Duke Plus "feedback and general discussion of Duke Plus"
#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?
#380 Posted 22 December 2009 - 10:25 PM
Hendricks266, on Dec 20 2009, 09:30 AM, said:
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
#381 Posted 23 December 2009 - 11:08 PM
* 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
#382 Posted 29 December 2009 - 09:15 PM
http://deeperthought...newlasergun.wmv
The classic sci-fi styling on the gun is a nice fit.
#384 Posted 29 December 2009 - 10:36 PM
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
explosion.zip (217.67K)
Number of downloads: 536
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
#385 Posted 29 December 2009 - 10:45 PM
#386 Posted 29 December 2009 - 11:11 PM
the shotguns are fine, i love em, thats why i use them so much.
#387 Posted 30 December 2009 - 12:20 AM
#388 Posted 30 December 2009 - 02:23 AM
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
#389 Posted 30 December 2009 - 03:09 AM
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.
new_explosion.zip (889.69K)
Number of downloads: 721
#390 Posted 30 December 2009 - 04:16 AM
#391 Posted 30 December 2009 - 04:22 PM
Any plans for the particle system? Billboards or the like for smoke or fire effects?
#392 Posted 31 December 2009 - 02:00 AM
its awesome to play with the Bots. I remeber having to write that in Dos when starting your game.
I can send that map with the small landscape in it. I was wondering if I should send it here because i have one built to Duke+?
#393 Posted 31 December 2009 - 09:23 AM
I do have some things to say.
I have not followed development, however the documentation says there is an overheat for the original chaingun. But it doesn't have fun, and I can't find the option for it. I tried changing it manually in the .con files, but nothing. Was it removed?
I have to say: I forgot which post, but you wanted to dumb down options. PLEASE do not do that. I understand simplicity is one thing, but I would never want to trade options for simplicity. I love how I can have one weapon changed and the other not. Its all up to the player and I believe putting more options together is a bad idea.
In fact, I'm hoping more options would be available, especially those around "advanced AI". I love most changes, but sometimes I find the medic overkills, or the pic grenades too much. But I can't disable them individually. I think having the maximum customizations is the best things for that kind of mods.
Other that, I don't actually have anything for you to add as options, except maybe a way to add even more monsters? We have double monsters and extra ammo, why not better individual settings for both? What I really just want here is a way to have 3x, 4x, Yx monsters. I don't know if that can work well however. But it would be pretty epic to have that option expanded.
EDIT: Oh, yes. Is there any way to change the max ammo of the weapons? With the USER.CON, there are a few things like that I can't change, and I couldn't figure that out.
I just hope you just read through this, and again, this mod is already awesome and revived DN for me. Thanks a lot for that!
This post has been edited by SFJake: 31 December 2009 - 09:24 AM
#394 Posted 31 December 2009 - 09:51 AM
You could implement more than one default option group instead.
(I have deleted jump?.wav in my installation btw. They simply don't fit IMHO.)
#395 Posted 31 December 2009 - 12:49 PM
Yes, that thing again. On the top right corner of the screen, it says DP 206, so I should have the latest version.
So far, no random miniboss I killed ended the episode. However, I -captured- one. Then I used it against the Battlelord in L.A Meltdown. The captured one is the second most with 2 launcher over his head (no idea what they are called).
Anyhow, when it died against the Battlelord, the episode ends. I load, killed my little friend -before- the fight and it also triggered the end of the episode.
I'm guessing captured mini-boss have their episode-end trigger still set?
#396 Posted 31 December 2009 - 01:57 PM
I'm not sure what happened with the chaingun overheat option, but I'll look into it.
The max ammo amounts will once again be editable in USER.CON upon the next release.
It's always good to hear from new players who like the mod; it provides some much needed motivation to continue development. Thanks for your comments.
The next release will probably not have a major overhaul of the way options are handled in the menu, but it will allow mappers to have more control over the gameplay.
#397 Posted 31 December 2009 - 05:53 PM
Now I have to add a few more things... I apologize if I'm annoying, I should have played the whole game and then just post it all in one. I searched through the topic and nothing about those 2 things came out, and #2 is game breaking to me.
#1- Slimer egg can come with different attributes. If I capture them and use them, they spawn mini aliens. Sweet, but for the slimers you fight, I saw no changes at all. Shouldn't some eggs spawn different things? I wish the enemy could actually be a threat more than "hold quick kick while they are around". I'm just asking if there is any reason for this?
#2- This is a glitch, I guess. I have never played with EDuke before, but I don't think this should happens. Basically, skies kills Duke. When you can see the sky on the ground and you step on it, or on a bridge above it, you die. At least, that is what I think happens. m
#3 (EDIT) - Captured special monsters don't always spawn as special (special as in, blue, red, with different projectiles etc). If the capsule exploded when it touches the ground, then it spawns the right one. If it bounces and then explodes, it spawns a normal version of the monster.. and if I capture, I get the normal one. Its not a lot of fun to just lose a better version of a monster like this.
Because of this, I couldn't complete the game legit here: http://img8.imageshack.us/img8/4354/dukenu...idgeofdeath.jpg
I didn't realize what the problem was at first, but the very second you step on this bridge, you explode. I had to noclip around it. But then in Occupied Territory, some "windows" open and you can step on them, but you also die instantly.
Any reasons why this is happening?
This post has been edited by SFJake: 31 December 2009 - 06:04 PM
#398 Posted 31 December 2009 - 06:00 PM
I love how object no longer jitter now, it just seems so smooth, brilliant work.
I haven't yet tried the battlelord gun but I'm really looking forward to it.
The jumping grunts are ok, but I feel as though he should only do it in a few cases, like really long jumps. I don't know how that would work though.
Finally, personally I much prefer the old blood and jibbing effects, and I'm taking into account that the new ones will get highres replacements. And the jib models now fade out, when I want them to stay. I can't even pick up a head and make duke say "ooo the things I do to get ahead" anymore.
That's just some of the feedback I have, I hope it's useful. I love the other improvements though.
#399 Posted 31 December 2009 - 06:17 PM
SFJake, on Dec 31 2009, 05:53 PM, said:
Now I have to add a few more things... I apologize if I'm annoying, I should have played the whole game and then just post it all in one. I searched through the topic and nothing about those 2 things came out, and #2 is game breaking to me.
#1- Slimer egg can come with different attributes. If I capture them and use them, they spawn mini aliens. Sweet, but for the slimers you fight, I saw no changes at all. Shouldn't some eggs spawn different things? I wish the enemy could actually be a threat more than "hold quick kick while they are around". I'm just asking if there is any reason for this?
#2- This is a glitch, I guess. I have never played with EDuke before, but I don't think this should happens. Basically, skies kills Duke. When you can see the sky on the ground and you step on it, or on a bridge above it, you die. At least, that is what I think happens. m
#3 (EDIT) - Captured special monsters don't always spawn as special (special as in, blue, red, with different projectiles etc). If the capsule exploded when it touches the ground, then it spawns the right one. If it bounces and then explodes, it spawns a normal version of the monster.. and if I capture, I get the normal one. Its not a lot of fun to just lose a better version of a monster like this.
Because of this, I couldn't complete the game legit here: http://img8.imageshack.us/img8/4354/dukenu...idgeofdeath.jpg
I didn't realize what the problem was at first, but the very second you step on this bridge, you explode. I had to noclip around it. But then in Occupied Territory, some "windows" open and you can step on them, but you also die instantly.
Any reasons why this is happening?
After a prelminary investigation, here is what I found:
1. The sky texture there is a SPACE texture (specifically tile 84, aka BIGORBIT1). IIRC it is normal for space textured skies to kill the player, unless they are given a pal. But in that case, I don't know how the player is supposed to pass that part.
2. The player gets killed there even in unmodified EDuke32, without Duke Plus. Therefore, if there is a bug here, it is definitely not a Duke Plus bug.
#400 Posted 31 December 2009 - 07:52 PM
#401 Posted 31 December 2009 - 08:02 PM
SFJake, on Dec 31 2009, 07:52 PM, said:
Not many people play the game these days, and even fewer play episode 2 (most Duke players don't like space maps) so it doesn't surprise me that it went unnoticed. Also, it may be a recent breakage. I'd be interested to know when the bug was introduced.
#402 Posted 31 December 2009 - 09:21 PM
Is there anyways to fix that?>
#403 Posted 01 January 2010 - 07:00 AM
Here's a fun map to play with 7 Dukebots. I changed all the tiles (1 ground tile) to a plan duke tile. What you mite notise is theres no wall tile.
Worning : you mite want to turn doubble sized maps off first... i could explane why, but you'll figger it out.
Also bellow are some BETA testing pics of the City landscape parts. Its the next add on to this whole design. Basicly, we're going to have some fun driving Maps from me soon. Skycart, Jeep and Bike... And stolen Car readdy.
This post has been edited by NerdZilla: 01 January 2010 - 10:49 AM
#404 Posted 01 January 2010 - 08:23 AM
NerdZilla, on Dec 31 2009, 09:21 PM, said:
Is there anyways to fix that?>
Sometimes that happens to people when using polymer, if the framerate drops too low. I don't see how it could be DP related.
#405 Posted 01 January 2010 - 08:35 AM
DeeperThought, on Jan 1 2010, 08:23 AM, said:
Well,.. i just need to make a smaller onscreen spite limit then. its the gore and FXs problay.
Hey, is there any way to make the skycar play in a dynamic veiw mode?.. shoot lasers and the lock on RPGs if you hold the tigger down?
I have a few other Starfox driven ideas... but those two seemed like something i could do.
This post has been edited by NerdZilla: 01 January 2010 - 08:37 AM

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