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Duke Plus  "feedback and general discussion of Duke Plus"

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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User is offline   Danukem 

  • Duke Plus Developer

#440

 DanM, on Jan 9 2010, 08:13 PM, said:

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


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" } }
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User is offline   Stabs 

#441

chain works brillantly

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
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User is offline   MQDuck 

#442

How do you get your health to be displayed while using DukePlus. And, for that matter, why can't I find anyone else who's ever asked this question?
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User is offline   Stabs 

#443

press the - key :lol:
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#444

DukePlus is pretty impressive indeed. Incorporating its own abilities, as well as adding a few others found in games like Blood, Shadow Warrior, and Redneck Rampage.

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?
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User is offline   Danukem 

  • Duke Plus Developer

#445

 Andrew Hunt, on Jan 11 2010, 09:10 AM, said:

DukePlus is pretty impressive indeed. Incorporating its own abilities, as well as adding a few others found in games like Blood, Shadow Warrior, and Redneck Rampage.

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.
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#446

Good call.

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"
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User is offline   Danukem 

  • Duke Plus Developer

#447

There's not much more that I plan to do with DP after the next release.
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User is offline   Stabs 

#448

all i can think of is add that portal effect from wgr2, be nice to have that
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User is offline   Danukem 

  • Duke Plus Developer

#449

 DanM, on Jan 11 2010, 11:04 PM, said:

all i can think of is add that portal effect from wgr2, be nice to have that


Last time I checked it doesn't work in Polymer, so it would do you no good.
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User is offline   Stabs 

#450

is it possible tho i could get an SE that just makes the player look forward without any controls / no weapons view for a set amount of time defined by a xvel value, yvel for another controlling angle, and zvel links it the next one in the chain, all link by hitag values

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 ;)
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User is offline   Danukem 

  • Duke Plus Developer

#451

View PostDanM, on Jan 12 2010, 12:28 AM, said:

is it possible tho i could get an SE that just makes the player look forward without any controls / no weapons view for a set amount of time defined by a xvel value, yvel for another controlling angle, and zvel links it the next one in the chain, all link by hitag values

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?
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User is offline   Stabs 

#452

heh i thought that would be asking to much, but if it can be done ill use it ;)
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#453

Simply coding a camera to be able to change position to locators? Would make them more useful than just subways and pigcop planes.
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User is offline   Sobek 

  • There's coffee in that nebula!

#454

That's pretty much what I was asking about a while back... I've been occasionally trying to use subway trains to create a rolling cutscene, but it's just so damn hard because the stinky thing needs to be all one sector, so designing a cutscene around it is really tricky. I'd make serious use of that effect DT... One thing I mentioned that could maybe apply to it (if possible), is the ability to lock the player's view onto any sprite / model you choose. Not sure how it could work, I was thinking if you used a specific tag (one of the x/y/zvels? Not sure if there's any room for that in this case), on both the 'camera' sprite and the sprite / model in question.

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? ;)
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User is offline   Stabs 

#455

not really a request but something to think about

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)
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User is offline   Danukem 

  • Duke Plus Developer

#456

View PostSobek, on Jan 12 2010, 04:17 PM, said:

One thing I mentioned that could maybe apply to it (if possible), is the ability to lock the player's view onto any sprite / model you choose. Not sure how it could work, I was thinking if you used a specific tag (one of the x/y/zvels? Not sure if there's any room for that in this case), on both the 'camera' sprite and the sprite / model in question.

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

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User is offline   williamjcm 

#457

@DT
I was just wondering. Is the Polymer code you disabled have been enabled again ?

Quote

Disabled the experimental code for Polymer dynamic light support (will add it back when Polymer is released)

And another question : can ironsights (for mp5, single pistol and shotgun) be coded ? and leaning ?
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User is offline   Danukem 

  • Duke Plus Developer

#458

View Postwilliamjcm, on Jan 13 2010, 07:00 AM, said:

@DT
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.


View Postwilliamjcm, on Jan 13 2010, 07:00 AM, said:

And another question : can ironsights (for mp5, single pistol and shotgun) be coded ? and leaning ?


I may eventually add that stuff, but it's not a high priority. It doesn't really fit with Duke 3D gameplay imo.
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User is offline   Danukem 

  • Duke Plus Developer

#459

I have just uploaded some new unofficial code. As before this code references graphics not included with the latest version, so I don't recommend it unless you are working on a DP map that uses the new features and you have a copy of the graphics (i.e. DanM).

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

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User is offline   Stabs 

#460

awesome awesome stuff, may 1000 happinesses be bestowed upon thee

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 ;)
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User is offline   Danukem 

  • Duke Plus Developer

#461

View PostDanM, on Jan 13 2010, 10:43 PM, said:

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


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.
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User is offline   Micky C 

  • Honored Donor

#462

View PostDeeperThought, on Jan 14 2010, 04:04 PM, said:

This update adds the cutscene SE.


Omg this would go hand in hand with a door opening by activation of monsters, showing the door open. Thankyou!
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User is offline   Sobek 

  • There's coffee in that nebula!

#463

Unreal... Great work.

I'll be sure to try it out this weekend and see what I can see ;)
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User is offline   Danukem 

  • Duke Plus Developer

#464

I have updated the unofficial code by adding 2 more flags for the cutscene cams. I had some crashes when testing the new transition effect, but I think it was because of some code I used only for testing. Let me know if you have any problems with it.

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)
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User is offline   Stabs 

#465

working great now ;)

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 :P (perfect for bike jumps)

This post has been edited by DanM: 14 January 2010 - 06:08 PM

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User is offline   Danukem 

  • Duke Plus Developer

#466

View PostDanM, on Jan 14 2010, 06:07 PM, said:

working great now ;)

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.
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User is offline   The Commander 

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

#467

I haven't really looked at how the cameras work, so I'm not sure if it does do this but the cameras could be good if they worked on tagged sectors like they seem to be in this video.

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.
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User is offline   Danukem 

  • Duke Plus Developer

#468

 The Commander, on Jan 14 2010, 10:00 PM, said:

I haven't really looked at how the cameras work, so I'm not sure if it does do this but the cameras could be good if they worked on tagged sectors like they seem to be in this video.

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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