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Duke Plus  "feedback and general discussion of Duke Plus"

User is offline   SFJake 

#410

My interest with this keeps going up, its pretty crazily addicting. Just wanted to ask something.

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. :lol:). If thats not what this is, you did have talk about that feature in the first page. Is it still planned at some point?


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

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User is offline   Danukem 

  • Duke Plus Developer

#411

View PostSFJake, on Jan 4 2010, 03:33 PM, said:

My interest with this keeps going up, its pretty crazily addicting. Just wanted to ask something.

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. :lol:). If thats not what this is, you did have talk about that feature in the first page. Is it still planned at some point?


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.
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#412

I noticed that in the latest version of DP Slimer Egg gibs are red . They were previously green right ? Is there a reason behind or... I'm referring to the no-HRP version.
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User is offline   Danukem 

  • Duke Plus Developer

#413

Here's the changelog for version 2.07 so far:

Quote

2.07 changelog
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?)
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User is offline   Stabs 

#414

wish lists come ture :lol:

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 :lol:

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

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User is offline   Danukem 

  • Duke Plus Developer

#415

View PostDanM, on Jan 7 2010, 11:46 AM, said:

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


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

eventloadactor 508
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

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User is offline   LeoD 

  • Duke4.net topic/3513

#416

Could you please make dead sharks sink down to the ground or float to the surface?
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#417

Before you relese, just take a look at the minigun code, it has a pair of issue :
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 ?
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User is offline   Danukem 

  • Duke Plus Developer

#418

View PostHeadless_Horseman, on Jan 7 2010, 02:53 PM, said:

Before you relese, just take a look at the minigun code, it has a pair of issue :
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.
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User is offline   Stabs 

#419

k ill check it out when i get home

so is this a m32 script thing or dukeplus.con?
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User is offline   Danukem 

  • Duke Plus Developer

#420

View PostDanM, on Jan 7 2010, 03:47 PM, said:

k ill check it out when i get home

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.
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User is offline   SFJake 

#421

View PostDeeperThought, on Jan 7 2010, 11:59 AM, said:

Here's the changelog for version 2.07 so far:

BFG replacement for devastator (and removed shotgun devastator option)
the holoduke option now spawns a helpful bot instead of what it did before

THIS IS NOT RELEASED YET

I know the version isn't out yet but,

Why are you removing options to replace them with others? A Duke Bot is way too much out of a holoduke, love the current one, but you are replacing it completely? Same as Devastator. Not sure what the BFG is, but I always hated the weapon, yet dual rapid fire shotgun is so damn satisfying to use.

I don't understand why they have to go away just because more is added.

This post has been edited by SFJake: 07 January 2010 - 05:45 PM

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User is offline   Danukem 

  • Duke Plus Developer

#422

View PostSFJake, on Jan 7 2010, 05:44 PM, said:

I know the version isn't out yet but,

Why are you removing options to replace them with others? A Duke Bot is way too much out of a holoduke, love the current one, but you are replacing it completely? Same as Devastator. Not sure what the BFG is, but I always hated the weapon, yet dual rapid fire shotgun is so damn satisfying to use.

I don't understand why they have to go away just because more is added.


In all of the time those features have existed, I think you are the first person to mention them at all (except for one person who recently expressed dislike for the shotgun devastator mode). I always assumed that people either ignored those features or didn't like them. Leaving those options in while adding the new ones is more work for me, at a time when I'm trying to tie up loose ends and move on. In Duke Plus, every weapon and inventory item has a regular version and one optional version, and I'd like to keep it that way. It's hard enough to manage as it is.

As for the holoduke being overpowered if it spawns a Duke bot: There's lots of options in Duke Plus which can make the game easier or harder. If you think it's overpowered, then don't use it, or use some other option to compensate (like advanced AI). HoloDukes are a rare item, so when I get one I want it to be very useful.
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User is offline   SFJake 

#423

My point is, not using say, the Duke Bot, means I'm now back to a very much useless Holyduke I never used.

I don't see what would be wrong with multiple options for weapons, you already can have a normal chaingun, a chaingun with overheat or the new one.

I certainly understand the need for more work, though I have no idea how is the coding around this. If there are more people interested in keeping them in, I'd ask you to reconsider doing it, but if I'm really the only that cares then lets just forget it, I'm not the only one playing this.


So, for now, its staying as it is, so about the HoloBot: When I put bots in the game, they tend to just spam big weapons and annihilate too much stuff. If the holoduke spawned a dukebot with only basic weaponry (nothing stronger than shotgun or chaingun), then it might be fun and "balanced". Or an option to choose the most powerful weapons bots (dukebots included) can have, but thats still more work.

I know you can make the game easier and harder through a lot of settings, and its at the hardest possible for me already, but I don't want to sacrifice options just because they are too strong. RPG-bots on command -is- overkill, don't you think?
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User is offline   Danukem 

  • Duke Plus Developer

#424

View PostSFJake, on Jan 7 2010, 07:19 PM, said:

I know you can make the game easier and harder through a lot of settings, and its at the hardest possible for me already, but I don't want to sacrifice options just because they are too strong. RPG-bots on command -is- overkill, don't you think?


An RPG bot spawned by a holoduke is problematic because it might be a map where the player is not supposed to have explosives yet, and the bot might blow up walls that aren't supposed to be destroyed yet (not to mention that he'll drop the RPG when he dies). Other than that, I don't think it's a big deal.
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User is offline   VinsaneOne 

#425

View PostSFJake, on Jan 7 2010, 10:19 PM, said:

I certainly understand the need for more work, though I have no idea how is the coding around this. If there are more people interested in keeping them in, I'd ask you to reconsider doing it, but if I'm really the only that cares then lets just forget it, I'm not the only one playing this.

I happen to love that shotgun mode for the devastator in tight spots with many close targets. This is why I would rather make a fresh game directory for new versions and still be able to go back to the versions I like best. You know, maybe we should make a poll on favorite weapons and such. Like that lazer pistol when shot at a mirror, bounce off and hit targets around corners using the proper angle. Also find lots of use alt firing the freezer gun, bouncing ice balls off walls through an open door and killing enemys before you even enter the room.
Yea, DT, most times you hear only complaints or bugs in stuff. Guess if more of us let you know what we like to use, and how we use it, you'd have a better idea whats worth keeping or not.
The poll might help...
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User is offline   Stabs 

#426

like the new rail gun & explosion are looking kickass with random stuff now , and lovin the new laser gun :lol: gw gambini

the 508 worked like a charm, and my only suggestion for the bfg, is perhaps make the single shot cost 2 ammo per shot, and the bfg attack takes the full 100, its just so epicley over powered, i love it, but i think it should be something you manage to do once in a blue moon if prepare for it, i think thats an excellent incentive for it
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User is offline   Danukem 

  • Duke Plus Developer

#427

View PostDanM, on Jan 7 2010, 11:38 PM, said:

like the new rail gun & explosion are looking kickass with random stuff now , and lovin the new laser gun :lol: gw gambini

the 508 worked like a charm, and my only suggestion for the bfg, is perhaps make the single shot cost 2 ammo per shot, and the bfg attack takes the full 100, its just so epicley over powered, i love it, but i think it should be something you manage to do once in a blue moon if prepare for it, i think thats an excellent incentive for it


I have reduced the max ammo amount to 50, and increased the cost of the big shot from 10 to 20. By the way, you can hit the big power ball with the primary fire and cause it to detonate (kind of like the UT shock rifles). I may change it so that if it detonates on a wall, the explosion isn't as big.
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User is offline   Micky C 

  • Honored Donor

#428

I heard that you were accepting requests for mappers? I looked through the DukePlus map effects and couldn't find a way to make something activate when all the monsters in a sector/sectors are killed. It would be great to have a door or something open when you've killed all the monsters in the room!

I know there's a feature similar to this for a single monster by setting its YVEL, perhaps it's already possible to to activate something when all the monsters with the same YVEL are killed?

All I know is that this would be an awesome feature for the map I'm working on.
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User is offline   Danukem 

  • Duke Plus Developer

#429

 Micky C, on Jan 8 2010, 04:01 PM, said:

I heard that you were accepting requests for mappers? I looked through the DukePlus map effects and couldn't find a way to make something activate when all the monsters in a sector/sectors are killed. It would be great to have a door or something open when you've killed all the monsters in the room!

I know there's a feature similar to this for a single monster by setting its YVEL, perhaps it's already possible to to activate something when all the monsters with the same YVEL are killed?

All I know is that this would be an awesome feature for the map I'm working on.


Yes, I have that feature in WGR2 and I was already planning to add it to Duke Plus. It will be in 2.07
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User is offline   Stabs 

#430

there is a slight problem with quoter activation by monsters, i just cant seem to get the picture and text to work, text comes up fine, iam not sure how to solve this as i understand whats causing it (not having a lotag of 2 for picture quotes)
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User is offline   Danukem 

  • Duke Plus Developer

#431

View PostDanM, on Jan 8 2010, 06:08 PM, said:

there is a slight problem with quoter activation by monsters, i just cant seem to get the picture and text to work, text comes up fine, iam not sure how to solve this as i understand whats causing it (not having a lotag of 2 for picture quotes)



The problem is that lotag is doing double duty. Normally lotag 2 means it is a picture quoter, but lotag is used as the activation number in monster activated quoters, so there is no way to specify that it is a picture quoter if you use monster activation. Unfortunately, all the tags are used for something, so something has to be sacrificed. And keep in mind it has to continue to work in existing maps, so I can't just rewrite the code to use the tags differently, unless it is consistent with the old use.

How about this: Normally hitag is the quote number, or the tile number of the picture you want displayed. If it is a monster activated quoter (lotag>3) and you want it to show a picture, add 10000 to the hitag (so if you want it to display RPGSPRITE, you would give it a hitag of 10023). Hopefully, maps can store hitags of up to 32767.

This post has been edited by DeeperThought: 08 January 2010 - 06:22 PM

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User is offline   Danukem 

  • Duke Plus Developer

#432

Download the latest unofficial cons (link in my sig) for the quoter fix I described above, as well as group monster activation. Group monster activation works like this (copied from the wgr2 mapster help):

zvel = group number (see below)

Groups: If a monster is part of a group, then it will not activate its yvel tag when it dies, unless all of the other monsters of the same group are already dead. These means you can create a situation where the player has to kill an entire group of monsters in order to activate something. The tag that gets activated is the one belonging to the last monster that dies (normally you would give the same yvel to every monster in the group, but this isn't strictly necessary). Group number are global. That means that there can only be one group of that number in the entire episode. If you use zvel 1 on a group of monsters in level 1, then you must not use group 1 in level 2, etc.
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User is offline   Stabs 

#433

that should be fine, i am only using 1 tile (899) with 5 - 6 pictures stacked on it with diff pal values, :lol:
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User is offline   Danukem 

  • Duke Plus Developer

#434

By the way people, unless you have the latest DP beta with the new graphics (currently only DanM has it), DO NOT use the latest unofficial code, because you will get black boxes for the BFG and the new explosions (and maybe some other stuff I'm forgetting).
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User is offline   Micky C 

  • Honored Donor

#435

I tried it out and the group monster activation works a charm. I was wondering if it's also possible for it to activate SEENINEs with the same hightag as the yvel? Although what I have in mind for it at the moment is purely for aesthetic value, so this is more of a suggestion rather than a request and ignore it if it can't/won't be included.
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User is offline   Marcho 

#436

Quote

Hello,I have played your game modifaction ¨Dukeplus" (since from version 1.95 to 2.06) and i have seen you use code from your other game (WGR2) and it´s fantastic!I have played that too and i wan´t to see how you use code from other games.
LIST OF SUGGESTIONS:
RED = Weapon/Vehicle (Optional)
LIGHT BLUE = Game effect (optional or not)
GRAY = Bug fix

-Grenade launcher
(I have seen pig cops using this but mostly its rare,this could be dropped from them)
FIRE1:Shoots a Grenade projectile
ALT-FIRE: Reloads


-Flamethrower
(I have seen in your WGR2 trailer using the old sprite of the latest flamethrower.
This could be dropped randomly from any enemy but with small change 7%
FIRE1:Throws flame rapidly (could take 5 points of ammo with every throw)
ALT-FIRE : Throws a huge fireball which toastes almost everything in a large range (could take half of the ammo)


-Gibbing system fix
(The latest release of DP brings the new gibbing system from WGR 2
still it needs fixing.After blowing up an alien you can see how wonderfuly the blood flies.
BUT you can´t grab the gibs with optional "Grab" effect and with the OPT. Gravitygun.Needs to be fixed


-Driveable L.A.R.D Tank
I have seen this on the Lord Misfit´s mod : Naferia´s Reign and it´s really amazing.I think you should chit-chat with him about the code...and might use it on DP
FIRE1: Shoots laser projectiles
ALT-FIRE: Launches Grenade projectiles
Health/Armor : 300


-Floor mirrors
As seen in the Beta version of duke nukem 3D (aka. Lameduke)This effect could be really useful and amazing to use in the latest build engine
here is a video of this
effect

-Flaregun
Hmm..The burning effect in WGR 2 gave me a idea.Flaregun.This could be dropped by Assault tropeers.
Flaregun shoots an flare which emits light (Polymer effect) and can be used as a weapon.Flare can inginite enemies (like in wgr2)
FIRE1:Shoots a flare which burns and emits light (also burns enemies) could take 5 points of ammo
ALT-FIRE:Shoots a flare that explodes on impact,generating huge amounts of fire (could take 1/3 of ammo)


- Improved Recon Car Crash
After taking down a Recon Car it could do a more cooler "Mayday!" - landing.
It could burst a wave of fire and then a small area could start on fire.


ps.Keep up the good work! :lol:

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User is offline   Stabs 

#437

View PostMicky C, on Jan 8 2010, 04:01 PM, said:

I heard that you were accepting requests for mappers? I looked through the DukePlus map effects and couldn't find a way to make something activate when all the monsters in a sector/sectors are killed. It would be great to have a door or something open when you've killed all the monsters in the room!

I know there's a feature similar to this for a single monster by setting its YVEL, perhaps it's already possible to to activate something when all the monsters with the same YVEL are killed?

All I know is that this would be an awesome feature for the map I'm working on.



lolwell i worked out a way to do that with door activation and a shooter, 6 doors, one activated per enemy, once all 6 doors are activated at the end is a monster (no longer blocked by closed doors) which is shot and killed by the shooter and opens a door

TA-DA
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User is offline   Danukem 

  • Duke Plus Developer

#438

View PostDanM, on Jan 9 2010, 06:14 AM, said:

lolwell i worked out a way to do that with door activation and a shooter, 6 doors, one activated per enemy, once all 6 doors are activated at the end is a monster (no longer blocked by closed doors) which is shot and killed by the shooter and opens a door

TA-DA


That's clever and hilarious! The monster is like a sacrificial lamb. But obviously you'll want to do it the easy way, now, as it will save you work and save map resources.
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User is offline   Stabs 

#439

ill def be replacing some parts with that new code, now i got monsters activated quoters i can use that trick minus the doors to create a string of dialog at my leisure, though it would be great if i could get something that dosnt add to kill count but still can activate a quoter when destroyed, like a barrell or something, then i could use a pistol with single shot with a 7 second delay between shots

there is one problem i found with it, the high res blood is missing and i use it quite a bit for detail, i used it quite a bit in TTA2 aswell

if its too much hassle to relocate those new weapon tiles for it ill find another way
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