Duke Plus "feedback and general discussion of Duke Plus"
#319 Posted 27 October 2009 - 06:24 AM
#320 Posted 27 October 2009 - 07:00 AM
KillerBudgie, on Oct 27 2009, 07:24 AM, said:
I don't know. For a long time I have not worked on DP, except for a few minor code patches, and WGR2 has been the main reason for that. It's important to maintain momentum if you want to get a big project finished, and going back to DP would have stopped the momentum. But now the first release of WGR2 is 99% finished so that's not so much of an issue.
There's a ton of different things I could fix, improve or add to DP and I'm not sure where to start. It would be helpful if people could remind me of longstanding requests -- especially stuff that I said I would do and haven't done yet. That stuff will have top priority. I'm not promising that I will have a release ready any time soon.
#321 Posted 27 October 2009 - 09:27 AM
#322 Posted 27 October 2009 - 10:17 AM
1) introducing the minigun, dropped by miniboss. Perhaps getting it will result in a loss of speed (too much weight).
2) gibs recoded as projectiles, like you mentioned on WGR2 topic.
3) making optional that gibs and corpses stay on the ground.
4) this one is an idea of mine : giving a custom code to the unused ORGANTIC and SCORPIO TANK enemies.
When I'll remember some other, I'll tell you.
#323 Posted 27 October 2009 - 10:39 AM
Headless_Horseman, on Oct 27 2009, 11:17 AM, said:
1) introducing the minigun, dropped by miniboss. Perhaps getting it will result in a loss of speed (too much weight).
Someone has to give me a working model first. It has to have both a hud version with animation, and a pickup version.
Headless_Horseman, on Oct 27 2009, 11:17 AM, said:
Sure, but that's something that was recently brought up, not an old request.
Headless_Horseman, on Oct 27 2009, 11:17 AM, said:
Gibs, yes. Those should disappear by default. Corpses have always stayed on the ground forever and I see no reason to change that.
Headless_Horseman, on Oct 27 2009, 11:17 AM, said:
No, but I do plan to add the pigcop tank as a vehicle, if I can get both 8-bit art and a model for that purpose (I know I have at least one or the other, maybe both).
Bug fixes are higher priority than adding new features, though.
#325 Posted 27 October 2009 - 07:31 PM
Beyond that, you're already working on some other cool stuff, so I'm quite happy to wait and see.
#326 Posted 27 October 2009 - 10:25 PM
dormant ones would lay dorment untill activated by a touchplate, then they would have to be told whether to display by entering the sector they are placed in or just displayed straight after activation by the touchplate.
#327 Posted 27 October 2009 - 11:35 PM
Apparently this works on some door tiles already, so maybe there is a way to make the door move faster if kicked instead of "used" and perhaps for it to play a different sound as well.
I don't know why, I just like kicking doors in.
Though you said you would only work on long standing stuff and things you said you would already do - so I don't know why I am typing this, one thing did come to mind that I would find cool. Lets face it, the Holoduke is useless, I often wondered if it could be given AI of any sorts - basically making it a lot like the effect of the "Ripper Heart" from Shadow Warrior.
#328 Posted 28 October 2009 - 12:58 AM
High Treason, on Oct 28 2009, 12:35 AM, said:
Apparently this works on some door tiles already, so maybe there is a way to make the door move faster if kicked instead of "used" and perhaps for it to play a different sound as well.
I don't know why, I just like kicking doors in.
Though you said you would only work on long standing stuff and things you said you would already do - so I don't know why I am typing this, one thing did come to mind that I would find cool. Lets face it, the Holoduke is useless, I often wondered if it could be given AI of any sorts - basically making it a lot like the effect of the "Ripper Heart" from Shadow Warrior.
Have you used the Duke Plus Holuduke? It's not useless.
Making the Holoduke summon another Duke to help is exactly what I did in my first mod, Duke Nukem: Weapon of Mass Destruction. When I started Duke Plus, I felt like I needed to do something different...but maybe I should add summoning a Dukebot as an option. It would be a good way to use my bot AI that doesn't feel like cheating.
I have nothing against the idea of kickable doors, but I have to do a little research on how to make the kick trigger them, and I would rather do the stuff I already understand first.
#329 Posted 28 October 2009 - 01:30 PM

http://img502.images...dukeplusbug.jpg
#330 Posted 28 October 2009 - 01:33 PM
#331 Posted 29 October 2009 - 12:23 AM
#332 Posted 29 October 2009 - 12:25 AM
Geoffrey, on Oct 29 2009, 09:23 AM, said:
I guess he meant the Assault Captain, the red liztroop.
#333 Posted 29 October 2009 - 06:30 AM
Geoffrey, on Oct 29 2009, 01:23 AM, said:
There's another way you can tell, which I guess could be considered a Duke Plus bug. In this mod you can shoot monster bodies with bullets. But bullets pass right through the faking liztroop (just like they do in vanilla Duke). So if that happens you know it's time to get out a pipebomb. I should change it so you can shoot and kill the fakers with bullets.
#334 Posted 30 October 2009 - 05:04 AM
This post has been edited by Mikko_Sandt: 30 October 2009 - 05:04 AM
#335 Posted 30 October 2009 - 06:50 AM
Mikko_Sandt, on Oct 30 2009, 06:04 AM, said:
There is a 1 in 8 chance that a liztroop will begin it's suffering animation if is reduced below 0 stength by bullets. During that animation, there is a 1 in 4 chance that it will play dead (otherwise it is really dead). The pal of the liztroop does not matter to the likelihood of it playing dead or when it decides to get up in vanillla Duke or Duke Plus. I don't know if the likelihood is different in other mods such as AMC TC.
#336 Posted 31 October 2009 - 01:41 AM
also on gib systems, would be possible to make s13's (explosives) gib in a way that leaves rock debris?
#337 Posted 31 October 2009 - 06:29 AM
Headless_Horseman, on Oct 28 2009, 06:30 PM, said:

http://img502.images...dukeplusbug.jpg
I know about that bug, in fact i have an ultra revised version of this map that was planning to release in a ¨Gold Collection¨ in which I´ve fixed about 500/1000 problems related to 8bits + another ones related with HRP and/or Dukeplus (included that one). This version i got is so clean that puts the released one on shame. Still i should add polymer lights and take another look to see if everything still works. Gonna see if i can release it one of these days.
This post has been edited by Gambini: 31 October 2009 - 06:30 AM
#338 Posted 03 November 2009 - 04:57 AM
I have recently tried out your Duke Plus mod. I set it up just on my desktop so it didn't overwrite any Duke3D files. I have it set up like this
Duke Plus - contains extracted DukePlus files
DukePlus - contains dpcons, dpmaps folders and DUKEPLUS_RESOURCES zip
I placed the duke3d.grp file the Duke Plus folder.
The problem is, the new gun image files are loading. The sounds are playing when I click to shoot, but I'm only getting a black box. Same with all the new textures like the Duke SkyCar. The sounds play, like the new sound for the chaingun cannon, but other than that, no new textures are being displayed. Only black squares.
What am I doing wrong?
SBG
#339 Posted 03 November 2009 - 05:44 AM
If it's not a video-mode issue, then you probably have problems with your Open GL drivers.
#340 Posted 03 November 2009 - 12:37 PM
#341 Posted 03 November 2009 - 06:50 PM
If that fails go into the DukePlus menu, I think in effects there are options that will be set to "use OpenGl" make sure they are NOT set to this, this might fix the texture problems.
Or, if you want to risk crashing EDuke32 to see if you can get OpenGL, go to you duke folder, right click DukePlus.bat and click "Edit" Notepad will open and you will see this (or something like);
@echo off cls echo. echo DUKE PLUS echo. echo by DeeperThought echo. EDuke32.exe -game_dir DukePlus
change the last line so it looks like this
EDuke32.exe -forcegl -game_dir DukePlus
Now save the file and use use it to launch EDuke32 with DukePlus, this will attempt to force OpenGL to work on your machine, but it may not work or even cause a crash in EDuke32 (More likely it will just revert to Software rendering).
To launch EDuke32 without DukePlus, but force OpenGL, open notepad and type
start EDuke32.exe -forcegl
Now save it as something like "EDukeGL.bat" in your Duke folder and try running it.
Hopefully, at least one of these will work.
@DeeperThought, I knew I forgot something I wouldn't mind seeing implemented, this one might not be as awkward as doors and stuff, basically, when you look at the 2D map, it would be rather cool if you could see enemies and stuff, like how 3DR wanted it at some point. dunno how hard that would be to add.
#342 Posted 03 November 2009 - 08:59 PM
High Treason, on Nov 3 2009, 06:50 PM, said:
That's easy to do, as long as I have art for the top view of the different enemies.
The existing top view monster art includes:
LIZTOP 1705
OCTATOP 1845
PIGTOP 2061
BOSSTOP is listed as 2696, but there is no art...
So for the rest, the easiest thing would be to take screenshots of the enemy models with the camera above them pointed straight down (I don't think mapster allows that, so a model viewer would probably be called for). Then these shots need to be reduced to pics of about 50x50 pixels (maybe a little higher because models might look bad at low res).
This post has been edited by DeeperThought: 03 November 2009 - 09:11 PM
#343 Posted 03 November 2009 - 10:19 PM
Alright, if you are really interested in the overhead-map sprites for monsters, I do have some of NEWBEAST, BOSS1 and BOSS2. They're done in DUKETOP style with four frames for a walk animation. They were originally ripped for NR with the intention to represent some of the playable characters on the map mode, but they can work just as well for this if you need them. They are pretty high res, but they can be scaled down more than likely with CON so they look proper for your tastes.
Sadly, I don't think I have the map I used to originally take the screenshots that I used to make these sprites. And yes, they're not 100% top-down, but more at a slight angle, but at least for me that sufficed. If they don't suffice, sorry and hopefully you'll be able to find the proper types of sprites for this idea. It does sound pretty good though.
Perhaps if I can recreate the map I used, I'll see about getting more top sprites for the other monsters if you think the above sprites will work for their respective actors.
#344 Posted 03 November 2009 - 10:39 PM
Lord Misfit, on Nov 3 2009, 10:19 PM, said:
Alright, if you are really interested in the overhead-map sprites for monsters, I do have some of NEWBEAST, BOSS1 and BOSS2. They're done in DUKETOP style with four frames for a walk animation. They were originally ripped for NR with the intention to represent some of the playable characters on the map mode, but they can work just as well for this if you need them. They are pretty high res, but they can be scaled down more than likely with CON so they look proper for your tastes.
Sadly, I don't think I have the map I used to originally take the screenshots that I used to make these sprites. And yes, they're not 100% top-down, but more at a slight angle, but at least for me that sufficed. If they don't suffice, sorry and hopefully you'll be able to find the proper types of sprites for this idea. It does sound pretty good though.
Perhaps if I can recreate the map I used, I'll see about getting more top sprites for the other monsters if you think the above sprites will work for their respective actors.
Hey, those are very nice, thanks! I'm not going to use walking animation, just one pic for each monster. And the map should not be a problem, now that I know it's possible to get that camera angle. So that leaves enforcer, commander, sentry drone, eggs, tank, recon, turret, boss3 and boss4. I'm not bothering with slimers. Damn, Duke has a lot of enemies.
This post has been edited by DeeperThought: 03 November 2009 - 10:40 PM
#345 Posted 04 November 2009 - 07:19 AM
High Treason, on Nov 3 2009, 09:50 PM, said:
If that fails go into the DukePlus menu, I think in effects there are options that will be set to "use OpenGl" make sure they are NOT set to this, this might fix the texture problems.
Or, if you want to risk crashing EDuke32 to see if you can get OpenGL, go to you duke folder, right click DukePlus.bat and click "Edit" Notepad will open and you will see this (or something like);
@echo off cls echo. echo DUKE PLUS echo. echo by DeeperThought echo. EDuke32.exe -game_dir DukePlus
change the last line so it looks like this
EDuke32.exe -forcegl -game_dir DukePlus
Now save the file and use use it to launch EDuke32 with DukePlus, this will attempt to force OpenGL to work on your machine, but it may not work or even cause a crash in EDuke32 (More likely it will just revert to Software rendering).
To launch EDuke32 without DukePlus, but force OpenGL, open notepad and type
start EDuke32.exe -forcegl
Now save it as something like "EDukeGL.bat" in your Duke folder and try running it.
Hopefully, at least one of these will work.
@DeeperThought, I knew I forgot something I wouldn't mind seeing implemented, this one might not be as awkward as doors and stuff, basically, when you look at the 2D map, it would be rather cool if you could see enemies and stuff, like how 3DR wanted it at some point. dunno how hard that would be to add.
Thanks for your ideas, I will try them and edit this post when I get some results.
SBG
EDIT:
First of all, I have an on board graphics driver (chipset is Intel Extreme Graphics 2), for the Dell Optiplex GX 270. I don't think I can upgrade. I recently upgraded to windows 7, which is why I am unable to upgrade. I have the drivers for XP, which are incompatible with windows 7.
I tried going into the Duke Plus menu, they were already set to Don't use. All that fixes is the special textures like the hires blood. I'm having a problem with the guns, bullets, and the skycar stuff. Basically anything that's not in that menu.
I tried editing the file, but yes, it crashed Duke. Same with trying to force GL without Duke Plus.
I think it's just that I need to upgrade my driver but am unable to due to windows 7. I don't think there's anything can do except install XP on a seperate partition to run Duke.
If there's anything else that could be done, that'd be great.
SBG
This post has been edited by SBG: 04 November 2009 - 07:30 AM
#346 Posted 04 November 2009 - 11:32 PM
#347 Posted 05 November 2009 - 03:25 AM
#348 Posted 05 November 2009 - 01:05 PM
blizzart, on Nov 5 2009, 02:32 AM, said:
I can run hires on my card, I've done it before. I'm just running Duke Plus with standard arts, no HRP right now.

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