help is much appreciated thanks.
userquote 1089
addweapon TRIPBOMB_WEAPON 1
ifvarn playerally 0 setvar RETURN 1089 else
setvar RETURN 58
userquote 58
ifspawnedby TRIPBOMBSPRITE
state getweaponcode
else
state quikweaponget
EDIT: I actually managed to fix my issue by using this,
addweapon TRIPBOMB_WEAPON 1
ifvarn playerally 0 userquote 1089
ifvarn playerally 1 userquote 58
ifspawnedby TRIPBOMBSPRITE
state getweaponcode
else
state quikweaponget
but now ive noticed even without any modified cons using a fresh install of DukePlus it still shows lasertripbomb upon initial pickup of a moncapsule, is there anyway around this or is it something that's hardcoded?
This post has been edited by tomo: 30 May 2017 - 05:02 AM
#1652 Posted 30 May 2017 - 11:14 AM
tomo, on 30 May 2017 - 03:57 AM, said:
It's been a while since I've worked on DukePlus, but I don't think I ever bothered to add a separate quote for picking up a moncapsule. The moncapsule is the laser tripbomb tile number displaying a different graphic, so what you would need to do is detect the variable for whether the moncapsule feature is being used (ifvare dukemon YES might do it) and have it display a different quote in that case.
The keycard bug report is worrying -- I wonder if I made the same mistake that I recently did (and then corrected) in Essential Duke. Can you confirm that other keycards work?
#1653 Posted 30 May 2017 - 02:29 PM
#1654 Posted 19 September 2017 - 10:58 AM
I tried make weapon model similiar to original one from 20th edition but I'm not good in graphic editing so I used model from z-pack for me (it's same model as original from HRP pack but it's changed to red color plus few more details). Sadly Im not good programmer in .CON files so I was able only to change weapon skin model and projectiles but everything else remained unchanged (blue lighting of projectile, ability to freeze enemies and mighty foot kick action). That doesn't look good of course so that's why I wanted to ask you if you could think about this add.
Thank you in advance for your reply

#1655 Posted 12 September 2018 - 01:58 PM
#1656 Posted 12 September 2018 - 04:15 PM
Jim, on 12 September 2018 - 01:58 PM, said:
They shouldn't be spawning at all, unless:
1) You have them set to spawn in the DukePlus menu (in which case open the menu and turn that setting off)
OR
2) They are set to spawn by the level designer, in which case there is no command to get rid of them. You might be able to kill them, though. It's been a long time, but there might be a friendly fire setting in the menu which would allow you to kill them.
#1657 Posted 07 October 2018 - 01:48 AM
Attached File(s)
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armor.rar (473.28K)
Number of downloads: 329
#1658 Posted 16 October 2018 - 01:02 PM

#1659 Posted 16 October 2018 - 03:20 PM
#1661 Posted 17 October 2018 - 09:09 AM

#1662 Posted 17 October 2018 - 10:41 AM
Overlord Master, on 17 October 2018 - 09:09 AM, said:

There's two different places where there are defs for the pistol model, corresponding to the right and left hands. My guess is you changed one of them but not the other.
#1663 Posted 17 October 2018 - 11:12 AM
#1664 Posted 18 October 2018 - 08:14 AM
#1665 Posted 18 October 2018 - 12:50 PM
If we got a new renderer and/or a new HRP then I would probably be motivated to do a new DukePlus overhaul.
#1666 Posted 18 October 2018 - 12:57 PM
This post has been edited by Overlord Master: 18 October 2018 - 12:58 PM
#1667 Posted 03 June 2020 - 02:53 PM
2.50 6-3-20 Maintenance release
Maintenance fixes: These are mostly things that used to work and got broken over time
• Fixed crash on loading certain maps which have vending machines such as E3L2
• Shell casings will stop spinning on the ground (yes, this got broken AGAIN)
• The altfire/reload key now uses Eduke32’s hardcoded function for that which is right-mouse by default
• Fixed jitteriness when on Duke’s bike caused by newer camera code
• Fixed issues with DukePlus menu where camera could still move a little and sometimes it would skip over menu items
• Fixed some invalid sprite ID and other invalid references in code
• Various small fixes since 2016 that had been included with LeoD’s nixfix pack
• Includes new Eduke32 with various changes
https://www.moddb.co...ds/dukeplus-250
Disclaimer: I'm sure there are things that are still broken. The purpose of this update is to eliminate some of the more serious and obvious breakages so that players can continue to enjoy the included levels using a modern version of EDuke32.
#1668 Posted 03 June 2020 - 05:13 PM
This post has been edited by Mark: 03 June 2020 - 05:14 PM