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Duke Plus  "feedback and general discussion of Duke Plus"

User is offline   Mark 

#1641

What I'm looking for is specific places where the supertrooper speaks his different lines in the game. Or does he speak those lines randomly no matter where you find him? If it is in specific places I need to know what they are so I can adjust levels or speaking style to best match the situation.

This post has been edited by Mark.: 25 March 2017 - 12:02 PM

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User is offline   Danukem 

  • Duke Plus Developer

#1642

View PostMark., on 25 March 2017 - 12:01 PM, said:

What I'm looking for is specific places where the supertrooper speaks his different lines in the game. Or does he speak those lines randomly no matter where you find him? If it is in specific places I need to know what they are so I can adjust levels or speaking style to best match the situation.


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.
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User is offline   Mark 

#1643

Thanks. I'll look at the code and see if there is any hint as to the voice usage or non usage.
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User is offline   Danukem 

  • Duke Plus Developer

#1644

View PostMark., on 25 March 2017 - 12:29 PM, said:

Thanks. I'll look at the code and see if there is any hint as to the voice usage or non usage.


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.
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User is offline   Mark 

#1645

I'm glad I hit refresh before posting. I found the state trooperego section but I can't figure what happens in the game to increment the Strooper's ego up one notch which chooses different voice lines. If you haven't noticed any Strooper using the lines maybe the trooperego code was not utilized? My uneducated guess was as the strooper shoots and hits the player it boosts his ego and will play a voice

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

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User is offline   Mark 

#1646

Yep. Thats it. As he hacks away at me I can hear the occasional voice instead of grunt or growl. But because they blur together so fast its hard to distinguish them. Its hard to tell for sure but it sounds like the next growl plays before the voice finishes. One of the drawbacks I guess to having such a fast repetitive melee attack.

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

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User is offline   Mark 

#1647

Since its almost impossible to hear the voices and they play not very often I'll pass for now on remaking the voice. This was my first take and it sound good. I would have tried more variations for a final voice but this was my general direction I wanted to go.

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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User is offline   tomo 

#1648

Hi Trooper Dan iv'e noticed an issue with DukePlus, the issue is when the protozoid slimer eggs hatch they are left with a transparent edge on the top. at first i thought it was an issue with polymost but it only happens when DukePlus is active, it happens with both software and polymost but not with polymer, iv'e attached a screenshot of the problem.

Thanks for your time.

Attached thumbnail(s)

  • Attached Image: eduke32 2017-04-10 21-26-52-13.png

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User is offline   Danukem 

  • Duke Plus Developer

#1649

View Posttomo, on 10 April 2017 - 03:56 AM, said:

it happens with both software and polymost but not with polymer


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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User is offline   tomo 

#1650

Thank you very much i can confirm this fixed the issue i was having.

Cheers.
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User is offline   tomo 

#1651

Hello, Trooper Dan.

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

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User is offline   Danukem 

  • Duke Plus Developer

#1652

View Posttomo, on 30 May 2017 - 03:57 AM, said:

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?


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?
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User is offline   tomo 

#1653

I can confirm normal keycards work fine, it's just that one that i had problems with, thanks for letting me know ill see if I can get it working.
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User is offline   Lukaso 

#1654

Hello Trooper Dan, I really love your DukePlus addon for a few years and I have one question/suggestion. Did you think about adding flamethrower weapon in Hi-res model as alternative weapon under key 0 where freezer is (similiar to chaingun/minigun or shotgun/sawn off shotgun slots) with its own type of ammo as in official 20th edition? It would be really amazing.

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 :)
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User is offline   Jim 

#1655

I do not like dukebots since I have to compete with them to kill stuff, is there a console command to delete them when they spawn?
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User is offline   Danukem 

  • Duke Plus Developer

#1656

View PostJim, on 12 September 2018 - 01:58 PM, said:

I do not like dukebots since I have to compete with them to kill stuff, is there a console command to delete them when they spawn?


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.
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#1657

I decided to take a trip down memory lane and dug up this old armor vest skin. But I can't seem to make it work once Duke picks up armor. Maybe because it needs to be rewritten (It was made about 10 years ago.)

Attached File(s)

  • Attached File  armor.rar (473.28K)
    Number of downloads: 329

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#1658

Hello everyone, new member, just one question, is there a way to make dukeplus don't show duke arms when he is holding the pistol? I saw some screenshots of people using the latest HRP and dukeplus show only his hands, when I use, it shows his arms. Thx :rolleyes:
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User is offline   Mark 

#1659

My guess is because the def file in Dukeplus has a slightly different offset and angle set for the pistol/hand model. I think the def file is in the highres/sprites/firstperson/ subfolder.
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#1660

I will try change it and see if it works
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#1661

Hello Everyone, i'm trying to "remove" duke's arms in dukeplus, but this happened, any help on how to fix it?Attached Image: duke0000.png
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User is offline   Danukem 

  • Duke Plus Developer

#1662

View PostOverlord Master, on 17 October 2018 - 09:09 AM, said:

Hello Everyone, i'm trying to "remove" duke's arms in dukeplus, but this happened, any help on how to fix it?Attachment duke0000.png


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.
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#1663

I was editing the duke plus Def and found the two hands codes, but I change the left hand code and nothing happens, I tried changing the entire code, but then the left pistol become a sprite, what should I do?
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#1664

For some reason, the left doesn't change no matter what I do, i think I'll stay with LeoD Z-pack Until I understand how to change the left pistol.
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User is offline   Danukem 

  • Duke Plus Developer

#1665

I stopped maintaining DukePlus years ago because I wanted to move on, and because I was tired of making adjustments due to changes in the HRP which would break stuff (case in point, the pistol model). DukePlus still works fine for the most part, and I personally did not use it with the HRP much. I guess what I''m saying is, good luck!

If we got a new renderer and/or a new HRP then I would probably be motivated to do a new DukePlus overhaul.
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#1666

Yeah, I think I wiil play it as it is, the arms aren't that bad, in eternity they still look good, and we definitely need another HRP.

This post has been edited by Overlord Master: 18 October 2018 - 12:58 PM

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User is offline   Danukem 

  • Duke Plus Developer

#1667

DukePlus update

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.
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User is offline   Mark 

#1668

I installed it to a clean folder and ran it fine. Then I grabbed my Doom2remake map from the Dukeplus2.40 folder and put it into the 2.50 folder. Then I grabbed the HRP.zip file from the 2.40 autoload and put it in the 2.50 autoload folder. The map runs, a lot of the HRP is present but other custom Dukeplus assets are missing. Like all the civilian models. I'll have to see what has changed for folder structure to figure it out. Probably just a missing or misdirected include line or def file?

This post has been edited by Mark: 03 June 2020 - 05:14 PM

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User is offline   Mark 

#1669

After a cursory comparison I can't see anything obvious that is keeping some HRP and Dukeplus content from running.
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User is offline   Danukem 

  • Duke Plus Developer

#1670

I'm looking into this now. The civilian and other models are definitely included, but I may have applied my patches to the wrong version, and some tile numbers may have been changed.
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