Duke Plus "feedback and general discussion of Duke Plus"
#241 Posted 16 July 2009 - 12:43 PM
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.
#242 Posted 16 July 2009 - 12:53 PM
supergoofy, on Jul 16 2009, 01:43 PM, said:
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.
#243 Posted 16 July 2009 - 01:02 PM
#244 Posted 16 July 2009 - 02:31 PM
To be sure you'd have to launch the original Duke exe with Dosbox and do some testing.
#245 Posted 16 July 2009 - 02:39 PM
#246 Posted 16 July 2009 - 02:44 PM
DeeperThought, on Jul 17 2009, 12:39 AM, said:
Which is probably why 3DR didn't want you to shoot at shrunken monsters..
#247 Posted 16 July 2009 - 02:58 PM
#248 Posted 16 July 2009 - 03:23 PM
#249 Posted 16 July 2009 - 03:29 PM
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
#250 Posted 16 July 2009 - 06:30 PM
#251 Posted 16 July 2009 - 06:35 PM
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
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
#252 Posted 17 July 2009 - 05:17 AM
atlas, on Jul 17 2009, 02:30 PM, said:
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)
#253 Posted 17 July 2009 - 01:25 PM
Edit: btw, that "alien technology at its finest" quote gets really annoying once you've heard it 10 times in a level.
#254 Posted 17 July 2009 - 02:07 PM
TX, on Jul 17 2009, 02:25 PM, said:
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.
#255 Posted 17 July 2009 - 02:45 PM
#257 Posted 17 July 2009 - 02:58 PM
TX, on Jul 17 2009, 03:45 PM, said:
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.
#258 Posted 17 July 2009 - 03:01 PM
LeoD, on Jul 17 2009, 03:54 PM, said:
Yes it can. I just tested the laser pistol against a turret and it killed it just fine.
#259 Posted 17 July 2009 - 03:42 PM
Try this one in E3L1.
#260 Posted 17 July 2009 - 04:00 PM
LeoD, on Jul 17 2009, 04:42 PM, said:
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.
#261 Posted 17 July 2009 - 04:18 PM
So I will spare some terrestrial ammo to take care of the turrets for now :-)
#262 Posted 17 July 2009 - 04:40 PM
This post has been edited by Sobek: 17 July 2009 - 04:43 PM
#263 Posted 18 July 2009 - 07:20 PM
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.
#264 Posted 20 July 2009 - 06:34 AM
http://www.youtube.c...h?v=bFUD7r5RoUo
#267 Posted 20 July 2009 - 07:19 AM
Rusty Nails, on Jul 20 2009, 05:57 PM, said:
Duke3D = autoaim.
#268 Posted 20 July 2009 - 07:29 AM
Mikko_Sandt, on Jul 20 2009, 08:19 AM, said:
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).
#269 Posted 20 July 2009 - 07:31 AM
#270 Posted 20 July 2009 - 09:11 AM
This post has been edited by DeeperThought: 20 July 2009 - 09:11 AM

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