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Duke Plus  "feedback and general discussion of Duke Plus"

User is offline   Mia Max 

#211

The problem is that these models use 2 textures. And I think eduke32 supports only 1 texture/model.
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 ;)
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User is online   Danukem 

  • Duke Plus Developer

#212

View PostMia Max, on Jul 9 2009, 08:23 AM, said:

The problem is that these models use 2 textures. And I think eduke32 supports only 1 texture/model.
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.
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User is offline   Mia Max 

#213

View PostDeeperThought, on Jul 9 2009, 05:42 PM, said:

EDuke32 does support different textures on the same model, if the model has more than one surface.


So, can you add the tree models to Duke Plus, please?
I'm sure, some other mappers would also like to use them.
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User is offline   Jimmy 

  • Let's go Brandon!

#214

View PostDeeperThought, on Jul 8 2009, 10:01 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.

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.
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User is offline   HJ-kos 

#215

 
Hey, just spotted weird bug in 2.0 (not last, but it wasn't described in changelogs)

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)
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User is offline   HJ-kos 

#216

also about new jetpack

* 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
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User is online   Danukem 

  • Duke Plus Developer

#217

View PostMia Max, on Jul 9 2009, 09:49 AM, said:

So, can you add the tree models to Duke Plus, please?
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.
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User is offline   eddym4814 

#218

I finally played Duke Plus 2.0 last night. I really like the new weapons and reloading system. It reminds of the reloading system in the Outlaws game. I took some screenshots and made a little slideshow to highlight some of the Duke Plus features. It's low res because I wanted to keep the file size below 5MB.

Posted Image
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User is offline   Flacken.WS 

#219

Possible Bug in Shark:
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

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User is offline   Stabs 

#220

new machine gun shot spark effect if your interested


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User is online   Danukem 

  • Duke Plus Developer

#221

View PostDanM, on Jul 11 2009, 05:42 AM, said:

new machine gun shot spark effect if your interested

Attachment mp5fire1.png


I just tried that and it's quite good!
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User is offline   Stabs 

#222

theres another too try, its just i find the other a bit harder to aim with, so i added a bit more transparency to make it less distracting, thats what i personally found after using it for a bit.



its upto you man
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#223

The bug with the flying guy that shots rockets is still there : with Advanced AI on, if you mindblast him he still spinattack you and not the other enemies (although he rarely shots them with the rockets).
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User is offline   Micky C 

  • Honored Donor

#224

I'm not sure if it's been considered before or not but is it possible to add a variable control to Duke Taunts Plus which determines how often he uses quotes? It would be really awesome if DukePlus had that.
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User is online   Danukem 

  • Duke Plus Developer

#225

View PostMicky C, on Jul 12 2009, 03:57 AM, said:

I'm not sure if it's been considered before or not but is it possible to add a variable control to Duke Taunts Plus which determines how often he uses quotes? It would be really awesome if DukePlus had that.


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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User is online   Danukem 

  • Duke Plus Developer

#226

There was a bug, which has existed for a long time, which made shrunk monsters invulnerable to everything except stomping. There was a line in the genericshrunkcode which prevented them from taking damage. I have fixed this and uploaded the fixed CONs. However, since I don't know why that line was there, it is possible that this has broken something else. So if anyone has some free time on their hands, they could do me a favor by checking all the shrinkable actors (including the bots) to make sure that nothing nasty happens when they take damage when shrunk. Maybe there is some actor that becomes invincible after growing again, I don't know. Or maybe it's fine now.

EDIT: And in case it isn't obvous, the bug has been fixed only in the latest unofficial code, not the full download.

This post has been edited by DeeperThought: 15 July 2009 - 08:35 AM

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User is offline   Mia Max 

#227

@DeeperThought:

How many models do you accept?
I got 11 different models that have 3 MB alltogether.

I just would like to know if this is already too much or if I may add some more.

Posted Image Posted Image
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User is offline   Spiker 

#228

Surely not all of these will be included. That would be pointless to trash DP with this.
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User is online   Danukem 

  • Duke Plus Developer

#229

View PostMia Max, on Jul 15 2009, 01:50 PM, said:

@DeeperThought:

How many models do you accept?
I got 11 different models that have 3 MB alltogether.

I just would like to know if this is already too much or if I may add some more.

Posted Image Posted Image


The machine gun is good and will be a functional stationary gun. The trees are all fine. Duke 3D is very lacking in trees (I am tired of looking at palm trees). I remember that there is a tombstone in the original art which should have an HRP model by now. Can you check that? I will accept two of those tombstones, but I'm not sure which two. The coffin looks good and could be useful in other maps, although it is the sort of thing that could be built out of sectors. I don't like the statue head very much. I'm assuming that the golden gun and DNF hand skin are not part of what you are suggesting.

@Spiker: The only time you would see the models is when you play a map that uses them, so if you hate them so much then just don't play those maps.

This post has been edited by DeeperThought: 15 July 2009 - 01:40 PM

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User is offline   Mia Max 

#230

View PostDeeperThought, on Jul 15 2009, 11:39 PM, said:

The machine gun is good and will be a functional stationary gun. The trees are all fine. Duke 3D is very lacking in trees (I am tired of looking at palm trees). I remember that there is a tombstone in the original art which should have an HRP model by now. Can you check that? I will accept two of those tombstones, but I'm not sure which two. The coffin looks good and could be useful in other maps, although it is the sort of thing that could be built out of sectors. I don't like the statue head very much. I'm assuming that the golden gun and DNF hand skin are not part of what you are suggesting.

@Spiker: The only time you would see the models is when you play a map that uses them, so if you hate them so much then just don't play those maps.


Good to know that you like the trees.
I couldn't find a tombstone in the original art. However, I just would like to have the one at the very left. The other tombstones can easily be built with sectors.

Well, I will do some fine-tuning on the trees and then I send you the pak. I guess you won't need the con file for the gun, cause it's pretty much the same as the one used for the cannon.


EDIT: The golden gun and DNF hand skin are from daniel262b. http://forums.duke4....?showtopic=1087

This post has been edited by Mia Max: 15 July 2009 - 02:07 PM

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User is offline   Jimmy 

  • Let's go Brandon!

#231

DT, I may be able to supply with you 8bit counterparts to the trees, tombstones, and possibly the machine gun. Send me a PM or message me on MSN if you're interested.

This post has been edited by Captain Awesome: 15 July 2009 - 06:58 PM

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User is offline   chicken 

  • Fashionable Modeler

#232

Maybe we could start something like an "Alternative HRP" in which we could include models like that.
That would enlarge the repertoire for mappers enormously.

I don't know if DukePlus would be the right platform for this, maybe it could include the 8bit-artfiles (or they could be distributed together with the map) and the AltHRP could be offered as a separate download.

I think it would be a good idea to offer a new batch of highquality artwork that is organized by the community somehow.

Just a thought...
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User is offline   Spiker 

#233

DeeperThought you know how to bite one's ass. Exactly a year ago you were strongly against including any new art for my map (because of the size) but if now you want to accept every average model that's ok. I just thought that the art included should fit and could be used in more than one map. Otherwise much stuff will appear just once in that single map. Anyway be sure to include these bush models by Hellbound. The best bush models on the net. ;)


Posted Image

Attached File(s)


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User is online   Danukem 

  • Duke Plus Developer

#234

View PostSpiker, on Jul 16 2009, 01:40 AM, said:

DeeperThought you know how to bite one's ass. Exactly a year ago you were strongly against including any new art for my map (because of the size) but if now you want to accept every average model that's ok. I just thought that the art included should fit and could be used in more than one map. Otherwise much stuff will appear just once in that single map. Anyway be sure to include these bush models by Hellbound. The best bush models on the net. ;)


They are good bush models.

A lot has changed since one year ago, but as I recall you wanted to have normal soldier models for the Duke bots, which I would still be against today.

I'm just going to allow the models to accumulate in this thread until I have some time to deal with it. I have to finish up some stuff on WGR2, then I am going on a trip that will last until the beginning of next month. When I get back it will be almost time to release the first episode of WGR2 so I'll be busy with that again. I probably won't do much with DP until late into August, so there will be plenty of time for people to present better models if they choose.
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User is offline   Spiker 

#235

I desperately need an ability for the DP canon and possibly a player to move together with a slidedoor sector. I tried setting statnum on the canon to 2 but it didn't work. It's a matter of having another Duke Plus map. I just have to make this fucking canon move with the sector!
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User is offline   supergoofy 

#236

Bug report:

Testing shrinker and shrunk enemies

Posted Image

As you can see this liztrooper couldn't grow up normally ;)
Devastator seems to not have any effect on shrunk enemies
In fact when I used it in the liztroop, he stopped growing and and then he stayed in the small size you see in the picture above.

I also tested pigcops, octabrains and the fat guys that throw rockets.
The rocket launcher can kill the shrunk enemies, but not instantly. The shrunk enemy first grows up and then dies.
Pistols also have no effect to shrunk enemies.
Shotgun seems to kill shrunk enemies. So I suppose it works fine.

That's my quick report.

This post has been edited by supergoofy: 16 July 2009 - 07:14 AM

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User is online   Danukem 

  • Duke Plus Developer

#237

View Postsupergoofy, on Jul 16 2009, 08:14 AM, said:

Bug report:

Testing shrinker and shrunk enemies

Posted Image

As you can see this liztrooper couldn't grow up normally ;)
Devastator seems to not have any effect on shrunk enemies
In fact when I used it in the liztroop, he stopped growing and and then he stayed in the small size you see in the picture above.

I also tested pigcops, octabrains and the fat guys that throw rockets.
The rocket launcher can kill the shrunk enemies, but not instantly. The shrunk enemy first grows up and then dies.
Pistols also have no effect to shrunk enemies.
Shotgun seems to kill shrunk enemies. So I suppose it works fine.

That's my quick report.


Well, I must say, I'm a little mixed up right now about how this is supposed to work. The other day when you said it was a bug that monsters could only be killed by stomping when shrunk, I tested it in the unmodified game. I found that liztroops, at least, could be killed by both explosives and bullets when shrunk. So at that point I figured that DP really did have a bug and I made a simple change to fix it. But after some more testing, it's obvious that the AI in the original cons is not designed to have monsters getting hurt when shrunk. For example, if you shoot a liztroop a few times and he survives, he can start shooting back and acting normally but continue to be shrunk forever. This is what I experienced when playing without DP, using only the CONs in my duke3d.grp. Now maybe that grp was not copied directly from my cd and had changed cons, but I doubt it. Another possibility is that there was some hardcoded stuff in Duke that put restrictions on shrunk monster behavior, and that hardcoding was mistakenly removed from EDuke32 somehow. But that doesn't seem very likely either. So I don't know what the hell is going on. I sure don't remember monsters ever being shootable by bullets when shrunk, and allowing them to be shot opens up a can of worms. You see, when monsters are hit, they change their AI to counterattack or flinch, etc. This changes them away from their shrunken AI and messes things up. I can try to fix this, but it means going into the code of each individual monster and making changes, maybe substantial ones.

What I really want to know is, are shrunk monsters supposed to be hittable with bullets and explosives? I just don't remember it working that way.
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#238

View PostDeeperThought, on Jul 17 2009, 08:24 AM, said:

What I really want to know is, are shrunk monsters supposed to be hittable with bullets and explosives? I just don't remember it working that way.


Definitely not hit scan weapons, though I'm not 100% sure on explosive type.

This post has been edited by The Commander: 16 July 2009 - 12:34 PM

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User is online   Danukem 

  • Duke Plus Developer

#239

Hmmm, I think they are supposed to change to cstat 0 when they shrink. That would prevent them from blocking or getting hit with bullets. Then they cstat 257 when they grow. But then why was I able to shoot monsters with bullets (and get buggy results) when I played with normal CONs just now? Perhaps something changed in EDuke32 that forces the hitscan bit on monsters?

This post has been edited by DeeperThought: 16 July 2009 - 12:40 PM

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User is offline   Sangman 

#240

In vanilla Duke, you could harm monsters with explosives, but they would only blow up or die when they had grown back. Sortof like how you can shoot a Liztroop sitting on a toilet, but it won't actually die until it stands up.
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