Duke Plus "feedback and general discussion of Duke Plus"
#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.
#349 Posted 07 November 2009 - 07:06 AM
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
#350 Posted 07 November 2009 - 07:59 AM
#351 Posted 07 November 2009 - 08:05 AM
#352 Posted 07 November 2009 - 08:29 AM
#353 Posted 07 November 2009 - 11:58 PM
#354 Posted 10 November 2009 - 05:03 AM
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
#355 Posted 18 November 2009 - 03:04 PM
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.
#356 Posted 18 November 2009 - 04:02 PM
Merlijn, on Nov 18 2009, 03:04 PM, said:
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
#358 Posted 27 November 2009 - 08:58 AM
#359 Posted 27 November 2009 - 09:06 AM
This post has been edited by Duke_Nukem: 27 November 2009 - 09:13 AM
#360 Posted 27 November 2009 - 10:47 AM
Duke_Nukem, on Nov 27 2009, 07:06 PM, said:
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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