Duke4.net Forums: Duke Plus - Duke4.net Forums

Jump to content

  • 57 Pages +
  • « First
  • 11
  • 12
  • 13
  • 14
  • 15
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic

Duke Plus  "feedback and general discussion of Duke Plus"

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.
0

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.
0

User is offline   Forge 

  • Speaker of the Outhouse

#352

Not accounting for the unlimited bombs, but maybe implement overheating for the skycar's "machineguns" ?
0

User is offline   necroslut 

#353

Actually hitting something with the skycar is hard enough to warrant the unlimited ammo/bombs IMO.
0

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

0

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. :)
0

User is offline   Danukem 

  • Duke Plus Developer

#356

View PostMerlijn, 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

0

User is offline   Jewyth 

#357

Is there a binary for Mac?
0

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.
0

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

0

User is offline   Mikko 

  • Honored Donor

#360

View PostDuke_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.
0

User is offline   Danukem 

  • Duke Plus Developer

#361

View PostDuke_Nukem, on Nov 27 2009, 08:58 AM, said:

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"?


The true version number appears in the upper right corner of the screen when you start a game. The file name and documentation does not get updated with every code change.
0

User is offline   Gambini 

#362

View PostMikko_Sandt, on Nov 27 2009, 03:47 PM, said:

Of course! When do you want it? Tomorrow?


lol :)

(yeah im the kind of person who thinks that posting lol is worth)
0

User is offline   Jewyth 

#363

How do you get this to work on a Mac?
0

User is offline   ZedDB 

#364

If you already have a working eduke installation all you have to do is to extract the rar file in your duke dir and then start eduke with the following parameter: "-game_dir DukePlus"
0

User is offline   Jewyth 

#365

Awesome! thank-you! Now I've got it working with the HRP too, but I seem to have some messed-up graphics when I run it from Yang, but they're ok when loaded from within a terminal window. Wierd.
0

User is offline   Hendricks266 

  • Weaponized Autism

  #366

Flacken.WS made 2 more of the pig gib palettes and revised 2 others.

http://www.mediafire.com/?dg5kyyzyzmu
0

User is offline   Danukem 

  • Duke Plus Developer

#367

View PostHendricks266, on Dec 19 2009, 07:21 PM, said:

Flacken.WS made 2 more of the pig gib palettes and revised 2 others.

http://www.mediafire.com/?dg5kyyzyzmu


So that includes everything? I don't need the older package?
0

User is offline   Hendricks266 

  • Weaponized Autism

  #368

No, you still need it. This is a patch of sorts.
0

User is offline   Danukem 

  • Duke Plus Developer

#369

I really am working on Duke Plus again, believe it or not. I just started today. So far all I've done is put together a to-do list (which I'm sure is missing a lot of stuff), and started adding the battlelord minigun (subweapon of chaingun). So any of you who have sent me models or other stuff to include, don't worry, I will get to it eventually, probably in the next month. That doesn't mean I'm going to include everything that I had said I would, though. I'm not sure I want to have the drivable pig tank, for example.

This post has been edited by DeeperThought: 20 December 2009 - 04:31 PM

0

User is offline   dopefish 

#370

Hello! I recently found and installed DukePlus and I really love all the new stuff it introduces to the game. Excellent work!

View PostDeeperThought, on Oct 28 2009, 01:58 AM, said:

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.


One feature I think would be amusing is using the Holoduke to summon a Dukebot that does nothing but run around. He won't attack, but he can lead enemies on a wild goose chase :lol:

And a bug, I think-- I've noticed that after installing DukePlus and messing around with some of the options, minibosses spawn randomly(?) in levels. This is fine and dandy, but I'm hesitant to attack any of them since on a number of occasions I'd kill one and it would trigger the endgame sequence, right in the middle of a episode.

Is there a parameter that controls whether minibosses spawn inside a level? I'd like to turn it off so I don't have to deal with them anymore :\

Thanks for the mod though, it's great.
0

User is offline   Danukem 

  • Duke Plus Developer

#371

View Postdopefish, on Dec 21 2009, 02:51 PM, said:

Hello! I recently found and installed DukePlus and I really love all the new stuff it introduces to the game. Excellent work!



One feature I think would be amusing is using the Holoduke to summon a Dukebot that does nothing but run around. He won't attack, but he can lead enemies on a wild goose chase :lol:

And a bug, I think-- I've noticed that after installing DukePlus and messing around with some of the options, minibosses spawn randomly(?) in levels. This is fine and dandy, but I'm hesitant to attack any of them since on a number of occasions I'd kill one and it would trigger the endgame sequence, right in the middle of a episode.

Is there a parameter that controls whether minibosses spawn inside a level? I'd like to turn it off so I don't have to deal with them anymore :\

Thanks for the mod though, it's great.


The option that could cause that is the randomized monster one. Minibosses spawned that way should never be pal 0, and hence should never trigger the end of game. This bug has surfaced in the past, and I have tried to make damned sure that they never spawn as pal 0 so I don't know how that could still be happening. EDIT: And yes I am aware that queens normally end the game even if they aren't pal 0, but Duke Plus has code for that too. That code looks a little fishy to me though, so what I'm going to do is change it so that there are no random queen minibosses.

This post has been edited by DeeperThought: 21 December 2009 - 03:15 PM

0

User is offline   dopefish 

#372

Ok thanks for looking into that. I suppose I should have paid more attention to which bosses in particular were triggering the endgame sequence but I really don't think it's limited to the queen-- I'm pretty sure the Battlelord miniboss is the one that's actually causing the problem. I'll keep testing and report back.

I think my version number is DP199 FWIW.

Cheers
0

User is offline   dopefish 

#373

Ok so I played through a few levels of E1 and most of E3, difficulty at Let's Rock, and monster randomness set to 5.

Encountered the Battlelord 3 times, never triggered the end sequence.
Encountered the E2 boss 1 time, didn't trigger the end sequence.
Encountered the Queen 1 time, did not trigger.

Encountered the Cyclops 3 times; 2 of these times the end sequence was triggered.

This post has been edited by dopefish: 21 December 2009 - 06:36 PM

0

User is offline   Danukem 

  • Duke Plus Developer

#374

View Postdopefish, on Dec 21 2009, 04:18 PM, said:

I think my version number is DP199 FWIW.


The current version is 205. That bug isn't listed as being fixed between 199 and 205, but it may have been anyway (for example, in the 2.00 changelog, I wrote "Fixed lots of bugs (too many to list)."

Since I can't see anything wrong with the code, I'm going to assume that the bug does not exist in the latest version, unless someone can prove otherwise.
0

User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#375

Maybe an idea for DP,

Vampire mode: You can only regain health from damaging/killing enemies. (med kits in the map won't do anything)

Ive seen a couple of games that have this as a cheat/bonus thing once you have finished the game etc.
0

User is offline   Danukem 

  • Duke Plus Developer

#376

I want to make battlelords drop their weapons for the player to use, but I don't want to mess up existing maps by making them too easy. I can make it an option, but then everyone will turn it on, so what's the point? This is one reason I prefer working on a true TC like WGR2, I never have to worry about this kind of issue. I guess I can tie it in with the "advanced AI" feature, so people are getting a bonus to compensate for the added difficulty. Mappers always have the option of putting the weapon directly in the map, so it can still be used with that option off.
0

User is offline   dopefish 

#377

View PostDeeperThought, on Dec 21 2009, 08:08 PM, said:

The current version is 205. That bug isn't listed as being fixed between 199 and 205, but it may have been anyway (for example, in the 2.00 changelog, I wrote "Fixed lots of bugs (too many to list)."

Since I can't see anything wrong with the code, I'm going to assume that the bug does not exist in the latest version, unless someone can prove otherwise.


Ack. I grabbed 205 and installed it; whacked two Cyclops so far without interruption. Seems to be working fine so far. Sorry for the false alarm.

View PostDeeperThought, on Dec 21 2009, 09:43 PM, said:

I want to make battlelords drop their weapons for the player to use, but I don't want to mess up existing maps by making them too easy. I can make it an option, but then everyone will turn it on, so what's the point? This is one reason I prefer working on a true TC like WGR2, I never have to worry about this kind of issue. I guess I can tie it in with the "advanced AI" feature, so people are getting a bonus to compensate for the added difficulty. Mappers always have the option of putting the weapon directly in the map, so it can still be used with that option off.


Perhaps implement it like the laser pistol, as a disposable weapon?

Cheers

This post has been edited by dopefish: 22 December 2009 - 12:35 AM

0

User is offline   Usurper 

  • Hates Twitter

#378

View PostDeeperThought, on Dec 21 2009, 09:43 PM, said:

I prefer working on a true TC like WGR2


Two nights ago I had a dream that you made a TC in which the enemies were balls of hamburger and necco wafers. I remember being really pissed that I threw two spears at the hamburger but the damage didn't register because it hadn't seen me.
0

User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#379

View PostUsurper, on Dec 23 2009, 03:19 PM, said:

Two nights ago I had a dream that you made a TC in which the enemies were balls of hamburger and necco wafers. I remember being really pissed that I threw two spears at the hamburger but the damage didn't register because it hadn't seen me.

lol, wtf have you been smoking? :lol:
0

Share this topic:


  • 57 Pages +
  • « First
  • 11
  • 12
  • 13
  • 14
  • 15
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks not owned by Voidpoint, LLC are the sole property of their respective owners. Play Ion Fury! ;) © Voidpoint, LLC

Enter your sign in name and password


Sign in options