Duke Plus "feedback and general discussion of Duke Plus"
#290 Posted 13 August 2009 - 11:29 PM
#291 Posted 13 August 2009 - 11:56 PM
Gambini, on Aug 3 2009, 05:04 PM, said:
how do i modify cstat stuff?
#292 Posted 13 August 2009 - 11:57 PM
zchri9, on Aug 14 2009, 12:29 AM, 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.
#293 Posted 14 August 2009 - 03:32 AM
DeeperThought, on Aug 13 2009, 11:57 PM, said:
Sorry mate, I was just playing Duke3D with Duke Plus and I right clicked for iron sights!
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
#294 Posted 14 August 2009 - 04:16 AM
DeeperThought, on Aug 14 2009, 02:57 AM, said:
Auto-aim is for wimps. Iron sights will work with auto aim disabled.
#295 Posted 16 August 2009 - 07:33 PM
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
#296 Posted 19 August 2009 - 07:54 AM
Hendricks266, on Aug 16 2009, 08:33 PM, said:
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.
#297 Posted 30 August 2009 - 05:58 PM
#298 Posted 30 August 2009 - 06:21 PM
#299 Posted 05 September 2009 - 12:12 PM
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
#300 Posted 05 September 2009 - 12:25 PM
i hear in almost every duke site
is it something like a lighting syster or somethng?
#301 Posted 05 September 2009 - 11:07 PM
wish the new RoR & SoS would get as much love as the lights
#302 Posted 05 September 2009 - 11:47 PM
oporix, on Sep 5 2009, 01:25 PM, said:
i hear in almost every duke site
is it something like a lighting syster or somethng?
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
#303 Posted 29 September 2009 - 10:55 PM
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.
#304 Posted 29 September 2009 - 11:19 PM
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? (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.
#305 Posted 29 September 2009 - 11:53 PM
DeeperThought, on Sep 30 2009, 05:49 PM, said:
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
#306 Posted 30 September 2009 - 08:05 PM
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?
#307 Posted 30 September 2009 - 08:24 PM
Red K can make the card appear in any given place, but only one
#308 Posted 05 October 2009 - 03:33 PM
Sobek, on Sep 29 2009, 11:55 PM, said:
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.
#309 Posted 05 October 2009 - 05:26 PM
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
#310 Posted 05 October 2009 - 06:05 PM
Sobek, on Oct 5 2009, 06:26 PM, said:
FIRELASER has always been like that, even in vanilla Duke. It is composed of several sprites linked together.
#311 Posted 05 October 2009 - 06:50 PM
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?
#312 Posted 05 October 2009 - 07:21 PM
Sobek, on Oct 5 2009, 07:50 PM, said:
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.
#313 Posted 10 October 2009 - 02:09 AM
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 ?
#314 Posted 10 October 2009 - 08:22 AM
Headless_Horseman, on Oct 10 2009, 03:09 AM, said:
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.
#315 Posted 10 October 2009 - 08:58 AM
DeeperThought, on Oct 10 2009, 08:22 AM, said:
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
#316 Posted 10 October 2009 - 09:06 AM
#317 Posted 10 October 2009 - 10:32 AM
DeeperThought, on Oct 10 2009, 09:22 AM, said:
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
#318 Posted 10 October 2009 - 11:39 AM
Quote
There is no risk on using 10.000 sprites THESE days. DPCB was pretty stable and ran over that limit.

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