Duke Plus "feedback and general discussion of Duke Plus"
#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
#272 Posted 20 July 2009 - 09:36 AM
Spiker, on Jul 20 2009, 10:28 AM, said:
I made a video for Dukecide, but then the map and code was changed right after I made it, so I was going to make another one, but I never got around to it.
If anyone has good videos for the remaining maps, post links here and I'll put them up on the page.
This post has been edited by DeeperThought: 20 July 2009 - 09:36 AM
#273 Posted 20 July 2009 - 09:39 AM
#274 Posted 20 July 2009 - 10:14 AM
#275 Posted 20 July 2009 - 01:31 PM
Played with the Advanced AI on so that's why the boss killed me a few times
#276 Posted 20 July 2009 - 03:30 PM
Mikko_Sandt, on Jul 20 2009, 02:31 PM, said:
The video has been added to the DP levels page.
#277 Posted 20 July 2009 - 03:49 PM
#278 Posted 02 August 2009 - 02:06 AM
# Duke Plus Community Build Project, an epic new level that took months of hard work by several mappers (see the txt file for details)
# Haunted Castle, a new level by Mia Max, designed only for the HRP
# Scar City, a new level by Spiker
# From Base To Base, a new level by Carthief
# All of these new maps are accessible from the Duke Plus Levels episode. Play them now!
Also:
# Added Quick Pipebomb key (replaces AIM DOWN, which we don’t need because we all use mice to aim). Very convenient, can be used while holding any weapon except the pipebomb itself
# Some bug fixes
EDIT: Note that the included version of DPCBP is updated from the one released last week. You should only use the map and CONs from the current version of DukePlus.
This post has been edited by DeeperThought: 02 August 2009 - 02:15 AM
#279 Posted 02 August 2009 - 07:53 AM
Haunted Castle is very sweet even without the HRP (I usually play without it), although sometimes I've been wondering how to get to some places (like after the first cutscene). The final room is just awesome with that green slime waves !
Just a note : horizontal chains are supposed to be breakable only with pistol (the don't break with RPG, very odd) ?
Base To Base : man, this map is a really FPS killer ! It runs very choppy even without the HRP ! I reduced via menu the snow intensity to 50% and there was a little improvemente, but perhaps I'll have to kill the snow completely. I liked the map idea (using enemies as bots allies), but I still have to finish it.
This post has been edited by Headless_Horseman: 02 August 2009 - 07:56 AM
#282 Posted 03 August 2009 - 12:41 AM
#283 Posted 03 August 2009 - 01:56 AM
just a feature request, is it possible to get the next sprite over from #507 an invisble blocking one that also stops bullets just so i can add bounding boxes to some models.
#284 Posted 03 August 2009 - 04:04 PM
#285 Posted 04 August 2009 - 03:04 PM
As i've got a lot of bug when i've tried a game on V.1.7,i've never retried...
Now i've retried and it work pretty well (Yes maybe DT do nothing for that,but it's maybe cause this time,i exchanged my dp.cfg with the other players)
We got always some tiny lag,like when we Mantling,and we don't tried to pick up Item...(But this feature Work well too in Infestation In time,so there is no reason that this not work in DP)
But i've got always some bug...(I don't have touch to USERPLUS.con)
-I'm pretty sure that jumpad don't work in MP,i must retried,cause i first tried Spacejump in Cooperative instead of Dukematch,but after restart the game in DM (without restarting Eduke32,it's why i'm not sure)
-In the same game,we got first Chaingun (like i don't know if in mp game,DP load userplus.con information or DP Menu,i can't says if it was activated or not)and we died,and when we repick the chaingun sprite,we got a MP5 (in the same game)...
but we got only out of synch when we tried the space jump map...But there is a lot of feature that we don't tried...Like the random attribute...
We gonna tried all feature of DP in MP...
And i have a question,in multiplayer game,DP pick information like if the player can mantling or not,in USERPLUS.con,or in the menu (that is stored in dp.cfg?i'm not sure...)
But we got always a tiny lag (a strangious lag,different from Physic and from Internet lag)but i think it's du to all the con code... :/
#286 Posted 04 August 2009 - 05:32 PM
This map is really interesting, really original, a little stingy in terms of health/ammo (i had to kill six enemies with the mighty kick having only 2% of health, yeah i did it) but still a great map. Would like to say more, but i didnt finish it yet.
edit: Nevermind, i already finished the level. Took me 46 minutes. AWESOME WAVES EFFECT!
This post has been edited by Gambini: 04 August 2009 - 05:58 PM
#287 Posted 04 August 2009 - 06:48 PM
Gambini, on Aug 4 2009, 06:32 PM, said:
Yes, that is really impressive, but only people who play to the end of the map will see it.
#288 Posted 10 August 2009 - 01:08 PM
This post has been edited by Mikko_Sandt: 10 August 2009 - 01:08 PM

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