Duke Plus "feedback and general discussion of Duke Plus"
#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.
#361 Posted 27 November 2009 - 04:44 PM
Duke_Nukem, on Nov 27 2009, 08:58 AM, said:
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.
#362 Posted 27 November 2009 - 05:24 PM
Mikko_Sandt, on Nov 27 2009, 03:47 PM, said:
lol
(yeah im the kind of person who thinks that posting lol is worth)
#364 Posted 28 November 2009 - 09:29 AM
#365 Posted 28 November 2009 - 02:17 PM
#366 Posted 19 December 2009 - 07:21 PM
http://www.mediafire.com/?dg5kyyzyzmu
#367 Posted 19 December 2009 - 08:58 PM
Hendricks266, on Dec 19 2009, 07:21 PM, said:
http://www.mediafire.com/?dg5kyyzyzmu
So that includes everything? I don't need the older package?
#369 Posted 20 December 2009 - 04:30 PM
This post has been edited by DeeperThought: 20 December 2009 - 04:31 PM
#370 Posted 21 December 2009 - 02:51 PM
DeeperThought, on Oct 28 2009, 01:58 AM, said:
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
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.
#371 Posted 21 December 2009 - 03:10 PM
dopefish, on Dec 21 2009, 02:51 PM, said:
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
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
#372 Posted 21 December 2009 - 04:18 PM
I think my version number is DP199 FWIW.
Cheers
#373 Posted 21 December 2009 - 06:35 PM
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
#374 Posted 21 December 2009 - 07:08 PM
dopefish, on Dec 21 2009, 04:18 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.
#375 Posted 21 December 2009 - 07:16 PM
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.
#376 Posted 21 December 2009 - 08:43 PM
#377 Posted 22 December 2009 - 12:33 AM
DeeperThought, on Dec 21 2009, 08:08 PM, said:
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.
DeeperThought, on Dec 21 2009, 09:43 PM, said:
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
#378 Posted 22 December 2009 - 06:19 PM
DeeperThought, on Dec 21 2009, 09:43 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.
#379 Posted 22 December 2009 - 06:47 PM
Usurper, on Dec 23 2009, 03:19 PM, said:
lol, wtf have you been smoking?

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