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Duke Plus  "feedback and general discussion of Duke Plus"

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

 blizzart, 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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User is offline   Mikko 

  • Honored Donor

#350

It could be optional (like, lotag value defines the amount of bullets and hitag the amount of bombs) but so far there's been no use for such a feature. I wouldn't want to play DPCBP with ammo limits on the car. You're meant to kill everything with the car whenever you have to fly so limits would make no sense.
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User is offline   Jblade 

#351

That and the vast vast majority of other games I can think of give vehicles unlimited ammo as well; if the player has to keep getting out in order to fight stuff than they become more of a burden than anything else.
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User is offline   Forge 

  • Speaker of the Outhouse

#352

Not accounting for the unlimited bombs, but maybe implement overheating for the skycar's "machineguns" ?
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User is offline   necroslut 

#353

Actually hitting something with the skycar is hard enough to warrant the unlimited ammo/bombs IMO.
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User is offline   williamjcm 

#354

It's me, williamjcm from the 3DR forums.

I played Duke Plus (I think I have 2.02) with the new Polymer rendering and HRP.

Graphically, it rocks a lot. I think it's better than HL2's High Dynamic Range.

Then, I thought of a feature : a flashlight instead of the nightvision (as an option).

But I want it to be like HL2's (it consumes aux power)

williamjcm

P.S : DT, if you could implement it, PM me the code, I want to use it in my pack as well since i'm a shit in Enhanced CON Scripting.

EDIT : I agree with Forge, for overheating the skycar's miniguns.

This post has been edited by williamjcm: 17 November 2009 - 02:10 AM

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User is offline   Merlijn 

#355

I have one request concerning the Emperor miniboss and his behavior - whenever he hurts himself (spash damage from his own rockets), his reaction is to keep firing rockets, which means he kills himself OR he weakens himself a lot. In the original game this wasn't a problem, because there were no nearby walls, but in a sequence I made it is.

So the request is: could you either make the bastard immume for his own rockets (or make this an optional feature) or make sure he stops firing whenever he hurts himself? I think the first option would be the easiest. :)
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User is offline   Danukem 

  • Duke Plus Developer

#356

 Merlijn, on Nov 18 2009, 03:04 PM, said:

So the request is: could you either make the bastard immume for his own rockets (or make this an optional feature) or make sure he stops firing whenever he hurts himself? I think the first option would be the easiest. :)


Yes, the first option would be the easiest. EDIT: I have made the change to the code, but I didn't upload the new code yet.

This post has been edited by DeeperThought: 18 November 2009 - 04:13 PM

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User is offline   Jewyth 

#357

Is there a binary for Mac?
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User is offline   Duke_Nukem 

#358

Excuse me, but it says that version 2.05 has been released but when I download DukePlus it always says 2.0 in the download name. Is this still the 2.05 "latest version"? Also, in Mapster32, there are no sprites for the sawed-off shotgun or double barreled shotgun, and the laser pistol sprite looks just like the pistol sprite. Please reskin the laser pistol mapster32 sprite to look like the laser pistol in-game, ok? Unless its too difficult for you.
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User is offline   Duke_Nukem 

#359

Secondly, could someone make an eduke32 hires version of the old avp mod for the dos version? You know, take it from the dos dn3d and remake it for JFDuke3D with eduke32 with the Hi-Res Pack. Someone should do that so I can see Duke kickin' some xenomorph @$$. Pardon my French. Please reply ASAP. I found it by googling it. Here's the link:http://www.fileplanet.com/hosteddl.aspx?%2fplanetduke%2fmsdn%2favp.zip

This post has been edited by Duke_Nukem: 27 November 2009 - 09:13 AM

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User is offline   Mikko 

  • Honored Donor

#360

 Duke_Nukem, on Nov 27 2009, 07:06 PM, said:

Secondly, could someone make an eduke32 hires version of the old avp mod for the dos version? You know, take it from the dos dn3d and remake it for JFDuke3D with eduke32 with the Hi-Res Pack. Someone should do that so I can see Duke kickin' some xenomorph @$$. Pardon my French. Please reply ASAP. I found it by googling it. Here's the link:http://www.fileplanet.com/hosteddl.aspx?%2fplanetduke%2fmsdn%2favp.zip


Of course! When do you want it? Tomorrow?

The author, who's currently busy making a sequel to AvP, is available here and I doubt he's interested in making a HRP upgrade.
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