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Duke Plus  "feedback and general discussion of Duke Plus"

User is offline   supergoofy 

#241

Well, DeeperThought you have right. The original game seems to have similar behavior with shrunk enemies.

I think that it's not a big issue. After a lot of testing I would say that the code about shrinking and shrunk enemies needs a rewrite. Anyway for now Duke Plus is fine.

When you later find some time look at this. It's not that important though.

Sorry for troubling you.
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User is offline   Danukem 

  • Duke Plus Developer

#242

 supergoofy, on Jul 16 2009, 01:43 PM, said:

Well, DeeperThought you have right. The original game seems to have similar behavior with shrunk enemies.

I think that it's not a big issue. After a lot of testing I would say that the code about shrinking and shrunk enemies needs a rewrite. Anyway for now Duke Plus is fine.

When you later find some time look at this. It's not that important though.

Sorry for troubling you.



The original game is not supposed to work that way. I believe this is an EDuke32 bug. Looking at the original CON code, it contains nothing that would prevent shrunk monsters from getting shot and the ensuing buggy behavior (such as the monsters shooting back and never growing). Therefore, there must have been something hardcoded which prevented shrunk monsters from getting hit. Maybe it forced the hitscan bit off on small badguys? In any case, whatever the hardcoded thing was is not working in the current EDuke32. Not that it wouldn't be cool to have shrunk monsters getting hit, but it would mean changing the AI on all the monsters and I don't have time right now.
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User is offline   The Commander 

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

#243

Yes, I just looked myself. It seems to be something Eduke32 related as I'm sure you could never hit a shrunk monster in vanilla duke with hit scan weapons. As soon as I hit a liztrooper it would resume it's normal behavior with out resizing it's self.
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User is offline   Sangman 

#244

I can recall that before Jonof or even the source code was around, I was attacked by a little miniliztrooper who got stuck in his shrunken state. I don't remember how I pulled that one off, it might have had something to do with the freezer weapon.

To be sure you'd have to launch the original Duke exe with Dosbox and do some testing.
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User is offline   Danukem 

  • Duke Plus Developer

#245

Ideally, all the enemies should have their code modified so that they can be hit by weapons when shrunk, but then grow back to normal size (if they survive) and resume normal behavior. And actually, there is nothing wrong with a little liztroop shooting you or using his jetpack when small, so long as his shots are tiny and only do 1 damage, and he flies at a slow speed as befitting his size. Likewise for other monster behaviors. But it's a lot of work to code small versions of everything.
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User is offline   Sangman 

#246

 DeeperThought, on Jul 17 2009, 12:39 AM, said:

But it's a lot of work to code small versions of everything.


Which is probably why 3DR didn't want you to shoot at shrunken monsters..
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User is offline   atlas 

#247

i have a request. I understand that the new effects, textures, and custom art and sounds are there for mappers to use, but can you make it possible so that when you revert back to classic settings it removes all DP features? i mean i love DP and the DP maps, but sometimes i want to go back and play the classic maps without any modification. I'm not asking you to remove the features - leave them there for those that want them and for the DP maps.. but it would great to be able to play classic duke and duke plus side by side, without having to use two different eduke32 versions. unless there is a way that you can play classic duke and mods through eduke that i am unaware of.
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User is offline   Sangman 

#248

So you want to play Classic Duke without Duke Plus? Easy way: Don't use Duke Plus, use Eduke32 in classic mode.
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User is offline   Danukem 

  • Duke Plus Developer

#249

Run eduke32.exe. The start window should come up and there should be a little box for "Custom game content directory". Select None (if you have DukePlus selected, it will use DukePlus).

If the game just starts without a start window, that means you have disabled it. You need to re-enable it in the EDuke32 menu, then quit and start again.

This post has been edited by DeeperThought: 16 July 2009 - 03:30 PM

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User is offline   atlas 

#250

oh! right on then.. now if i'm using duke plus and a new version of eduke32 comes out.. how to update eduke32 without harming duke plus?
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User is offline   Sobek 

  • There's coffee in that nebula!

#251

I love to nitpick. Just getting that out of the way...

I was wondering if you might be able to fix / improve two small things. The first is with the sleeper effect (again!), it's great that the player's viewpoint can now be locked, but I noticed that while they can't jump, they can still crouch. Is it possible to disable the crouching during the sleep transition too? It's a bit wierd being able to crouch up and down while trying to fall unconcious ;) (and some impatient players might try and spam random keys - as they do. Just a bit of an immersion breaker I feel).

The other thing was with the fireflies. I know you're doing some other tweaking to them as it is, but I was really hoping it'd be possible to alter the speed they move at via a CSTAT or additional tag or somesuch. I had a great idea to simulate a distant firefight / battle in space using some really small & fast moving fireflies buzzing about another model (that is under attack). It looks great as it is, but if they could move much faster that'd be perfect. I was also wondering if the strength of light they emit under the Polymer renderer can be reduced or adjusted in Mapster, without needing to go digging around the CON or DEF code for them. At the moment they seem equivalent in intensity to a Xenon globe!

*edit* I'm not sure what you've got planned to keep the fireflies from clipping through walls, but what are the chances of being able to tag a sprite to act as a blocking wall against them? That would allow you (the mapper) to setup a 'box' of any size using sprites that they could be contained within, or even create an invisible passageway to funnel them through (maybe even by using the invisible hitscan sprite?)... Just a thought.

You know, if you have the time or the care ;)

This post has been edited by Sobek: 16 July 2009 - 08:17 PM

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User is offline   The Commander 

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

#252

 atlas, on Jul 17 2009, 02:30 PM, said:

oh! right on then.. now if i'm using duke plus and a new version of eduke32 comes out.. how to update eduke32 without harming duke plus?


Just download the new version of Eduke32 and extract it to the Duke Plus folder and overwrite your existing Eduke32.exe and Mapster32.exe. It will not harm Duke Plus in any way. (Though there are exceptions to this that I wont get into)
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User is offline   TerminX 

  • el fundador

  #253

Think I found a bug in DP just now... I had just fired the last shell that was loaded in the cruiser shotgun and picked up a chaingun before the first shell had been reloaded. Chaingun wouldn't fire until I switched back to the shotgun, let it reload a bit and switched back to chaingun.

Edit: btw, that "alien technology at its finest" quote gets really annoying once you've heard it 10 times in a level. :blink:
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User is offline   Danukem 

  • Duke Plus Developer

#254

 TX, on Jul 17 2009, 02:25 PM, said:

Think I found a bug in DP just now... I had just fired the last shell that was loaded in the cruiser shotgun and picked up a chaingun before the first shell had been reloaded. Chaingun wouldn't fire until I switched back to the shotgun, let it reload a bit and switched back to chaingun.



I just uploaded some code which should fix that. It also reduces the intensity of light given off by lightbugs, adds jetpack on/off sounds when it is activated in the new double-jump way, and should prevent the player from crouching during a scene transition effect.
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User is offline   TerminX 

  • el fundador

  #255

Another bug... hold down alt fire with the freezer, and then hold down primary fire and release alt fire. It still acts like alt fire is held instead of primary fire. This also happens if you release alt fire and press primary fire simultaneously.
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User is offline   LeoD 

  • Duke4.net topic/3513

#256

"Alien technology" cannot destroy turrets.
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User is offline   Danukem 

  • Duke Plus Developer

#257

 TX, on Jul 17 2009, 03:45 PM, said:

Another bug... hold down alt fire with the freezer, and then hold down primary fire and release alt fire. It still acts like alt fire is held instead of primary fire. This also happens if you release alt fire and press primary fire simultaneously.


Fixed. That happened because I had the code for switching back to primary fire in EVENT_FIRE, but the freezer is one of those automatic weapons that doesn't trigger EVENT_FIRE again if you hold down the key.
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User is offline   Danukem 

  • Duke Plus Developer

#258

View PostLeoD, on Jul 17 2009, 03:54 PM, said:

"Alien technology" cannot destroy turrets.


Yes it can. I just tested the laser pistol against a turret and it killed it just fine.
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User is offline   LeoD 

  • Duke4.net topic/3513

#259

Hm, it seems to be a matter of the position to the Turret.
Try this one in E3L1.

Attached thumbnail(s)

  • Attached Image: DP_Turret.jpg

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User is offline   Danukem 

  • Duke Plus Developer

#260

View PostLeoD, on Jul 17 2009, 04:42 PM, said:

Hm, it seems to be a matter of the position to the Turret.
Try this one in E3L1.


That sucks, but, the laser pistol just shoots a FIRELASER projectile. It's nothing about the laser pistol in particular; some turrets are really hard to hit with that projectile for some hardcoded reason. I tried adding "ifhitspace shoot FIRELASER" to the player code, to make a constant stream of FIRELASER when pressing the open key, and the same thing happened (actually I did hit the turret after about 500 shots). It would probably take an investigation into the Duke 3D source code to fire out what is going on.
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User is offline   LeoD 

  • Duke4.net topic/3513

#261

Well, I guess there will be some more important/interesting things on the coders' agenda during the next couple of months.
So I will spare some terrestrial ammo to take care of the turrets for now :-)
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User is offline   Sobek 

  • There's coffee in that nebula!

#262

That's some quality work there DT, thanks for the pronto fixes Posted Image

This post has been edited by Sobek: 17 July 2009 - 04:43 PM

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User is offline   Timbre 

#263

First things first. Shameless sucking up. I love DP and it is truly a great piece of work. I thank you for all the time and effort you have put into it. You more then deserve a fine batch of cookies.

Now on to nit-picks and suggestions!
Separate keys for alt-fire and reload to help prevent "accidents."
Auto holster of weapons while mantling on a ledge. This is mainly just a atheistic thing.
leaning is something I'd like to see if it is at all possible.
Quick pipe bomb key. Add this and I'd bear your children if I was a woman.
Someway to tell the deference between timed and manual detonation pipe bombs.
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User is offline   Spiker 

#264

Finally here's a playtrough of the map that I released some time ago.

http://www.youtube.c...h?v=bFUD7r5RoUo
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User is offline   Sebastian 

#265

Jesus, turn off autoaim you lazy bastard. :blink:
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User is offline   supergoofy 

#266

I have auto-aim on too, but some times it is very very annoying
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User is offline   Mikko 

  • Honored Donor

#267

Is the rain hitting a roof sound a new thing, or did I just miss it? Sounds cool, but is it automatic? I can imagine it not fitting on some occasions.

View PostRusty Nails, on Jul 20 2009, 05:57 PM, said:

Jesus, turn off autoaim you lazy bastard. :blink:


Duke3D = autoaim.
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User is offline   Danukem 

  • Duke Plus Developer

#268

View PostMikko_Sandt, on Jul 20 2009, 08:19 AM, said:

Is the rain hitting a roof sound a new thing, or did I just miss it? Sounds cool, but is it automatic? I can imagine it not fitting on some occasions.



It's automatic and it has been there for a while. It happens when more than a few raindrops are being spawned and the player is indoors (the ceiling over his head is not parallaxed).
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User is offline   Sebastian 

#269

Auto-aim is completely redundant when playing PC games with a mouse&keyboard setup, but I can see why someone would use it in a game where hit-detection is pretty random. Still, aiming at the floor when shooting enemies is just plain silly!
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User is offline   Danukem 

  • Duke Plus Developer

#270

I have added Spiker's Scar City movie to the DP levels page.

This post has been edited by DeeperThought: 20 July 2009 - 09:11 AM

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