Duke Plus "feedback and general discussion of Duke Plus"
#20 Posted 10 May 2009 - 05:44 PM
They dont seem to aim at enemies, even when i set them to. In this case i was using STARPROJ as set projectile, 120 shots, very fast setup, and 2 shooters sharing the same tag.
Im not sure if it has to do with STARPROJ that it wont shoot monsters, it just keeps aiming at the player or some direction.
And i also think STARPROJ is the only type of projectile that requires that you turn the shooter in the opposite direction where you want to fire, when shooting straight forward without targets being set.
Not a very big problem, the shooter acting weird with STARPROJ, but i never got it to actually track and shoot monsters, it does still react to any visible ones, though.
I'm not too familiar with this polymer stuff, is it like some Open GL renderers for games, that it allows for flexible moving lights without sectors doing anything to create that effect? Like say, in Skulltag for Doom 2.
Edit: Nevermind, found some information about it. Looks just like Open GL on skulltag! This will be interesting, hehe...
This post has been edited by CarThief: 10 May 2009 - 05:46 PM
#21 Posted 10 May 2009 - 07:07 PM
Alan, on May 10 2009, 05:59 PM, said:
I also am having an issue getting Duke Plus to load with the HRP. The HRP content just doesn't show up. I have the eduke32 folder set up with duke3d.grp, and inside that folder are the autoload and DukePlus folders side-by-side. Is this the correct arrangement?
That is correct. These are the only possible explanations I can think of:
-You have a -noautoload parameter in the .bat file that starts DP
-You are using a polymer build, and the "enable autoload folder" button is not checked in the startup window
-Your copy of dukeplus.def was modified so that it does not have the include duke3d.def line at the top
-You have turned off models and/or textures in the eduke32 video options (remember DP has its own cfg file, so the fact that those things are turned on in vanilla Duke does not mean they will be on in DP)
Maybe there are some other explanations that I missed. Gee, it's fun to sit here and guess. How about posting your eduke32.log file?
#22 Posted 10 May 2009 - 09:22 PM
-Nope, snapshot from the website. No point in using the Polymer build if I can't run it.
-Nope, that declaration is present.
-Nope, they're all on.
No log file was produced.
#23 Posted 10 May 2009 - 10:05 PM
Alan, on May 10 2009, 10:22 PM, said:
Is that normal for you? Do log files get made when you play a normal non-DP game?
By the way, I've been assuming that the HRP does load when you play without DP. Please confirm that.
I don't use linux and don't know much about it, so naturally I suspect your OS has something to do with this.
Since you don't have a log to post, could you post your dp.cfg?
#24 Posted 10 May 2009 - 10:27 PM
DeeperThought, on May 11 2009, 02:05 AM, said:
By the way, I've been assuming that the HRP does load when you play without DP. Please confirm that.
I don't use linux and don't know much about it, so naturally I suspect your OS has something to do with this.
Since you don't have a log to post, could you post your dp.cfg?
Don't see any generated, no.
It does fine when run normal.
Perhaps, since I'm running EDuke32 as a global command.
dp.cfg:
[Controls] AimingFlag = 1 AutoAim = 1 MouseAimingFlipped = 1 MouseAiming = 0 MouseBias = 0 MouseDeadZone = 0 RunKeyBehaviour = 0 SmoothInput = 1 UseJoystick = 0 UseMouse = 1 WeaponSwitchMode = 3 MouseButton0 = "Fire" MouseButtonClicked0 = "" MouseButton1 = "MedKit" MouseButtonClicked1 = "" MouseButton2 = "Jetpack" MouseButtonClicked2 = "" MouseButton3 = "" MouseButtonClicked3 = "" MouseButton4 = "Previous_Weapon" MouseButtonClicked4 = "" MouseButton5 = "Next_Weapon" MouseButtonClicked5 = "" MouseButton6 = "" MouseButtonClicked6 = "" MouseButton7 = "" MouseButtonClicked7 = "" MouseButton8 = "" MouseButton9 = "" MouseAnalogAxes0 = "analog_turning" MouseDigitalAxes0_0 = "" MouseDigitalAxes0_1 = "" MouseAnalogScale0 = 65536 MouseAnalogAxes1 = "analog_moving" MouseDigitalAxes1_0 = "" MouseDigitalAxes1_1 = "" MouseAnalogScale1 = 65536 Mouse_Sensitivity = 18 JoystickButton0 = "Fire" JoystickButtonClicked0 = "" JoystickButton1 = "Strafe" JoystickButtonClicked1 = "Inventory" JoystickButton2 = "Run" JoystickButtonClicked2 = "Jump" JoystickButton3 = "Open" JoystickButtonClicked3 = "Crouch" JoystickButton4 = "" JoystickButtonClicked4 = "" JoystickButton5 = "" JoystickButtonClicked5 = "" JoystickButton6 = "" JoystickButtonClicked6 = "" JoystickButton7 = "" JoystickButtonClicked7 = "" JoystickButton8 = "" JoystickButtonClicked8 = "" JoystickButton9 = "" JoystickButtonClicked9 = "" JoystickButton10 = "" JoystickButtonClicked10 = "" JoystickButton11 = "" JoystickButtonClicked11 = "" JoystickButton12 = "" JoystickButtonClicked12 = "" JoystickButton13 = "" JoystickButtonClicked13 = "" JoystickButton14 = "" JoystickButtonClicked14 = "" JoystickButton15 = "" JoystickButtonClicked15 = "" JoystickButton16 = "" JoystickButtonClicked16 = "" JoystickButton17 = "" JoystickButtonClicked17 = "" JoystickButton18 = "" JoystickButtonClicked18 = "" JoystickButton19 = "" JoystickButtonClicked19 = "" JoystickButton20 = "" JoystickButtonClicked20 = "" JoystickButton21 = "" JoystickButtonClicked21 = "" JoystickButton22 = "" JoystickButtonClicked22 = "" JoystickButton23 = "" JoystickButtonClicked23 = "" JoystickButton24 = "" JoystickButtonClicked24 = "" JoystickButton25 = "" JoystickButtonClicked25 = "" JoystickButton26 = "" JoystickButtonClicked26 = "" JoystickButton27 = "" JoystickButtonClicked27 = "" JoystickButton28 = "" JoystickButtonClicked28 = "" JoystickButton29 = "" JoystickButtonClicked29 = "" JoystickButton30 = "" JoystickButtonClicked30 = "" JoystickButton31 = "" JoystickButtonClicked31 = "" JoystickButton32 = "Aim_Down" JoystickButtonClicked32 = "" JoystickButton33 = "Look_Right" JoystickButtonClicked33 = "" JoystickButton34 = "Aim_Up" JoystickButtonClicked34 = "" JoystickButton35 = "Look_Left" JoystickButtonClicked35 = "" JoystickAnalogAxes0 = "analog_turning" JoystickDigitalAxes0_0 = "" JoystickDigitalAxes0_1 = "" JoystickAnalogScale0 = 65536 JoystickAnalogDead0 = 1000 JoystickAnalogSaturate0 = 9500 JoystickAnalogAxes1 = "analog_moving" JoystickDigitalAxes1_0 = "" JoystickDigitalAxes1_1 = "" JoystickAnalogScale1 = 65536 JoystickAnalogDead1 = 1000 JoystickAnalogSaturate1 = 9500 JoystickAnalogAxes2 = "analog_strafing" JoystickDigitalAxes2_0 = "" JoystickDigitalAxes2_1 = "" JoystickAnalogScale2 = 65536 JoystickAnalogDead2 = 1000 JoystickAnalogSaturate2 = 9500 JoystickAnalogAxes3 = "" JoystickDigitalAxes3_0 = "Run" JoystickDigitalAxes3_1 = "" JoystickAnalogScale3 = 65536 JoystickAnalogDead3 = 1000 JoystickAnalogSaturate3 = 9500 JoystickAnalogAxes4 = "" JoystickDigitalAxes4_0 = "" JoystickDigitalAxes4_1 = "" JoystickAnalogScale4 = 65536 JoystickAnalogDead4 = 1000 JoystickAnalogSaturate4 = 9500 JoystickAnalogAxes5 = "" JoystickDigitalAxes5_0 = "" JoystickDigitalAxes5_1 = "" JoystickAnalogScale5 = 65536 JoystickAnalogDead5 = 1000 JoystickAnalogSaturate5 = 9500 JoystickAnalogAxes6 = "" JoystickDigitalAxes6_0 = "" JoystickDigitalAxes6_1 = "" JoystickAnalogScale6 = 65536 JoystickAnalogDead6 = 1000 JoystickAnalogSaturate6 = 9500 JoystickAnalogAxes7 = "" JoystickDigitalAxes7_0 = "" JoystickDigitalAxes7_1 = "" JoystickAnalogScale7 = 65536 JoystickAnalogDead7 = 1000 JoystickAnalogSaturate7 = 9500 [Misc] AltHud = 1 AutoMsg = 0 AutoVote = 0 Color = 0 CrosshairScale = 50 Crosshairs = 1 DeathMessages = 1 DemoCams = 1 Executions = 17 IDPlayers = 1 MPMessageDisplayTime = 120 RunMode = 1 ShowFPS = 0 ShowLevelStats = 0 ShowOpponentWeapons = 0 ShowViewWeapon = 1 StatusBarMode = 0 StatusBarScale = 100 Team = 0 TextScale = 100 UsePrecache = 1 ViewBobbing = 1 WeaponChoice0 = 3 WeaponChoice1 = 4 WeaponChoice2 = 5 WeaponChoice3 = 7 WeaponChoice4 = 8 WeaponChoice5 = 6 WeaponChoice6 = 0 WeaponChoice7 = 2 WeaponChoice8 = 9 WeaponChoice9 = 1 WeaponScale = 100 WeaponSway = 1 CrosshairColor = "255,255,255" [Setup] ConfigVersion = 192 ForceSetup = 1 SelectedGRP = "duke3d.grp" [Screen Setup] AmbientLight = "1.00" Detail = 0 GLAnimationSmoothing = 1 GLAnisotropy = 1 GLDetailMapping = 1 GLFullbrights = 1 GLGlowMapping = 1 GLOcclusionChecking = 1 GLParallaxSkyClamping = 1 GLParallaxSkyPanning = 0 GLProjectionFix = 1 GLTextureMode = 1 GLTextureQuality = 1 GLUseCompressedTextureCache = 1 GLUseTextureCacheCompression = 1 GLUseTextureCompr = 1 GLVBOCount = 64 GLVBOs = 1 GLVertexArrays = 1 GLVSync = 0 GLWidescreen = 1 MaxFPS = 0 Messages = 1 OSDHightile = 1 OSDTextMode = 0 Out = 0 Password = "" ScreenBPP = 32 ScreenGamma = 8 ScreenHeight = 600 ScreenMode = 0 ScreenSize = 4 ScreenWidth = 800 Shadows = 1 Tilt = 1 UseHightile = 1 UseModels = 1 VidBrightness = "0.00" VidContrast = "1.00" VidGamma = "1.00" [Sound Setup] AmbienceToggle = 1 FXVolume = 220 MusicToggle = 1 MusicVolume = 200 NumVoices = 32 NumChannels = 2 NumBits = 16 MixRate = 48000 ReverseStereo = 0 SoundToggle = 1 VoiceToggle = 5 [KeyDefinitions] Move_Forward = "Up" "" Move_Backward = "Down" "" Turn_Left = "" "" Turn_Right = "" "" Strafe = "" "" Fire = "" "" Open = "End" "" Run = "" "" AutoRun = "CapLck" "" Jump = "RCtrl" "" Crouch = "RShift" "" Look_Up = "" "" Look_Down = "" "" Look_Left = "" "" Look_Right = "" "" Strafe_Left = "Left" "" Strafe_Right = "Right" "" Aim_Up = "" "" Aim_Down = "" "" Weapon_1 = "1" "" Weapon_2 = "2" "" Weapon_3 = "3" "" Weapon_4 = "4" "" Weapon_5 = "5" "" Weapon_6 = "6" "" Weapon_7 = "7" "" Weapon_8 = "8" "" Weapon_9 = "9" "" Weapon_10 = "0" "" Inventory = "Enter" "KpdEnt" Inventory_Left = "[" "" Inventory_Right = "]" "" Holo_Duke = "H" "" Jetpack = "J" "" NightVision = "N" "" MedKit = "M" "" TurnAround = "BakSpc" "" SendMessage = "T" "" Map = "Tab" "" Shrink_Screen = "-" "" Enlarge_Screen = "=" "" Center_View = "" "" Holster_Weapon = "ScrLck" "" Show_Opponents_Weapon = "W" "" Map_Follow_Mode = "F" "" See_Coop_View = "K" "" Mouse_Aiming = "U" "" Toggle_Crosshair = "I" "" Steroids = "R" "" Quick_Kick = "`" "" Next_Weapon = "'" "" Previous_Weapon = ";" "" Show_Console = "`" "" Show_DukeMatch_Scores = "" "" DUKEPLUS_MENU = "" "" USE_FLARE = "" "" RELOAD_ALTFIRE = "" "" [Comm Setup] PlayerName = "Duke" RTSName = "DUKE.RTS" CommbatMacro#0 = "An inspiration for birth control." CommbatMacro#1 = "You're gonna die for that!" CommbatMacro#2 = "It hurts to be you." CommbatMacro#3 = "Lucky Son of a Bitch." CommbatMacro#4 = "Hmmm....Payback time." CommbatMacro#5 = "You bottom dwelling scum sucker." CommbatMacro#6 = "Damn, you're ugly." CommbatMacro#7 = "Ha ha ha...Wasted!" CommbatMacro#8 = "You suck!" CommbatMacro#9 = "AARRRGHHHHH!!!"
#27 Posted 10 May 2009 - 11:31 PM
Sweet Potato Vines, on May 11 2009, 07:28 PM, said:
Are you using 1.3 version of Duke? You Need 1.4/5
#29 Posted 10 May 2009 - 11:36 PM
Plagman you beat me by 1-2 minutes
This post has been edited by supergoofy: 10 May 2009 - 11:41 PM
#31 Posted 11 May 2009 - 12:17 AM
#32 Posted 11 May 2009 - 02:00 AM
moggimus, on May 10 2009, 11:38 PM, said:
Bah, of course thats it!
Ok, actually, I'm pretty sure I don't have any updated version of Duke. are you talking about version 1.4 for eduke or for Duke Nukem itself?, because I ran the eduke that came in the DukePlus.zip.
#34 Posted 11 May 2009 - 08:20 AM
necroslut, on May 11 2009, 01:17 AM, said:
This is why tech support people often recommend doing clean installs. It usually fixes the problem and it's easier than figuring out what it is.
In this case, it only takes a minute. Just extract dukeplus.rar into an empty folder, add a copy of duke3d.grp, and you are good to go. I would recommend this to anyone who is having inexplicable problems before posting.
#35 Posted 11 May 2009 - 08:24 AM
This post has been edited by KillerBudgie: 11 May 2009 - 08:24 AM
#36 Posted 11 May 2009 - 08:45 AM
KillerBudgie, on May 11 2009, 09:24 AM, said:
That map is nearing completion. DPCBP and a new map by Mia Max will both be included in the next update. There is no release date but I am tentatively predicting it will be around June 1st.
#37 Posted 11 May 2009 - 09:08 AM
DeeperThought, on May 11 2009, 07:20 PM, said:
Don't forget Duke3d and Eduke32 config files.
#38 Posted 11 May 2009 - 09:20 AM
Mikko_Sandt, on May 11 2009, 10:08 AM, said:
I didn't forget, I purposefully omitted them. If someone is having an unexplained problem, the config files might have something to do with it. For example, a bad Mod Dir setting can make it impossible to save games.
#39 Posted 11 May 2009 - 10:07 AM
DeeperThought, on May 11 2009, 05:45 PM, said:
The 'Haunted Castle' map and the DPCBP will probably be the biggest f*** off maps everyone will be playing once the next update is released. I can't wait to play them myself.
This post has been edited by KillerBudgie: 11 May 2009 - 10:09 AM
#41 Posted 11 May 2009 - 02:03 PM
#42 Posted 11 May 2009 - 02:34 PM
Alan, on May 11 2009, 02:27 AM, said:
It does fine when run normal.
Perhaps, since I'm running EDuke32 as a global command.
The log is output in the current working directory, usually one's home directory.
I've found that -game_dir only works with absolute paths, and that DUKEPLUS_RESOURCES.zip needs to be extracted in order to work. Also, when EDuke32 starts up, make a note of the addsearchpath statements in the messages window. Only files in those paths will be usable, and the DukePlus folder needs to be one of them.
This post has been edited by Dr. Kylstein: 11 May 2009 - 02:38 PM
#43 Posted 11 May 2009 - 02:40 PM
Dr. Kylstein, on May 11 2009, 03:34 PM, said:
I've found that -game_dir only works with absolute paths, and that DUKEPLUS_RESOURCES.zip needs to be extracted in order to work. Also, when EDuke32 starts up, make a note of the addsearchpath statements in the messages window. Only files in those paths will be usable, and if the DukePlus folder needs to be one of them.
Alan was talking about getting the HRP to work with DP, he wasn't having any problem with DP itself AFAIK. But thanks for the information. I didn't realize that the resources were not loading in linux because of the zip. The only reason I started zipping them was for the HRP uninstaller, but now I'm thinking it isn't worth it.
#44 Posted 11 May 2009 - 03:59 PM
DeeperThought, on May 11 2009, 06:40 PM, said:
I have no idea how that works. I thought EDuke32 only loaded archives that it is instructed to load, which is what happens on my system.
#45 Posted 11 May 2009 - 04:17 PM
Dr. Kylstein, on May 11 2009, 04:59 PM, said:
It also automatically loads archives that are inside the selected game directory. At least that's how it works for me and others who aren't using linux.
#46 Posted 11 May 2009 - 10:30 PM
Dr. Kylstein, on May 12 2009, 12:34 AM, said:
Why would you have to extract it? It loads it fine if it's in the specified game_dir. What does your log say about it?
#47 Posted 12 May 2009 - 05:19 AM
Dr. Kylstein, on May 11 2009, 06:34 PM, said:
Thanks! I was expecting it to show up in the ~/.eduke32 folder.
At any rate...
EDuke32 1.5.0devel 20090131 Application parameters: -game_dir DukePlus -forcegl addsearchpath(): Added /home/alan/ addsearchpath(): Added /home/alan/.eduke32/ Initializing SDL system interface (compiled against SDL version 1.2.12, found version 1.2.12) Loading libGL.so.1 Loading libGLU.so.1 Using "x11" video driver Using config file 'eduke32.cfg'. Scanning for GRP files... Using group file 'duke3d.grp' as main group file. Using group file 'autoload/duke3d.grp/duke3d_hrp.zip'. Using group file 'autoload/duke3d.grp/eduke32_mus.zip'. Using group file 'autoload/duke3d.grp/maphacks.zip'. Compiling: EDUKE.CON (27 bytes) Including: dpcons/DUKEPLUS.CON (552873 bytes) Using DEF file: dukeplus.def. Wrote eduke32.cfg Wrote eduke32_binds.cfg Using config file 'DukePlus/dp.cfg'. Including: DEFS.CON (35992 bytes) Including: USER.CON (45482 bytes) Including: DukePlus/dpcons/DEFSPLUS.CON (39370 bytes) Including: DukePlus/dpcons/USERPLUS.CON (53154 bytes) Including: DukePlus/dpcons/LIGHTS.CON (21535 bytes) DukePlus/dpcons/LIGHTS.CON: In actor `SECTOR_CONTROLLER': DukePlus/dpcons/LIGHTS.CON:405: warning: `nullop' found without `else' DukePlus/dpcons/LIGHTS.CON:405: warning: empty `else' branch Including: DukePlus/dpcons/HUDPLUS.CON (60751 bytes) Resizing code buffer to 32768*4 bytes Including: DukePlus/dpcons/PLAYERPLUS.CON (106730 bytes) Resizing code buffer to 65536*4 bytes Resizing code buffer to 131072*4 bytes dpcons/DUKEPLUS.CON: In event `EVENT_PROCESSINPUT': dpcons/DUKEPLUS.CON:25538: warning: found `ifsound' outside of a local event. dpcons/DUKEPLUS.CON:25546: warning: found `ifsound' outside of a local event. Found 4 warning(s), 0 error(s). Resizing code buffer to 102120*4 bytes Script compiled in 172ms Compiled code size: 102112*4 bytes, version 1.4+ Pointer bitmap size: 12765 bytes 2778/11264 labels, 642/2048 variables 287/16384 quotes, 46 quote redefinitions 33/88 event definitions, 388 defined actors Initialized 32.0M cache RTS file DUKE.RTS was not found Initializing OSD... 0 joystick(s) found Setting video mode 800x600 (32-bpp windowed) OpenGL Information: Version: 2.1.8087 Release Vendor: ATI Technologies Inc. Renderer: ATI Radeon X1200 Series Cache contains 0 bytes of garbage data Initializing music... Initializing sound... Initializing MultiVoc... - 32 voices, 512 byte mixing buffers Executing "DukePlus/dp_binds.cfg" UDP net deinitialized successfully. Uninitializing MultiVoc... Wrote DukePlus/dp.cfg Wrote DukePlus/dp_binds.cfg
#48 Posted 12 May 2009 - 06:15 AM
This post has been edited by DeeperThought: 12 May 2009 - 06:16 AM
#49 Posted 12 May 2009 - 07:13 AM
Dukeplus is a nice addon(allthough found the logo on the main menu standing out a bit too much, maybe make it match the menu fonts?)
Two things which i have noticed in particular.
There seems to be a bug when just using one pistol and the "DNSTUFF" cheat, it will either start firing slowly and can't be reloaded, or it will fire without ever being reloaded.
The second is the hi-res blood, for me it looks more like splatters of dark liquid than blood.
Otherwise a pretty nice mod

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