Duke Plus "feedback and general discussion of Duke Plus"
#196 Posted 08 July 2009 - 05:57 AM
#197 Posted 08 July 2009 - 07:06 AM
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.
#198 Posted 08 July 2009 - 08:32 AM
Spiker, on Jul 7 2009, 10:26 PM, said:
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
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.
#199 Posted 08 July 2009 - 08:37 AM
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
#200 Posted 08 July 2009 - 08:41 AM
Spiker, on Jul 8 2009, 09:37 AM, said:
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).
#201 Posted 08 July 2009 - 08:58 AM
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
#202 Posted 08 July 2009 - 09:12 AM
This post has been edited by Spiker: 08 July 2009 - 09:17 AM
#203 Posted 08 July 2009 - 11:25 AM
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.
#204 Posted 08 July 2009 - 11:46 AM
XThX2, on Jul 8 2009, 12:25 PM, said:
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...
#205 Posted 08 July 2009 - 12:03 PM
Music playing/not playing issues => Do you mean the midis? They have this annoying issue.
#207 Posted 08 July 2009 - 04:11 PM
#208 Posted 08 July 2009 - 06:01 PM
Gambini, on Jul 8 2009, 05:11 PM, said:
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.
#209 Posted 09 July 2009 - 04:07 AM
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
#210 Posted 09 July 2009 - 06:53 AM
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
#211 Posted 09 July 2009 - 07:23 AM
I will need to learn a lot about modeling. Of course it be great would if an expert would like to take care about it ...please
#212 Posted 09 July 2009 - 07:42 AM
Mia Max, on Jul 9 2009, 08:23 AM, said:
I will need to learn a lot about modeling. Of course it be great would if an expert would like to take care about it ...please
EDuke32 does support different textures on the same model, if the model has more than one surface.
#213 Posted 09 July 2009 - 08:49 AM
DeeperThought, on Jul 9 2009, 05:42 PM, said:
So, can you add the tree models to Duke Plus, please?
I'm sure, some other mappers would also like to use them.
#214 Posted 09 July 2009 - 01:56 PM
DeeperThought, on Jul 8 2009, 10:01 PM, said:
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.
I'm a hardcore 8bit'er myself, and I fully stand behind you. It's your mod, and if you'd like to add this kind of stuff, more power to you. I believe that you also enjoy 8bit a little more from things you've said in the past, and you've kept compatibility for those who'd like to play with 8bit, with the occasional model or hi-res texture with no 8bit counterpart. In most cases these are even possible to disable (MP5, Double Barrel Shotgun.) I say do whatever you think can take your mod to the next level, there are naysayers for everything, but I don't think DukePlus will lose any players because there are some new models introduced.
#215 Posted 10 July 2009 - 02:01 AM
After you attack lizard trooper medic with shrinker it still have few seconds to fire heal teammates, so he did. Shrinking process was stopped in middle... I got half-sized lizard still attacking me. he was like normal (firing gun etc) but half-sized.
That gives a idea of new feature - Alternative Shrinker. Works as expander but in other way, uses less ammo per shot, every shot shriks enemy about to 3/4 of previous size, when enemy is smaller than half, it attacks more rarerly, when it's size <= 1/4 of original it can be squished. If size is still greataer than 1/2 enemy will slowly regain size, else it will restore as in classic shrinker but also hurts enemy a bit. Also maybe add "mind stopper" for expander (as mind blast for shrinker) that will immobilize aliens for a while.
There also some of my great ideas:
drinkable coffee mugs
alt attack for chaingun - fires 3 bullets at once, slower firerate, faster heating
grenade launcher (like battlelord's) instead pipes
motion-sensing tripbombs that can be placed on floors (mines)
#216 Posted 10 July 2009 - 02:46 AM
* add smoke to default jetpack
* change duke "state" when jump-flying (it doent change to "flying" like it with normal jetpack)
* change jetpack state "OFF" to "AUTO" in HUD and probably "ON" to "HOVR" (meaning Hover-mode)
* add jetpack start sound when activating it and jetpack off when landing/out of fuel
(personally i'd give duke jetpack from beginning but with 10% of fuel and replaced jetpack item with some kind of gas tank)
also about items:
it would be great if duke use scuba only when he's outta oxygen
#217 Posted 10 July 2009 - 12:06 PM
Mia Max, on Jul 9 2009, 09:49 AM, said:
I'm sure, some other mappers would also like to use them.
Yes, and I know you have the model in game now, so send it to me with the model def you are using.
#218 Posted 10 July 2009 - 03:28 PM
#219 Posted 10 July 2009 - 04:21 PM
After freezing it, Shark don't attack, don't die and keep moving slowly to forward.
BTW, Jetpack Feature is very good, remember Duke Nukem Weapon of Mass Destruction.
This post has been edited by Flacken.WS: 10 July 2009 - 04:22 PM
#221 Posted 11 July 2009 - 09:35 AM
#222 Posted 11 July 2009 - 05:31 PM
its upto you man
#223 Posted 12 July 2009 - 02:39 AM
#224 Posted 12 July 2009 - 02:57 AM
#225 Posted 12 July 2009 - 09:30 AM
Micky C, on Jul 12 2009, 03:57 AM, said:
Oops! That is supposed to be controlled by SWEARFREQUENCY in USER.CON, like it has been since 1996 (0 = no jib sounds, 255 = talking every time). But when I changed the jib sound state recently I omitted that bit and he says something every time he blows up a monster. I have just fixed this. Download the latest code from the link in my signature. The things he says when shooting monsters with bullets were already controlled by that number (it is about half of SWEARFREQUENCY ). I also fixed the allied Commander bug mentioned by Headless_Horseman.
This post has been edited by DeeperThought: 12 July 2009 - 09:32 AM

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