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Duke Plus  "feedback and general discussion of Duke Plus"

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: 533

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: 710
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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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User is offline   Tea Monster 

  • Polymancer

#391

Looks good.

Any plans for the particle system? Billboards or the like for smoke or fire effects?
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User is offline   NerdZilla 

#392

just thought is roll by and show my respect to the work done on Duke+.
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+?
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User is offline   SFJake 

#393

I also wanted to post my appreciation here. I just had the urge to play Duke Nukem 3D, pop on gamefaqs forum and see something about DukePlus. Glad I did, never heard of it, and now having a blast.

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

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User is offline   LeoD 

  • Duke4.net topic/3513

#394

I second SFJake : please do not reduce options.
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.)
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User is offline   SFJake 

#395

MINIBOSS EPISODE END GLITCH

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?
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User is offline   Danukem 

  • Duke Plus Developer

#396

@SFJake: Thanks for the bug report. I couldn't find the problem, but I added some code that should make things safer in the future. In the next release, captured bosses cannot spawn as pal 0 (the pal that makes the game end), and it will not be possible to capture pal 0 bosses.

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.
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User is offline   SFJake 

#397

I'm just glad you hear what the people has to say :lol: Not every mod makers seem to care about what the players have to say. Its always nice to be heard.

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

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User is offline   Micky C 

  • Honored Donor

#398

I also remember the chaingun overheating, but I haven't seen it for a while. And wasn't the chaingun meant to hold 400 rounds instead of 200? That's just another thing I noticed.

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.
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User is offline   Danukem 

  • Duke Plus Developer

#399

View PostSFJake, on Dec 31 2009, 05:53 PM, said:

I'm just glad you hear what the people has to say :lol: Not every mod makers seem to care about what the players have to say. Its always nice to be heard.

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.
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User is offline   SFJake 

#400

You are right, this happens with EDuke regardless, but I just tried JFDuke3D and this doesn't happen. Strange that such a big glitch went unnoticed by the EDuke32 team? I'll post about this in the bug reports section then.
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User is offline   Danukem 

  • Duke Plus Developer

#401

View PostSFJake, on Dec 31 2009, 07:52 PM, said:

You are right, this happens with EDuke regardless, but I just tried JFDuke3D and this doesn't happen. Strange that such a big glitch went unnoticed by the EDuke32 team? I'll post about this in the bug reports section then.


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.
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User is offline   NerdZilla 

#402

I'm having a problem in Duke Plus where the mouse does'nt work, but the game stays in play. Its a problem that is'nt in the normal game.
Is there anyways to fix that?>
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User is offline   NerdZilla 

#403





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

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User is offline   Danukem 

  • Duke Plus Developer

#404

View PostNerdZilla, on Dec 31 2009, 09:21 PM, said:

I'm having a problem in Duke Plus where the mouse does'nt work, but the game stays in play. Its a problem that is'nt in the normal game.
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.
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User is offline   NerdZilla 

#405

View PostDeeperThought, on Jan 1 2010, 08:23 AM, said:

Sometimes that happens to people when using polymer, if the framerate drops too low. I don't see how it could be DP related.


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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User is offline   NerdZilla 

#406

View PostNerdZilla, on Jan 1 2010, 07:00 AM, said:




I'm going to resend this map.. Its still not Duke plus readdy. It'll crash because of way to meny enemys. EA: if the ememys are set to thorow smoke bomb.

I'm going to resend this with nothin in it... that way you guys can make your own battles up.
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User is offline   Micky C 

  • Honored Donor

#407

edit: problem solved

This post has been edited by Micky C: 08 January 2010 - 03:52 PM

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User is offline   The Commander 

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

#408

I can't really understand your post, but it would sound to me you have not mapped before?
If so you NEED to read this, even if you have mapped before READ IT.

http://infosuite.dukerepository.com/

This post has been edited by The Commander: 02 January 2010 - 05:02 AM

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User is offline   Spiker 

#409

Run mapster.bat
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