Duke Plus "feedback and general discussion of Duke Plus"
#439 Posted 09 January 2010 - 08:13 PM
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
#440 Posted 09 January 2010 - 08:37 PM
DanM, on Jan 9 2010, 08:13 PM, said:
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
Currently you can use DPCHAIN (tile 92) to activate stuff, just give it a yvel and it will activate upon destruction, but it only works if you shoot it with a bullet weapon. Any of the switches (LIGHTSWITCH, DIPSWITCH, etc) will also activate quoters and other stuff when used, if you set their yvel (apparently they are currently set up to cause the activation each time you hit the switch, which might be bad and I can change that if need be). Any of the cracks, CRACK1 through CRACK4 will activate stuff when blown up (set yvel on the crack sprites). You could even make the cracks invisible and put them next to an explosive barrel or something.
If you look in tiles024, you'll notice that 8-bit versions of those blood splashes are still there, in tiles 6284-6287. However, 32 bit versions (which were defined on different tile numbers) were recently commented out. I will put them back in, but now they will be at the same tile numbers as the 8-bit versions:
//blood splashes
texture 6284 { pal 0 { file "DUKEPLUS_RESOURCES/GRAPHICS/BLOOD/0013bck.png" } }
texture 6285 { pal 0 { file "DUKEPLUS_RESOURCES/GRAPHICS/BLOOD/0013bck2.png" } }
texture 6286 { pal 0 { file "DUKEPLUS_RESOURCES/GRAPHICS/BLOOD/0013bck3.png" } }
texture 6287 { pal 0 { file "DUKEPLUS_RESOURCES/GRAPHICS/BLOOD/0013bck4.png" } }
texture 6288 { pal 0 { file "DUKEPLUS_RESOURCES/GRAPHICS/BLOOD/cblood1.png" } }
#441 Posted 09 January 2010 - 09:33 PM
ive tried using rockets on the shooter (2611) but it will always make noise no matter where u are in the lvl, so i just use 2959 i think, the normal pistol one
#442 Posted 09 January 2010 - 10:26 PM
#444 Posted 11 January 2010 - 09:10 AM
I'm working with a few others to get eRedneck working correctly, and many things found in DP is native to Redneck, such as pushable sectors, Swap explosion sectors, ladders, etc.
Will DP be incorporated into eDuke32 eventually instead of being an addon?
#445 Posted 11 January 2010 - 09:30 AM
Andrew Hunt, on Jan 11 2010, 09:10 AM, said:
I'm working with a few others to get eRedneck working correctly, and many things found in DP is native to Redneck, such as pushable sectors, Swap explosion sectors, ladders, etc.
Will DP be incorporated into eDuke32 eventually instead of being an addon?
Thanks! But actually, the DP mod does not have pushable sectors, and I'm not sure what you mean by "swap explosion sectors". Maybe you mean to say sprites? DP will definitely not be incorporated into EDuke32. While EDuke32 does fix bugs with the original Duke Nukem 3D, and adds many enhancements, it stays true to the graphics and gameplay of the original game, while DP does not. Also, EDuke32 is platform for many other mods and TCs, and a lot of the stuff in DP would interfere with them.
#446 Posted 11 January 2010 - 09:39 AM
And yeah the explosion swappable sectors, is in Redneck. For example, their gas stations, you can enter them as a whole building, but when you shoot the gaspump, the entire building will blow up. In makemap, basically it will be another sector off in a corner somewhere with sprite tags (explosion I think) that is special to redneck that will replace the original sectors with the new sectors.
Really weird, but cool. More advanced than raising a SE-13 and pointing it down.
Its a fun addon, but I don't think I'll be altering my level editing style for it until you have finished most of it. I like playing with quirky tricks on the build engine such as multiple stage elevators and see through water, and sector over sector with a hole you can see the sector below.
and good ol "se0trick.map"
#447 Posted 11 January 2010 - 09:51 AM
#448 Posted 11 January 2010 - 11:04 PM
#449 Posted 11 January 2010 - 11:06 PM
DanM, on Jan 11 2010, 11:04 PM, said:
Last time I checked it doesn't work in Polymer, so it would do you no good.
#450 Posted 12 January 2010 - 12:28 AM
the extra bit could define the transition , fade to, instant between cameras. i think i could create some half-descent cutscenes with something like that.
but is this possible? i dont know
#451 Posted 12 January 2010 - 12:36 AM
DanM, on Jan 12 2010, 12:28 AM, said:
the extra bit could define the transition , fade to, instant between cameras. i think i could create some half-descent cutscenes with something like that.
but is this possible? i dont know
Yeah, I can code a cutscene thingy. It's been done before in AMC TC and maybe others I'm forgetting. I think you'll also want a camera that can move along a track, right?
#452 Posted 12 January 2010 - 12:46 AM
#453 Posted 12 January 2010 - 01:10 PM
#454 Posted 12 January 2010 - 04:17 PM
That way, you could get some nice camera angles and such if you simply make the other object move around or past the player.
Oh, if you don't mind me asking, when you get done with this latest batch of stuff, perhaps a little additional flexibility with shooters would be consider?
#455 Posted 12 January 2010 - 10:48 PM
could the shrinker effects fists (when your shrunk), be used in combination with the mighty boot so slot 1 is hand to hand combat, you mite even be able to use the end level nuke button hitting animation for the super hit (like a karate kick)
#456 Posted 12 January 2010 - 11:02 PM
Sobek, on Jan 12 2010, 04:17 PM, said:
That way, you could get some nice camera angles and such if you simply make the other object move around or past the player.
I can't sacrifice a tag on all sprites just to make them potential targets for shooters. However, shooters can already be set to either target enemies or allies. All you have to do is give a little actor code to the models in question so that they spawn the invisible SHOOTME (for enemies) or SHOOTMEALLY (for allies) sprites that are targeted. You don't even have to define them as enemies (which would increase the enemy count in the map), all you have to do is make them spawn those sprites and the shooters can target them. It's pretty simple, but I can show you how to add the code if you need help.
This post has been edited by DeeperThought: 12 January 2010 - 11:05 PM
#457 Posted 13 January 2010 - 07:00 AM
I was just wondering. Is the Polymer code you disabled have been enabled again ?
Quote
And another question : can ironsights (for mp5, single pistol and shotgun) be coded ? and leaning ?
#458 Posted 13 January 2010 - 09:26 PM
williamjcm, on Jan 13 2010, 07:00 AM, said:
I was just wondering. Is the Polymer code you disabled have been enabled again ?
Some of it has. That's why the lightbugs emit dynamic lights.
williamjcm, on Jan 13 2010, 07:00 AM, said:
I may eventually add that stuff, but it's not a high priority. It doesn't really fit with Duke 3D gameplay imo.
#459 Posted 13 January 2010 - 09:34 PM
This update adds the cutscene SE. The following are the instructions. I believe I have included all the information you need to make full use of it. All of its features have been tested, but not extensively. Sorry I didn't include any test maps; all I did was set up some situations in E1L1 to test it. Please report any bugs you find. This is the last major thing I plan to add before releasing DP 2.07
SE 90 cutscene camera
This SE can be used to change the player’s view to the view from the SE. It can be triggered by an event in the game, or it can occur when the level starts. Cutscene cameras can be either stationary or moving, and they can be chained together to show a sequence of views. The view can be displayed on the entire screen, or it can be displayed in a box in the corner. The player is paralyzed while this effect is ongoing. Note that the player’s position does NOT change, only the camera position changes. Tags on the SE control different aspects of the effect:
Hitag: Set to 0 to switch to the SE view at level start. Otherwise, hitag is the activation number. The SE can be activated by an activator having a lotag equal to the SE’s hitag, or by a switch, monster, or other DP sprite which has a YVEL equal to the SE’s hitag. The player will view from the SE immediately upon activation.
Pal: 0 = stationary camera, 1 = moving camera. A moving camera will not work unless there is another SE 90 which has a hitag equal to the YVEL of the moving camera.
Shade: The up/down view angle. 0 looks straight ahead, negative numbers look up and positive numbers look down. The exact formula is camerahoriz = shade*2 +100
XVEL: In a stationary camera, this is the number of game tics that the camera’s view will last. In a moving camera, XVEL is the speed at which the camera travels. If not set, XVEL will default to 130 (five seconds of view time for a stationary camera, and about ½ of Duke’s running speed for a moving camera).
YVEL: This is the number that the camera activates upon completion. In a stationary camera, completion occurs when its time runs out. In a moving camera, completion occurs when it has traveled all the way to the next camera in the sequence. The camera will activate any respawns, activators, masterswitches, or DP sprites which have activation numbers equal to the camera’s YVEL. This includes other cutscene cameras. If the camera is stationary, it does not have to be set to activate anything. If it is a moving camera, it must be set to activate another SE 90 (see Pal, above).
ANG: The angle of the SE sprite will be the angle that the camera faces. See EXTRA for the one exception.
EXTRA: This is a bitfield which determines some additional camera functions. Add together the numbers you want, or leave EXTRA at its default value (-1) if you don’t want any of the options.
1 makes the entire screen do a quick fade to black right before the camera’s view time ends (does not work with moving cameras)
2 shows the view in a box in the lower right corner of the screen (the rest of the player’s view is normal)
4 automatically changes the angle of the camera to gradually point towards the next camera in the sequence (only works with moving cameras)
This post has been edited by DeeperThought: 13 January 2010 - 09:42 PM
#460 Posted 13 January 2010 - 10:43 PM
just tried it out, works great, easy to use, and the only thing i could find wrong with them was that whilst watching the cutscene duke would keep moving, i tried to tap into the activation sector but would always end up looking at a wall across the street when it ended
other than that, i love this SE
#461 Posted 14 January 2010 - 12:10 AM
DanM, on Jan 13 2010, 10:43 PM, said:
That didn't happen when I tested, but I'm guessing that's because I was stationary when the SE would start working (it does lock movement, but I decided to use the on_crane method this time and I guess it doesn't stop you if you are already moving). Download again; I've added a couple lines of code which should help.
#462 Posted 14 January 2010 - 12:29 AM
DeeperThought, on Jan 14 2010, 04:04 PM, said:
Omg this would go hand in hand with a door opening by activation of monsters, showing the door open. Thankyou!
#463 Posted 14 January 2010 - 04:18 AM
I'll be sure to try it out this weekend and see what I can see
#464 Posted 14 January 2010 - 10:44 AM
EXTRA: This is a bitfield which determines some additional camera functions. Add together the numbers you want, or leave EXTRA at its default value (-1) if you don’t want any of the options.
1 does a quick fade to black right before the camera’s view time ends (does not work with moving cameras)
2 shows the view in a box in the lower right corner of the screen (the rest of the player’s view is normal)
4 automatically changes the angle of the camera to gradually point towards the next camera in the sequence (only with moving cams)
8 allow the player to move (best used in combination with 2)
16 transition effect: when camera activates, its view starts in the center and quickly expands to fill the screen (do not use with 2)
#465 Posted 14 January 2010 - 06:07 PM
just one last thing that could really top this off, just an example
CUTSCENE PROP (Red P)
Hitag defines tile number, the scale of the red p defines sprites size and it basically works by, when looking through the cutscene SE is the only time this sprite is visible
I could use normal duke tiles to put duke / edf soldiers / cops into my cutscenes, and have other people standing around without having to make a copy of the sector where all the chars are all laid out + it would have the level changes in the background (dead bodys / bullet holes / items )
oh and an extra bit of 32 that makes everything slow-mo like the dp steroid effect
This post has been edited by DanM: 14 January 2010 - 06:08 PM
#466 Posted 14 January 2010 - 06:30 PM
DanM, on Jan 14 2010, 06:07 PM, said:
just one last thing that could really top this off, just an example
CUTSCENE PROP (Red P)
Hitag defines tile number, the scale of the red p defines sprites size and it basically works by, when looking through the cutscene SE is the only time this sprite is visible
I could use normal duke tiles to put duke / edf soldiers / cops into my cutscenes, and have other people standing around without having to make a copy of the sector where all the chars are all laid out + it would have the level changes in the background (dead bodys / bullet holes / items )
I can do that, but there's no reason to limit them to cutscenes. They will have an activation tag that makes them appear, and another that makes them disappear. Whether they are linked to a cutscene is up to you.
#467 Posted 14 January 2010 - 10:00 PM
http://www.youtube.c...h?v=CCUqQoSYTDA
That way you could make a cool duke bike jump scene so that each time you jump the bike over the sectors it cuts to a nice cinematic view of the player doing the jump while still giving him the controls.
This could also lead to some interesting game play effects IMO.
#468 Posted 14 January 2010 - 10:12 PM
The Commander, on Jan 14 2010, 10:00 PM, said:
http://www.youtube.c...h?v=CCUqQoSYTDA
That way you could make a cool duke bike jump scene so that each time you jump the bike over the sectors it cuts to a nice cinematic view of the player doing the jump while still giving him the controls.
This could also lead to some interesting game play effects IMO.
The cameras can be triggered in a number of ways, including by entering a sector (if they are triggered by a DPTOUCHPLATE). They can also be set to allow the player to move. However, there are three things that currently prevent them from being used for action like in that video: 1) the player sprite is invisible (and making it visible would require forcing F7 mode), 2) the cameras expire on timers, 3) the cameras are permanently dead once the view shifts away from them. The first two are trivial (2 is not really a problem because the timers could be set to very high values), but dealing with 3) would require coding them a lot differently.

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