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Duke Plus  "feedback and general discussion of Duke Plus"

User is offline   Stabs 

#181

much better, i think mine was a bit weak due to the transparency i used
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#182

View PostDeeperThought, on Jul 6 2009, 10:09 PM, said:

Thank you Roma (and DanM).

Posted Image


That's pretty good. Put it in the next Duke Plus release!
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#183

something really useful would increase the 8 bit compatibility. Why Cruizer, double berrelled, laser pistor adn MP5 is an high resolution exsclusive? When i de-active the models those things turn into a giant black square blocks (and is Hud too) why if I want duke plus in 8-bit I can not have all this weapons in 8-bit?
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User is offline   Danukem 

  • Duke Plus Developer

#184

View PostFantinaikos, on Jul 6 2009, 02:21 PM, said:

something really useful would increase the 8 bit compatibility. Why Cruizer, double berrelled, laser pistor adn MP5 is an high resolution exsclusive? When i de-active the models those things turn into a giant black square blocks (and is Hud too) why if I want duke plus in 8-bit I can not have all this weapons in 8-bit?


I have no 8-bit art for them, and even if I did, making it display correctly would require recoding a lot of stuff.
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User is offline   Jimmy 

  • Let's go Brandon!

#185

I just play in Polymost, with nearest to 8bit settings, and no HRP content. The models looks somewhat out of place, but it's not terrible.

This post has been edited by Captain Awesome: 06 July 2009 - 02:25 PM

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User is offline   Gambini 

#186

Good new logo
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User is offline   XThX2 

#187

Is the link to your webpage down, DT?

Nevermind, I can access there on my computer.

This post has been edited by XThX2: 07 July 2009 - 08:49 AM

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User is offline   Spiker 

#188

I've decided to finally release my map. http://www.megaupload.com/?d=040R7HCF

There weren't any bugs found during playtesting, only some suggestions but I think that it wouldn't change that much and it's not worth it. (There was just one tweak with the final area) I'd rather make a new map than constantly revise this one (as it was with my previous map - quite exhausting and demotivating).

I release it so that you don't have to wait for another Duke Plus release and I could finally stop thinking about it ;) Enjoy the map! ;)

This post has been edited by Spiker: 07 July 2009 - 11:28 AM

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#189

It's an awesome map, Spiker, and I'm really looking forward to see how the final version look like !
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User is offline   Gambini 

#190

He said he wont keep revising the map, so. Which final version are you talking about?

Great, you´ve released this map Spiker, i still feel a little bad for my poor betatesting ;)
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User is offline   Danukem 

  • Duke Plus Developer

#191

View PostGambini, on Jul 7 2009, 05:07 PM, said:

Great, you´ve released this map Spiker, i still feel a little bad for my poor betatesting ;)


He admitted that we made suggestions that he will not implement, so we are absolved of any guilt. ;) It is a good map, but not an extravaganza like his first map.
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User is offline   Harlock 

#192

I have installed the latest version of Duke Plus in my Eduke32 folder. It's my first try at it, so... i have some problems. Some of the grafics seem badly messed up. the halo around lights looks strange and some of the guns are in 3D and unskinned (pistol, shotgun). Also, shell casings of the pistol are strangely looking. They are blue. And the green of the organic stuff is so bright that it gives me a headache. Is this normal? I was playing this tribute to action map by the way (fantastic and challenging map).
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User is offline   Danukem 

  • Duke Plus Developer

#193

View PostHarlock, on Jul 8 2009, 01:48 AM, said:

I have installed the latest version of Duke Plus in my Eduke32 folder. It's my first try at it, so... i have some problems. Some of the grafics seem badly messed up. the halo around lights looks strange and some of the guns are in 3D and unskinned (pistol, shotgun). Also, shell casings of the pistol are strangely looking. They are blue. And the green of the organic stuff is so bright that it gives me a headache. Is this normal?


No, that is definitely not normal! Delete the "textures" file and and the "textures.cache" file inside of your DukePlus folder (delete any copies you find outside that folder as well, for good measure). If that doesn't help, attach a copy of your eduke32.log in this thread. None of the problems you described could plausibly be attributed to Duke Plus itself. More than likely, they exist for you in the regular HRP without DP as well, and are caused by a video card/driver issue.
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User is offline   Spiker 

#194

If someone suggests me a nice map theme the best map theme with some awesome ideas than actually maybe I could start working on a much better map than this. So far I have no new ideas.
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#195

Have you ever see the animated movie "Laputa" directed by Hayao Miyazaki ? I really woul love to play a level placed on that awesome looking villages / mining sites on big crevasses !
For reference, check the railway chasing scene on this trailer : http://www.youtube.c...h?v=jBc01PvLD0I
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User is offline   Spiker 

#196

hehe this movie is terrible:) It would kill me to constantly watch these japanese cartoons ;)
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User is offline   Mblackwell 

  • Evil Overlord

#197

...actually it's a pretty good movie.

Just because something is animated doesn't mean it's just a simple cartoon. But that's a different argument. Look at some stills of the mining town.


Also, nice logo folks.
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User is offline   Mikko 

  • Honored Donor

#198

View PostSpiker, on Jul 7 2009, 10:26 PM, said:

I've decided to finally release my map. http://www.megaupload.com/?d=040R7HCF

There weren't any bugs found during playtesting, only some suggestions but I think that it wouldn't change that much and it's not worth it. (There was just one tweak with the final area) I'd rather make a new map than constantly revise this one (as it was with my previous map - quite exhausting and demotivating).

I release it so that you don't have to wait for another Duke Plus release and I could finally stop thinking about it ;) Enjoy the map! ;)


Fun map but did you enable that hopping thing (you know, press twice and Duke makes a leap)? I have never noticed the feature before (I think) and it's pretty damn annoying.

The transition effect makes no sense since it seems that you skip the entire building by entering the door.
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User is offline   Spiker 

#199

I don't know anything about any hopping thing.

Yeah, the building is skipped that's why the trasition which implies that some time has passed. Obiously there were no aliens in the building ;)
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User is offline   Danukem 

  • Duke Plus Developer

#200

View PostSpiker, on Jul 8 2009, 09:37 AM, said:

I don't know anything about any hopping thing.


Mikko is talking about the "dodge moves" which are activated by double tapping in a direction. The option is off by default, but you may have inadvertently turned it on in your map if you included a movement option sprite with the wrong flags set. If that's not the case, then Mikko needs to go into the DP menu and turn the dodge moves off (after which they will never trouble him again).
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User is offline   Danukem 

  • Duke Plus Developer

#201

Level designers have expressed a desire for Duke Plus to include a set of map models (such as trees, cars, etc.). This seems like a good idea, so I am accepting submissions for models to be included in future releases. These don't need to be models you made yourself. In fact, I suggest looking at the selection HERE, where you can find a lot of free md3 models.

I am going to insist on some rules for model submissions:


  • It must be legal for me to include the model with Duke Plus
  • Models must be in md3 format
  • Models should not look out of place next to the HRP models (they should look like they belong in the same game)
  • Models should not be too similar to something that already exists in the HRP or Duke Plus.
  • Models must have a reasonably low number of polygons (I'm not saying how many ;)) and a skin that has been optimized (indexed color PNG).
  • You must include a screenshot of the model in game (or in mapster). A 320 x 240 pic of the model in an empty room is fine, I just need to see that the model is working.
  • Include a working model definition, or at least all of the frame names (without those the model is useless). Feel free to use dummytile or setuptile commands and add the definition to dukeplus.def, but make sure you are not overwritting existing tile numbers. I may move the model to different tile numbers when it is included, but it saves me time if I have something that already works.


This post has been edited by DeeperThought: 08 July 2009 - 09:13 AM

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User is offline   Spiker 

#202

The dodge moves you say, unfortunately they are turned on. I thought that it won't piss off anyone because it never actives for me unless I really want it. In that case the only solution is to change the tag on the sprite.

This post has been edited by Spiker: 08 July 2009 - 09:17 AM

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User is offline   XThX2 

#203

Hmm is grabbag supposed to play when you are on steroids? Because if so, there's a bug-ish thing I discovered.

If you die while you're on steroids, and if you load a saved game (Tribute to Action II), the music still plays. I don't know if this still happens when you die and restart the map from the very beginning.
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User is offline   Danukem 

  • Duke Plus Developer

#204

View PostXThX2, on Jul 8 2009, 12:25 PM, said:

Hmm is grabbag supposed to play when you are on steroids? Because if so, there's a bug-ish thing I discovered.

If you die while you're on steroids, and if you load a saved game (Tribute to Action II), the music still plays. I don't know if this still happens when you die and restart the map from the very beginning.


I don't know what to make of that. EDuke32 has occasional issues with music playing/not playing that have nothing to do with DP. Maybe you just happened to be using the steroids when this happened but the steroids are unrelated? Duke Plus contains nothing that should effect music. It does not use the starttrack command, and the steroid effect does not do anything having to do with music...
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User is offline   XThX2 

#205

Hmm... strange I was so sure about hearing grabbag on Tribute to action... at the last part where you find Emperor.

Music playing/not playing issues => Do you mean the midis? They have this annoying issue.
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User is offline   Stabs 

#206

w00t

dead cop body!
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User is offline   Gambini 

#207

In my opinion Dukeplus should not include custom models, because the ¨game enhacer¨ title is loosing its sense.
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User is offline   Danukem 

  • Duke Plus Developer

#208

View PostGambini, on Jul 8 2009, 05:11 PM, said:

In my opinion Dukeplus should not include custom models, because the ¨game enhacer¨ title is loosing its sense.


The models would only appear in new maps that people put them in, so I don't see the problem. You could use DP to enhance gameplay in the old episodes and never see the models.

Going all the way back to 1996, level designers have included custom art with their maps to add things that aren't in the Duke 3D tile sets. Many of the best and most famous user maps include custom art. All I'd be doing is providing some additional models with DP, so that people can make DP maps and not be stuck with only vanilla resources. People can make DP maps with new models already, but the problem is they have to include the models with their maps, which complicates installation and prevents such maps from being added to the DP hub area. Read the third rule I stipulated for adding new models: "Models should not look out of place next to the HRP models (they should look like they belong in the same game)". The models can be for things that we wish had been part of the original art, just like the features of DP are features we wish the original game had. It is part of the normal evolution of a game enhancer.

That was a long answer, but I gave it out of respect for your opinion and to show that I have thought this through.
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User is offline   Mia Max 

#209

@DeeperThought:

I really would like to have some tree models in Duke Plus. I've already found some good looking lowpoly md3 models that were made for quake 3.
But I don't know how to make them work for Duke3d.

You can download it and many other models here:
http://www.wemakemap.../mapmodels7.htm
It is the first pak 'Trees and Trees' by GrimReaper.

The models have only ~100 polygons.
Some enemies in duke 3d have already around 2000 polygons, so I think it even would be possible to create a small forest with 20 trees without problems.

Please check it out. I want it for my map so bad ;)
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User is offline   Gambini 

#210

Which format those models use?

oh md3, then they´re eduke32 ready, you just need to add the defs i guess

This post has been edited by Gambini: 09 July 2009 - 06:54 AM

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