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Duke Plus "feedback and general discussion of Duke Plus"
#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
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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:
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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
#406 Posted 01 January 2010 - 11:15 PM
NerdZilla, 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.
#407 Posted 02 January 2010 - 03:04 AM
This post has been edited by Micky C: 08 January 2010 - 03:52 PM
#408 Posted 02 January 2010 - 05:02 AM
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
#410 Posted 04 January 2010 - 03:33 PM
I found "define RANDOM 0" in the .con file. It says
// FOR A GAME WITH RANDOMIZED MONSTERS AND WEATHER, change the value of RANDOM to a number between 1 and 50
// keep RANDOM below 10 for best results
Was is it? I tried setting to to 5, 10 or 50, but nothing happened. I thought I found some hidden feature to randomly replace monsters with other kinds (I wish I could have enforcers and drones in L.A.
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I also noticed weapon spreads are not in the menu, though changing them in the .con works, so no big deal, but just pointing it out here.
This post has been edited by SFJake: 04 January 2010 - 03:33 PM
#411 Posted 04 January 2010 - 03:37 PM
SFJake, on Jan 4 2010, 03:33 PM, said:
I found "define RANDOM 0" in the .con file. It says
// FOR A GAME WITH RANDOMIZED MONSTERS AND WEATHER, change the value of RANDOM to a number between 1 and 50
// keep RANDOM below 10 for best results
Was is it? I tried setting to to 5, 10 or 50, but nothing happened. I thought I found some hidden feature to randomly replace monsters with other kinds (I wish I could have enforcers and drones in L.A.
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I also noticed weapon spreads are not in the menu, though changing them in the .con works, so no big deal, but just pointing it out here.
The randomization can be changed in the in-game menu but not in the CON. What you found there was the vestiges of the pre-menu system.
I never bothered to add shot spreads to the menu because it didn't seem worthwhile.
#412 Posted 05 January 2010 - 05:41 AM
#413 Posted 07 January 2010 - 08:59 AM
Quote
new laser pistol model by Gambini
fixed laser pistol weapon switching
do not force feed values into gamestartup (custom running speeds etc will work now)
fixed bug which could cause game to end if a captured mini-boss was killed
BFG replacement for devastator (and removed shotgun devastator option)
faster reload and less damage on heavy rpg
new high-res explosion option (and they are pretty damned cool)
reduced damage on charged trooper laser pistol (it was unbalanced)
easier to aim with karate kicks
the holoduke option now spawns a helpful bot instead of what it did before
mappers can now force the inventory options they want (in addition to weapon options)
fixed advanced ai bug that made liztroops float up when shot sometimes (they were trying to jetpack)
fixed polymer lights in dpcbp (good luck running it with a decent frame rate though!)
slimer egg jibs are green again (bug introduced in 2.06?)
THIS IS NOT RELEASED YET
I know there is a lot more stuff that people have requested over the last several months. What I want to know is, what additional features are needed for any maps or episodes that use DP which are currently under construction? The only two projects I am aware of are Duke Nukem Eternity and The Imperium. Imperium is handled in a different forum, so this post is really directed at DanM. I do plan to incorporate Muelsa's Dukebike, but I'm waiting for him to release an updated version of it first. Other than that, there was something about upgrading the quoters, but I'm not sure exactly what they need to have (making them activate in other ways besides requiring the player to stand in a certain sector?)
#414 Posted 07 January 2010 - 11:46 AM
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as for anything extra, i made this code to make tile 508 invisble and hitable by weapons
case 508
ifvare lotag 1
{
getactor[THISACTOR].cstat initcstat
ifvarand initcstat 256 { subvar initcstat 256 setactor[THISACTOR].cstat initcstat }
cstator 33024
cstator 1
setvar NOCODE 1
}
break
case 508
getactor[THISACTOR].lotag lotag
ifvare lotag 1
{
cstator 33024
cstator 1
}
break
if thats there by default it would save me having to add it, and if i could get quoters to activate via monster deaths, i think thats all i would need
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EDIT : regarding that code, if there is anything you could add to it, to make pipebounds for example bounce of it instead of sliding around it, please do
This post has been edited by DanM: 07 January 2010 - 11:49 AM
#415 Posted 07 January 2010 - 02:00 PM
DanM, on Jan 7 2010, 11:46 AM, said:
case 508
ifvare lotag 1
{
getactor[THISACTOR].cstat initcstat
ifvarand initcstat 256 { subvar initcstat 256 setactor[THISACTOR].cstat initcstat }
cstator 33024
cstator 1
setvar NOCODE 1
}
break
case 508
getactor[THISACTOR].lotag lotag
ifvare lotag 1
{
cstator 33024
cstator 1
}
break
Tile 507 is currently coded to work kind of like that (the main difference is it won't block weapons). I guess I'll leave that one alone, since it is already used in several maps.
But it now occurs to me there is a better way of dealing with it. You can set sprites to whatever cstat you need (including invisibility) in mapster even if they have no code. The only problem is that once you make them invisible, you can't see them in 3D mode. So my solution would be, you would leave them visible and give them a lotag of 1, and that would tell my script to make them invisible (with no other changes to cstat) at map load time. That should give you more flexibility. Does that sound good?
You can test it yourself. Get rid of all that nasty code you have above and just use this:
Quote
ifvare sprite[THISACTOR].lotag 1
{
cstator 32768
setactor[THISACTOR].lotag 0
}
enda
The only reason I can think of for that not working would be if the game messes with the cstat after map load. In that case, it will need a little code in EVENT_GAME.
This post has been edited by DeeperThought: 07 January 2010 - 02:06 PM
#416 Posted 07 January 2010 - 02:49 PM
#417 Posted 07 January 2010 - 02:53 PM
1) If you shoot a mortar projectile, you cannot shoot with the minigun again (the animation is there, but no bullet is spawned).
2) Sometimes, when you're short on minigun / chainsaw ammo, if you get some clips, swamp weapon and then return on the minigun, you'll have 0 bullets.
Both these issue are there if you use the M16 as standard chaingun.
Apart from that, it's an awesome weapon ! It's just an impression of mine or in Duke the minigun is a little more powerful than in WGR2 ?
#418 Posted 07 January 2010 - 03:44 PM
Headless_Horseman, on Jan 7 2010, 02:53 PM, said:
1) If you shoot a mortar projectile, you cannot shoot with the minigun again (the animation is there, but no bullet is spawned).
Fixed. That only happened if you had the battlelord minigun but not the mp5. The code to reload the mp5 was getting activated when you pressed alt-fire, but since you didn't have the mp5 it would never finish "reloading" and you couldn't fire.
#419 Posted 07 January 2010 - 03:47 PM
so is this a m32 script thing or dukeplus.con?
#420 Posted 07 January 2010 - 04:10 PM
DanM, on Jan 7 2010, 03:47 PM, said:
so is this a m32 script thing or dukeplus.con?
I've added the 508 code and tested it (it works), and I'm going to add that quoter code, then I will send you the latest unreleased version via PM.