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Duke Plus  "feedback and general discussion of Duke Plus"

User is offline   Danukem 

  • Duke Plus Developer

#320

View PostKillerBudgie, on Oct 27 2009, 07:24 AM, said:

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


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.
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#321

That's quite alright. I still love playing Duke Nukem 3D w/ DukePlus anyway. So I wouldn't be the least bit surprised if WGR2 was taking up so much of your time.
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#322

For what I remember :
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.
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User is offline   Danukem 

  • Duke Plus Developer

#323

View PostHeadless_Horseman, on Oct 27 2009, 11:17 AM, said:

For what I remember :
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.

View PostHeadless_Horseman, on Oct 27 2009, 11:17 AM, said:

2) gibs recoded as projectiles, like you mentioned on WGR2 topic.


Sure, but that's something that was recently brought up, not an old request.

View PostHeadless_Horseman, on Oct 27 2009, 11:17 AM, said:

3) making optional that gibs and corpses stay on the ground.


Gibs, yes. Those should disappear by default. Corpses have always stayed on the ground forever and I see no reason to change that.


View PostHeadless_Horseman, on Oct 27 2009, 11:17 AM, said:

4) this one is an idea of mine : giving a custom code to the unused ORGANTIC and SCORPIO TANK enemies.


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.
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User is offline   Gambini 

#324

Iron sight :o
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User is offline   Sobek 

  • There's coffee in that nebula!

#325

Well, I think you understand my stance on demanding more and more... But really the only thing I can think of at the moment that I 'need', is some additional versatility with shooters. Namely, if possible, to allow them to target any sprite, perhaps by way of a certain unique tag. That way, a shooter can track a moving object that isn't necessarily setup as an enemy or a friendly, but rather just a plain old sprite/model (perhaps by way of having a tag or EXTRA or... something... that would be unique to the sprite/model and shooter/s in question - effectively 'linking' the two together). I have no idea if that made sense.

Beyond that, you're already working on some other cool stuff, so I'm quite happy to wait and see.
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User is offline   Stabs 

#326

a more versatile quote system, dormant quotes / activation by dukebot waypoints / killing monsters,

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.
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#327

I'm still gonna ask for kickable doors.

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.
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User is offline   Danukem 

  • Duke Plus Developer

#328

View PostHigh Treason, on Oct 28 2009, 12:35 AM, said:

I'm still gonna ask for kickable doors.

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.
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#329

Hey, I just found out a funny bug playing the latest version of "Rush Back" by Gambini with DukePlus : the Cola Tubes !

Posted Image

http://img502.images...dukeplusbug.jpg
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#330

Also, I have a request : it'st possible, perhaps with Advanced AI on, to add a flag to the assault trooper and commander "playing dead" so if you shot them they'll never wake again ? I just hate to have them reviving when I turn around !
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User is offline   Geoffrey 

#331

Just listen carefully - if a trooper stops begging and falls down without screaming he's faking it. When he does scream he's dead for realzies. I didn't know the commander does this though?
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User is offline   necroslut 

#332

View PostGeoffrey, on Oct 29 2009, 09:23 AM, said:

Just listen carefully - if a trooper stops begging and falls down without screaming he's faking it. When he does scream he's dead for realzies. I didn't know the commander does this though?

I guess he meant the Assault Captain, the red liztroop.
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User is offline   Danukem 

  • Duke Plus Developer

#333

View PostGeoffrey, on Oct 29 2009, 01:23 AM, said:

Just listen carefully - if a trooper stops begging and falls down without screaming he's faking it. When he does scream he's dead for realzies. I didn't know the commander does this though?


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.
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User is offline   Mikko 

  • Honored Donor

#334

Is the fake death thing completely random by the way, like, one out of ten probability or something like that? (I've also noticed that Captains are more prone to wake up.)

This post has been edited by Mikko_Sandt: 30 October 2009 - 05:04 AM

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User is offline   Danukem 

  • Duke Plus Developer

#335

View PostMikko_Sandt, on Oct 30 2009, 06:04 AM, said:

Is the fake death thing completely random by the way, like, one out of ten probability or something like that? (I've also noticed that Captains are more prone to wake up.)


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.
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User is offline   Stabs 

#336

could it be made so the dp shooters are able to shoot and activate buttons

also on gib systems, would be possible to make s13's (explosives) gib in a way that leaves rock debris?
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User is offline   Gambini 

#337

View PostHeadless_Horseman, on Oct 28 2009, 06:30 PM, said:

Hey, I just found out a funny bug playing the latest version of "Rush Back" by Gambini with DukePlus : the Cola Tubes !

Posted Image

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

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User is offline   SBG 

#338

Hi DT,

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
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#339

SBG, in order to play with models and hitiles you MUST set video mode to 32 bit, otherwise you'll get that boxes.
If it's not a video-mode issue, then you probably have problems with your Open GL drivers.
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User is offline   SBG 

#340

Ah, the Open GL problem may be what I have. I get an error when I load Duke 3D with or without DukePlus saying that my driver does not support Open GL. I don't believe this to be the case, even though I have a pretty crappy driver, it should support Open GL. I'll look into that now that I know it may be the cause.
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#341

@SBG, Try updating your graphics card drivers, if you need help doing this, I am happy to tell you how it's done, and I am sure others here will as well.

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.
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User is offline   Danukem 

  • Duke Plus Developer

#342

View PostHigh Treason, on Nov 3 2009, 06:50 PM, said:

@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.


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

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#343

Attached Image: NEWBEAST_BOSS1_BOSS2_topsprites.gif

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.
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User is offline   Danukem 

  • Duke Plus Developer

#344

View PostLord Misfit, on Nov 3 2009, 10:19 PM, said:

Attachment NEWBEAST...psprites.gif

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

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User is offline   SBG 

#345

View PostHigh Treason, on Nov 3 2009, 09:50 PM, said:

@SBG, Try updating your graphics card drivers, if you need help doing this, I am happy to tell you how it's done, and I am sure others here will as well.

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

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User is offline   blizzart 

#346

I don´t think Eduke will run in Hires on this card. There have always been problems with Intel cards.
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User is offline   Stabs 

#347

jut thinking if it is possible to do a se13 rock gib system when the initial explosion happens, could it also make a smoke effect similar to the pig cops gas grenades?
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User is offline   SBG 

#348

View Postblizzart, on Nov 5 2009, 02:32 AM, said:

I don´t think Eduke will run in Hires on this card. There have always been problems with Intel cards.


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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#349

I just remembered another feature that I'd love to see implemented : a limit for the Skycar ammos.
It seems to me unfair that all the weapons in game have an ammo count, but when you get in the Skycar you can just shoot mindlessly until you've wiped out all the enemies.
I suggets you put a limit of 800 bullet for the machineguns and 2 super bombs (one for each wing).

This post has been edited by Headless_Horseman: 07 November 2009 - 07:08 AM

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