Duke Plus "feedback and general discussion of Duke Plus"
#1681 Posted 02 September 2021 - 09:35 PM
#1682 Posted 22 September 2021 - 03:31 AM
Danukem, on 02 September 2021 - 09:35 PM, said:
I report another "bug". Laser shot from laser pistol doesn't break any glass.
In the hope of future revisions...
Thanks
#1683 Posted 27 September 2021 - 03:01 PM
It just crashes immediately if I enter any level or after a few seconds if I try to browse game options.
By crashing I mean I have to force close it.
Any idea why it happens?
EDuke32 itself works perfectly for me.
Also, while EDuke32 works great for me with or without Polymer, Plus looks awful without Polymer.
Last but not least, if I choose my existing monitor resolution, Plus opens full screen even if I tell it not to, while EDuke32 respects my choice.
This post has been edited by lwc: 27 September 2021 - 03:02 PM
#1684 Posted 27 September 2021 - 08:37 PM
lwc, on 27 September 2021 - 03:01 PM, said:
It just crashes immediately if I enter any level or after a few seconds if I try to browse game options.
By crashing I mean I have to force close it.
Any idea why it happens?
EDuke32 itself works perfectly for me.
Also, while EDuke32 works great for me with or without Polymer, Plus looks awful without Polymer.
Last but not least, if I choose my existing monitor resolution, Plus opens full screen even if I tell it not to, while EDuke32 respects my choice.
Do You have last Dukeplus (2.501)?
Last Dukeplus
Do You have last Eduke32 binary?
However, if Danukem will get his great job in the hands, it will be need your log files and shortly I hope there will be a great epic update (WIP) and it's probably we have to review if it works
#1685 Posted 28 September 2021 - 12:33 AM
FRVIND, on 27 September 2021 - 08:37 PM, said:
Do You have last Eduke32 binary?
Yes, I do, I only wrote my message after having the latest DukePlus and Eduke32.
Quote
The forum ignores it when I try to attach files so here are links instead:
BTW, I get the very same glitches when trying the other mod that is still somewhat maintained and has co-op bots, Duke Nukem: Weapon of Mass Destruction.
This post has been edited by lwc: 28 September 2021 - 01:11 AM
#1686 Posted 28 September 2021 - 04:31 AM
#1687 Posted 28 September 2021 - 06:47 AM
lwc, on 28 September 2021 - 12:33 AM, said:
The author fix that
https://www.moddb.co...loads/dnwmd-151
#1688 Posted 28 September 2021 - 07:22 AM
Mark, on 28 September 2021 - 04:31 AM, said:
I tried both with their internal versions and the newest Eduke32, and it makes no difference at all.
I can only play the original EDuke32 in its own folder.
# 1 duke nukem spanish fan, on 28 September 2021 - 06:47 AM, said:
Again, I only try the latest versions, so that's the version that crashes for me.
This post has been edited by lwc: 28 September 2021 - 07:22 AM
#1689 Posted 28 September 2021 - 12:55 PM
lwc, on 28 September 2021 - 07:22 AM, said:
I can only play the original EDuke32 in its own folder.
Again, I only try the latest versions, so that's the version that crashes for me.
It seems from the log files there's some problem loading MD2/MD3 models, this could mean a problem about HRP pack. I can recommend you a fresh installation from scratch. First the last binary in a new folder, then the HRP (downloaded again) in Autoload, then Dukeplus in a Dukeplus folder and try from scratch (without pre-existing configurations). Then recall the game with eduke32 and the parameter towards dukeplus, try first with polymer then polymost...
#1690 Posted 28 September 2021 - 01:30 PM
FRVIND, on 28 September 2021 - 12:55 PM, said:
I've never downloaded the HRP and running Plus from scratch didn't help.
Steps to reproduce:
- I download Plus
- I open dukeplus.bat
- It crashes once I choose a volume or browse the in-game options
It also happens in the other MOD which I've mentioned earlier.
This post has been edited by lwc: 28 September 2021 - 01:31 PM
#1691 Posted 28 September 2021 - 02:21 PM
They work again as soon as I switch to Software video mode in the launcher!
P.S.
As for my earlier note about forced full screen, it was because EDuke32 used a lower resolution than my screen, which is why it could avoid entering full screen.
This post has been edited by lwc: 28 September 2021 - 02:24 PM
#1692 Posted 30 September 2021 - 01:07 PM
lwc, on 28 September 2021 - 02:21 PM, said:
They work again as soon as I switch to Software video mode in the launcher!
Nevertheless, look what happens with Plus' internal OpenGL options - I get a black square instead of the normal explosion - what's going on?
This post has been edited by lwc: 30 September 2021 - 01:11 PM
#1693 Posted 30 September 2021 - 01:48 PM
#1694 Posted 01 October 2021 - 02:37 PM
lwc, on 30 September 2021 - 01:07 PM, said:
The sykcar was all 1 giant black square too, but:
lwc, on 01 October 2021 - 02:29 PM, said:
Granted, my computer model doesn't really have a noticeably newer driver, so I went straight for Intel itself and downloaded its newest driver.
Bingo! Not only can I now use OpenGL but also Polymer!
Even more so, Duke Plus finally shows explosions instead of black squares.
Just because it's interesting to see, here are explosions in Duke Plus in OpenGL with and without Polymer and then without OpenGL at all:
This post has been edited by lwc: 01 October 2021 - 02:46 PM
#1695 Posted 09 October 2021 - 06:54 AM
While EDuke32 shows blank volume names, they're at least still clickable, even volume 5.
But in Duke Plus volume 5 is completely replaced with Duke Plus levels instead of appearing alongside it.
By "completely" I mean even the "-v5 -l1" command line parameters transfer the player into Duke Plus levels.
I've managed to bypass it by replacing all name 4 with name 5 inside DukePlus\dpcons\USERPLUS.CON, thus making Duke Plus levels into Volume 6 instead of 5 (I guess Duke 3D starts internally counting from 0).
Please consider making it official.
Before:
After:
The replacement:
This post has been edited by lwc: 09 October 2021 - 07:21 AM
#1696 Posted 18 November 2021 - 12:57 PM
After the development on 19-09-2021, breakdowns also with recon cars began to happen:
1) first of all the fluidity is lost, they jerk if you set 144 fps (but this had already happened before, together with the dukebike of the latest mod dukeplus);
2) then the recon car can no longer see you if it is on the layer above the TROR ... and then continues without shooting you;
3) finally, lately, the recon car can't even follow its path and looks like a fool: it goes around a crazy circle!
I have attached a simple map to see.
Thank you
recon.zip (589bytes)
Number of downloads: 321
#1697 Posted 18 November 2021 - 01:16 PM
after that date the behavior of the recon cars is broken anyway, even without mod dukeplus:
point two is confirmed and then does not follow the path well (it hits the wall)
#1698 Posted 18 November 2021 - 10:57 PM
FRVIND, on 18 November 2021 - 01:16 PM, said:
after that date the behavior of the recon cars is broken anyway, even without mod dukeplus:
point two is confirmed and then does not follow the path well (it hits the wall)
It sounds like you are saying that recon cars are broken in recent eduke regardless of mod; if that's true please report it in appropriate place so the devs know.
As for DukePlus, I don't develop it any more. Things continue to break when the executable is updated and I barely have enough time to keep up with my current projects let alone go back and fix breakages on an old one.
#1699 Posted 03 January 2022 - 03:03 PM
FRVIND, on 18 November 2021 - 12:57 PM, said:
After the development on 19-09-2021, breakdowns also with recon cars began to happen:
1) first of all the fluidity is lost, they jerk if you set 144 fps (but this had already happened before, together with the dukebike of the latest mod dukeplus);
2) then the recon car can no longer see you if it is on the layer above the TROR ... and then continues without shooting you;
3) finally, lately, the recon car can't even follow its path and looks like a fool: it goes around a crazy circle!
I have attached a simple map to see.
Thank you
recon.zip
Tried r3000 dating from September 2012, and the recon car shows the exact same behavior as in current revisions. Having a separate set of locators between 2 TROR layers has never worked properly with the Recon car.
Fluidity issues have been found in Alien Armageddon as well as AMC, but we lack a proper test case to debug the issues.
#1700 Posted 05 January 2022 - 02:02 PM
Doom64hunter, on 03 January 2022 - 03:03 PM, said:
if You use last Dukeplus AND (operand) r9607, with recon cars everything is fine, even through TROR layers. It is one of the rare cases where a MOD saves the original project I am attaching a simple example map
Attached File(s)
-
recon2.zip (665bytes)
Number of downloads: 228