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Duke Plus  "feedback and general discussion of Duke Plus"

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.
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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)
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User is offline   Jewyth 

#363

How do you get this to work on a Mac?
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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"
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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.
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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
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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?
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User is offline   Hendricks266 

  • Weaponized Autism

  #368

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

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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.
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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

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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
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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

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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.
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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.
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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.
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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

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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.
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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:
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User is offline   Danukem 

  • Duke Plus Developer

#380

View PostHendricks266, on Dec 20 2009, 09:30 AM, said:

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


Unfortunately, I can't find the first file. I have searched my hard drive, my e-mail and my PMs at the various Duke forums but so far it hasn't turned up. It's too bad, because I have finally gotten around to reworking the jibs system and I was about to include those pal pig jibs.

EDIT: Nevermind, I found it.

This post has been edited by DeeperThought: 22 December 2009 - 10:29 PM

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User is offline   Danukem 

  • Duke Plus Developer

#381

DukePlus 2.06 Released

* Objects held by the player no longer jitter when the player moves.
* Improved jib system (mostly imported from WGR2). Still need high-res replacements for blood pools.
* When Advanced AI is used, Battlelords drop their weapons, which can be used by the player.
Still need modeled versions of battlelord minigun and slain battlelord with no weapon.
* When Advanced AI is used, land bound monsters will avoid water (using code from WGR2).
* Duke grunts when jumping (from WGR2)
* New jetpack control (double jump to thrust) is now optional (toggle in the player abilities menu).
* The DP shotguns have smaller muzzle flashes.

I plan a larger update early next year which will get Duke Plus ready for a couple of upcoming episodes (Duke Nukem Eternity, The Imperium).


EDIT: I forgot to mention that this update also includes the pal skins for the pigcop jibs by Flacken.WS and Hendricks266, and I forgot to include that in the credits. Sorry about that, I will include the credits when I get another chance to update. I have to leave for a trip so it may have to wait a while.

This post has been edited by DeeperThought: 23 December 2009 - 11:18 PM

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User is offline   Danukem 

  • Duke Plus Developer

#382

This short video shows that DP will be using Gambini's new model for the Liztroop laser pistol:

http://deeperthought...newlasergun.wmv

The classic sci-fi styling on the gun is a nice fit. :lol:
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#383

Looks great! (y)
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User is offline   Stabs 

#384

mmmm new 3d gun :lol:

i was trying out a new explosion the other day, and thought you might like to add this as an alternative explosion option (alongside high-res blood) with this explosion, you could make it flip randomly on explosion because it dosnt have a "base" like the original sprite

Attached Image: explosion.jpg

Attached File  explosion.zip (217.67K)
Number of downloads: 478

i was thinking the other day, what if the dukeplus freezer used the gust effect and sprayed out a cold mist of death that could freeze multiple enemies but only at a short range with a wide arc
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User is offline   Danukem 

  • Duke Plus Developer

#385

I'll check it out. One thing I'd like to do is simplify the options. I want a set of visual effects that together is one option. Likewise, I think that all of the new reloading weapons should go together as a set. If people would rather use some of them but not others (e.g. use the new shotguns but not the reloading RPG) then that tells me that some things aren't good enough yet.
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User is offline   Stabs 

#386

Iam using the mp5 now because i have the minigun and the player needs something that dosnt have a reload time, as for the rpg i just think its reload needs to be a bit faster. as for the mp5, i think its reload could be a little bit faster still

the shotguns are fine, i love em, thats why i use them so much.
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User is offline   Danukem 

  • Duke Plus Developer

#387

I like the explosion. I think it looks better than the current HRP explosion because it is less cartoonish and more three dimensional. The resolution is not very high, though -- you can easily see individual pixels. I doubled the size in PS using bicubic smoother resampling and that helped. I'm guessing it has been ripped from some other game and so cannot be part of the HRP.
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User is offline   Stabs 

#388

that sprite is from David Howe @ http://homepage.ntlw...50/page16a.html

there is 3 others, i liked that one best, they have about 98 frames
they are only 64 x 64 or 128 x 128 pngs

I do think the current one i submitted needs to be animated a bit faster tho, iam not sure how to do that
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User is offline   Stabs 

#389

i ripped another explosion, in this zip is a file called explosion2.zip that you can run via cmd line
and the other called renamed.zip, with the files renamed 1890a.png for eg with a def like this

texture 1890 { pal 50 { file "highres/sprites/effects/1890a.png" nocompress nodownsize } }

so i was thinking along with making the explosion happen randomly flipped, it could also randomly have a diff explosion just by making it randomly have explosions with a pal of 50.

Attached File  new_explosion.zip (889.69K)
Number of downloads: 572
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User is offline   Spiker 

#390

The new laser pistol looks cool, it just lacks some shading. But it shouldn't be a problem when polymer will affect models :lol:
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