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Duke Plus  "feedback and general discussion of Duke Plus"

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 online   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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User is offline   Stabs 

#301

yes most people will see polymer as just lighting effects but the way the you can draw and make levels through polymer opens up all new possibility's for mappers and modders.

wish the new RoR & SoS would get as much love as the lights
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User is offline   zchri9 

  • Honored Donor

#302

View Postoporix, on Sep 5 2009, 01:25 PM, said:

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:


Polymer is a new EDuke32 renderer.
check out http://forums.3dreal...ead.php?t=35184 for more information

Keep Polymer questions/discussion in this thread : http://forums.duke4....p?showtopic=775
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User is offline   Sobek 

  • There's coffee in that nebula!

#303

Ohio there,

I was just wondering... If I wanted to stop the shooters from casting polymer lights, is there any simple way of doing that? (either in the CON code or something else). I've been toying with certain scenarios involving a lot of shooters, and it runs excellent when Polymer lighting is disabled, but when enabled, the framerate dives into the single digits - even when the shooters aren't actually casting on anything. I tried making a room with nothing but shooters in it and the results were the same, so I'm positive they're the root cause of the performance drop.

To be honest, I can't really think of any particular situations where I would want shooter's casting lights, so if there was a way to stop them from doing so, that'd be great.
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User is offline   Danukem 

  • Duke Plus Developer

#304

 Sobek, on Sep 29 2009, 11:55 PM, said:

Ohio there,

I was just wondering... If I wanted to stop the shooters from casting polymer lights, is there any simple way of doing that? (either in the CON code or something else). I've been toying with certain scenarios involving a lot of shooters, and it runs excellent when Polymer lighting is disabled, but when enabled, the framerate dives into the single digits - even when the shooters aren't actually casting on anything. I tried making a room with nothing but shooters in it and the results were the same, so I'm positive they're the root cause of the performance drop.

To be honest, I can't really think of any particular situations where I would want shooter's casting lights, so if there was a way to stop them from doing so, that'd be great.


Just to be absolutely clear -- you mean the PROJECTILES fired by the shooters are causing the problem, right? To answer your question: There is a sprite flag for preventing a projectile from casting a Polymer light. I could have the shooters set that flag on the projectiles it spawns. However, you are making heavy use of shooters, and for most uses it would be good for their projectiles to make lights in the normal way. I guess I could make it an extra flag that you set on the shooter which causes it to set the no light flag on all its projectiles.
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User is offline   Sobek 

  • There's coffee in that nebula!

#305

 DeeperThought, on Sep 30 2009, 05:49 PM, said:

Just to be absolutely clear -- you mean the PROJECTILES fired by the shooters are causing the problem, right? To answer your question: There is a sprite flag for preventing a projectile from casting a Polymer light. I could have the shooters set that flag on the projectiles it spawns. However, you are making heavy use of shooters, and for most uses it would be good for their projectiles to make lights in the normal way. I guess I could make it an extra flag that you set on the shooter which causes it to set the no light flag on all its projectiles.


Sorry, that's correct, the projectiles being fired are the issue here. I had no idea there was a flag that disabled projectiles from casting lights - it was something I thought about a while back though. If you could implement that when you get the chance, I'd be grateful :o
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User is offline   Sobek 

  • There's coffee in that nebula!

#306

You're probably tired of my constant requests by now... But on the topic of shooters, I thought I'd ask about something I think I might have brought up once before. Shooter's currently have the ability to target 'bad guys' (that's enemies such as liztroops, pigcops etc, right?) or the player/player allies, but I was thinking - what about targetting other sprites that aren't any of these? Perhaps a tag (if there's any left at this stage! Heh) that if applied the same to both the shooter and another sprite, would make the shooter fire at that sprite.

It'd be a simple and easy way of making a shooter track and fire at a moving target that isn't any kind of enemy or bot or anything. For instance, if I had two ship models, one sitting still and the other on a moving sector, it would be nice to put some shooters on the stationary ship and just tag the model on the moving sector as their target... Then with some simple adjustments to the firing rate and projectile type of the shooters, it'd be a perfect bit of ship-to-ship combat.

Plausible idea, or not likely?
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User is offline   Stabs 

#307

random key placement?

Red K can make the card appear in any given place, but only one
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User is offline   Danukem 

  • Duke Plus Developer

#308

 Sobek, on Sep 29 2009, 11:55 PM, said:

I was just wondering... If I wanted to stop the shooters from casting polymer lights, is there any simple way of doing that?


OK, I just uploaded a new set of unofficial CONs with one minor change for you. Add 256 to the EXTRA of the shooter, and the projectiles it fires should not emit any Polymer light (assuming they are one of the projectiles hardcoded to do that). I did not test this. If it doesn't work, it's not my fault. :o
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User is offline   Sobek 

  • There's coffee in that nebula!

#309

That appears to have done the trick, I gained a good 10fps by applying that to those shooters that I don't need casting lights. I was expecting a bigger improvement, but I think I've reached a sort of performance impass between how many shooter projectiles are firing and visible, versus the lighting they cast. The projectiles alone seem to incur quite a hefty performance loss if they don't impact and/or disappear rather quickly... Ditching any lighting being cast definitely helps, but I guess that can only affect it so much.

If I recall correctly, didn't you make it so that some of the projectiles (FIRELASER, for instance) were actually just one sprite, repeated several times per shot? I wonder if that could be why they ditch performance so bad - just too many sprites being drawn at once.

Regardless, thank you. I've got a few spots where I use shooters that simply do not need to cast any lighting, so this will help :o
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User is offline   Danukem 

  • Duke Plus Developer

#310

 Sobek, on Oct 5 2009, 06:26 PM, said:

If I recall correctly, didn't you make it so that some of the projectiles (FIRELASER, for instance) were actually just one sprite, repeated several times per shot? I wonder if that could be why they ditch performance so bad - just too many sprites being drawn at once.


FIRELASER has always been like that, even in vanilla Duke. It is composed of several sprites linked together.
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User is offline   Sobek 

  • There's coffee in that nebula!

#311

Ahh ok, cool. I thought it was originally just a single sprite with 3 laser dots of increasing size...

That's an interesting way of rendering it though, do you know why it's done that way and not just made of a single sprite? If I had to guess, would it have something to do with making sure the projectile always looks like it's following the correct trajectory?
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User is offline   Danukem 

  • Duke Plus Developer

#312

 Sobek, on Oct 5 2009, 07:50 PM, said:

Ahh ok, cool. I thought it was originally just a single sprite with 3 laser dots of increasing size...

That's an interesting way of rendering it though, do you know why it's done that way and not just made of a single sprite? If I had to guess, would it have something to do with making sure the projectile always looks like it's following the correct trajectory?


It's a way to make the laser bolt elongated. There's really no better way of doing it without the use of models.
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#313

As currently I'm unable to run Polymer, I'm replaying some maps with the last stable Eduke32 released before Polymer.
However, I found out that's quite impossible to finish "Last Pissed Time" by Criag Fatman (the latest revision) using DukePlus, as eveytime the game quits with the "Too many sprites spawned" error. I tried removing "weapons effect" from the effects menĂ¹, but the problem is still there.
I don't know, is there a way to implement a "counter" that prevent the game from spawning too many sprites ? Also, it's possible to make optional the feature that makes gibs & corpses remain on the ground until the map is finished ?
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User is offline   Danukem 

  • Duke Plus Developer

#314

 Headless_Horseman, on Oct 10 2009, 03:09 AM, said:

As currently I'm unable to run Polymer, I'm replaying some maps with the last stable Eduke32 released before Polymer.
However, I found out that's quite impossible to finish "Last Pissed Time" by Criag Fatman (the latest revision) using DukePlus, as eveytime the game quits with the "Too many sprites spawned" error. I tried removing "weapons effect" from the effects menĂ¹, but the problem is still there.
I don't know, is there a way to implement a "counter" that prevent the game from spawning too many sprites ? Also, it's possible to make optional the feature that makes gibs & corpses remain on the ground until the map is finished ?


Do you know how many sprites that map has in it to begin with?

To answer your question, I think there should be an option for all jibs and blood to disappear over time, and it should be the default setting. But I'm not convinced that those sprites are what is pushing it over the edge.
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User is offline   XThX2 

#315

 DeeperThought, on Oct 10 2009, 08:22 AM, said:

Do you know how many sprites that map has in it to begin with?

To answer your question, I think there should be an option for all jibs and blood to disappear over time, and it should be the default setting. But I'm not convinced that those sprites are what is pushing it over the edge.


This might not be a right place to ask but, is 16384 a dead-end for sprite limit ? (About the map, it must be sprite-bridges and stuff)

This post has been edited by XThX2: 10 October 2009 - 08:59 AM

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User is offline   Danukem 

  • Duke Plus Developer

#316

Yes, and in my opinion it's a bad idea for a map to have more than about 8000.
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#317

View PostDeeperThought, on Oct 10 2009, 09:22 AM, said:

Do you know how many sprites that map has in it to begin with?

To answer your question, I think there should be an option for all jibs and blood to disappear over time, and it should be the default setting. But I'm not convinced that those sprites are what is pushing it over the edge.


I dont' know how many sprites are in the maps, however here's the link to the latest revision : http://lezsite.narod...files/lpt10.rar
Also, now I remember Craig mentioned that his map doesn't work well with MODs, but he was speaking about the first version.

For implementing that option, I think is an excellent idea !

This post has been edited by Headless_Horseman: 10 October 2009 - 10:36 AM

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User is offline   Gambini 

#318

That map has about 16000 sprites if not more, neither i was able to finish that one due to the same problem than Headlesshorseman, but again with so many sprites there is not much that DT could do.

Quote

Yes, and in my opinion it's a bad idea for a map to have more than about 8000.


There is no risk on using 10.000 sprites THESE days. DPCB was pretty stable and ran over that limit.
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#319

So... is there going to be a new release of DukePlus. Or is one not coming out until WGRealms2 is released?
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