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Duke Plus  "feedback and general discussion of Duke Plus"

User is offline   Spiker 

#271

That's nice. But it's a pity not all levels have their videos :blink:
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User is offline   Danukem 

  • Duke Plus Developer

#272

View PostSpiker, on Jul 20 2009, 10:28 AM, said:

That's nice. But it's a pity not all levels have their videos :blink:


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

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User is offline   XThX2 

#273

If I had known, I would record the map... I've played Dukecide like 2,5 hours ago and my computer's graphics card died. (Luckily, my intel motherboard had it's own card, but it sucks so bad that it can't play eduke...) I'll get around to it when my new one comes if you need.
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User is offline   Mikko 

  • Honored Donor

#274

I'll record a video of Dukecide, even if it's my own map. This is because I want the video to have the ogg track which was included with Dukecide when it was released separately.
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User is offline   Mikko 

  • Honored Donor

#275

Okay, here's the video: http://www.youtube.c...h?v=avQ7BezQbyc

Played with the Advanced AI on so that's why the boss killed me a few times :blink:
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User is offline   Danukem 

  • Duke Plus Developer

#276

View PostMikko_Sandt, on Jul 20 2009, 02:31 PM, said:



The video has been added to the DP levels page. :blink:
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User is offline   Sobek 

  • There's coffee in that nebula!

#277

That was thorougly enjoyable to watch, and that last boss was a real nasty piece of work :blink:
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User is offline   Danukem 

  • Duke Plus Developer

#278

DukePlus 2.05 has been released. FOUR NEW MAPS have been added, including:

# 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

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#279

Just checked the two new maps !

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

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#280

My favourite mod is back and even better than ever!
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User is offline   Timbre 

#281

Thank ye thank ye thank ye, DT!
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User is offline   XThX2 

#282

Are there any mirrors for download ? It seems your website is inacessible from this computer.
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User is offline   Stabs 

#283

love the quick pipe bomb, wish the aiming arc was a bit higher so i could shotgun them mid air kinda like the ASMD from UT :blink:

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.
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User is offline   Gambini 

#284

Just add the corresponding cstat to any tile sprite and it will turn invisible and blockable.
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#285

I've just tried to play Tribute to Action II...in a Coop game!

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... :blink:

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... :/
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User is offline   Gambini 

#286

So, i´m playing this map by Miamax, Haunted Castle and got stuck after getting the red keycard that the battlelord dropped. There is a door with a ¨briefing room¨ sign above, and it has the red keyreader, but as soon as i opened the door i noticed there is another door next to it, sticked in the same frame, and there is no way to open it.

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

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User is offline   Danukem 

  • Duke Plus Developer

#287

View PostGambini, on Aug 4 2009, 06:32 PM, said:

AWESOME WAVES EFFECT!


Yes, that is really impressive, but only people who play to the end of the map will see it.
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User is offline   Mikko 

  • Honored Donor

#288

Dunno if this is an EDuke32 issue but if I die playing a level that has no music (From Base to Base, Dukecide etc.), Grabbag starts to play upon restarting.

This post has been edited by Mikko_Sandt: 10 August 2009 - 01:08 PM

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#289

I know this happens in the Polymer builds, but EDuke32 has always had a few problems with it's music.
So basically, if you are using a Polymer build, it is more likely to happen.

Also, i really like the new DukePlus, i think Tribute To Action II is my favorite of the new maps - feels like it could have been in a duke game as a real level, the others are really awesome awesome too.

One thing i find odd is how Project Zero still crashes, does anybody know what's causing it, it's done it since at least DukePlus 1.8 if i remember correctly. Usually it happens just as you can see the first room of the building from outside, but i can't find anything wrong in there.

I did also point this out when i first noticed it.

This post has been edited by High Treason: 10 August 2009 - 01:21 PM

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User is offline   zchri9 

  • Honored Donor

#290

Is it possible to add an option to DukePlus to have ironsights?
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User is offline   Stabs 

#291

View PostGambini, on Aug 3 2009, 05:04 PM, said:

Just add the corresponding cstat to any tile sprite and it will turn invisible and blockable.



how do i modify cstat stuff?
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User is offline   Danukem 

  • Duke Plus Developer

#292

View Postzchri9, on Aug 14 2009, 12:29 AM, said:

Is it possible to add an option to DukePlus to have ironsights?


I don't really see the point of doing that right now. Putting aside the technical complications (like the fact that there is no true zoom capability in EDuke32 yet), the enemies and gameplay in Duke 3D aren't well suited to it. The main problem is this. On the rare occasion that one comes up against enemies far enough away that zoom is desirable, any experienced player will use the pistol(s), which automatically hit any enemy in the crosshair, regardless of distance. Which means, in order for iron sights to be useful, either that classic hardcoded pistol feature would have to be removed (NO), or the iron sights would have to work (exclusively?) with the pistol(s), (which doesn't make much sense). If Duke Plus were a TC, then it would be a different story. But since it is an enhancement of the original game that is supposed to preserve the core gameplay, I feel limited in what I can do. Maybe I'm overthinking it, but I don't want to waste effort on a what seems like a useless feature.
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User is offline   zchri9 

  • Honored Donor

#293

View PostDeeperThought, on Aug 13 2009, 11:57 PM, said:

I don't really see the point of doing that right now. Putting aside the technical complications (like the fact that there is no true zoom capability in EDuke32 yet), the enemies and gameplay in Duke 3D aren't well suited to it. The main problem is this. On the rare occasion that one comes up against enemies far enough away that zoom is desirable, any experienced player will use the pistol(s), which automatically hit any enemy in the crosshair, regardless of distance. Which means, in order for iron sights to be useful, either that classic hardcoded pistol feature would have to be removed (NO), or the iron sights would have to work (exclusively?) with the pistol(s), (which doesn't make much sense). If Duke Plus were a TC, then it would be a different story. But since it is an enhancement of the original game that is supposed to preserve the core gameplay, I feel limited in what I can do. Maybe I'm overthinking it, but I don't want to waste effort on a what seems like a useless feature.


Sorry mate, I was just playing Duke3D with Duke Plus and I right clicked for iron sights! :blink: Must be all that COD4 and COD5 I've been playing recently :D
Anyway, after doing that it just came to mind to have ironsights in Duke3D, figured it'd be a good idea for a Duke Plus addition.

This post has been edited by zchri9: 14 August 2009 - 03:35 AM

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User is offline   Forge 

  • Speaker of the Outhouse

#294

View PostDeeperThought, on Aug 14 2009, 02:57 AM, said:

any experienced player will use the pistol(s), which automatically hit any enemy in the crosshair, regardless of distance.


Auto-aim is for wimps. Iron sights will work with auto aim disabled.
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User is offline   Hendricks266 

  • Weaponized Autism

  #295

DT,

Flacken.WS made alt-pals for the Pig Cop gibs, to match with the HRP skins. Make sure you have code so that the palette of the Pig Cop is passed to the gibs it spawns.

I also included the newer, higher-resolution crate texture.

dp_piggibs.7z DEF code included.

This post has been edited by Hendricks266: 16 August 2009 - 07:36 PM

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User is offline   Danukem 

  • Duke Plus Developer

#296

View PostHendricks266, on Aug 16 2009, 08:33 PM, said:

DT,

Flacken.WS made alt-pals for the Pig Cop gibs, to match with the HRP skins. Make sure you have code so that the palette of the Pig Cop is passed to the gibs it spawns.

I also included the newer, higher-resolution crate texture.

dp_piggibs.7z DEF code included.


Thanks! I'll use these in the next update.
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User is offline   Danukem 

  • Duke Plus Developer

#297

I uploaded a small update to the latest unofficial code. It fixes a problem with the Enforcer AI, and it adds a new feature to the QUOTER sprites (at DanM's request). The new feature works like this: give the QUOTER a lotag higher than 3, and it will be activated by any activators that have that lotag. In other respects it will work like the lotag 1 QUOTER.
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User is offline   Sobek 

  • There's coffee in that nebula!

#298

Neat, I could really make use of that. I've been doing some other more... creative... things to produce text and information on demand as the player moves about.
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User is offline   Shawneth 

#299

hello deeper thought... i was wondering if you can do two things for me...
1. are you able to create sprites of the DP guns? my com is slow so that will help a bit....

2. this one is my most importanat....i dont use the hrp but i wanted to make it so you can walk around a sprite (like a monster)
and be able to SEEM like its really there....for example if i wanted to make a montser do nothing but make it so he doesnt always face me.
a bad example (what is happening now) is if you have duke guys look like they are having a conversation but when walk around them they look like they are not facing each other.

in the hrp they just look at where ever you face them so thats good but not in software....

thanks if you can do that :blink:
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User is offline   Shawneth 

#300

lol i do know a bit about duke nukem...but what is polymer?

i hear in almost every duke site
is it something like a lighting syster or somethng? :blink:
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