Duke Plus "feedback and general discussion of Duke Plus"
#48 Posted 12 May 2009 - 06:15 AM
This post has been edited by DeeperThought: 12 May 2009 - 06:16 AM
#49 Posted 12 May 2009 - 07:13 AM
Dukeplus is a nice addon(allthough found the logo on the main menu standing out a bit too much, maybe make it match the menu fonts?)
Two things which i have noticed in particular.
There seems to be a bug when just using one pistol and the "DNSTUFF" cheat, it will either start firing slowly and can't be reloaded, or it will fire without ever being reloaded.
The second is the hi-res blood, for me it looks more like splatters of dark liquid than blood.
Otherwise a pretty nice mod
#50 Posted 12 May 2009 - 08:15 AM
By the way, I've asked this before on the 3dr forums before:
http://forums.3drealms.com/vb/showthread.p...5831#post835831
Has this been this looked into? I haven't played it long enough (or figured much use of the MP5 while I'm on sloped/stair areas) to encounter this yet, but I'm curious if it is fixed or anything like that
#51 Posted 12 May 2009 - 08:58 AM
DeeperThought, on May 12 2009, 10:15 AM, said:
Yeah, the HRP works now. What's needed to make both work?
#52 Posted 12 May 2009 - 09:08 AM
Alan, on May 12 2009, 09:58 AM, said:
At least now we know the general cause: the "include duke3d.def" line at the top of dukeplus.def is failing to include the duke3d.def inside of duke3d_hrp.zip.
One explanation is that you have a different file named "duke3d.def" loose in your Duke directory, and that file is not including what the HRP one includes. If so, delete it.
The only other explanation I can think of is that it is not finding the duke3d.def that is inside your duke3d_hrp.zip. I don't know why that would be, but I suppose you could try copying the duke3d.def from the HRP into the root level of your Duke folder.
#53 Posted 12 May 2009 - 11:35 AM
#54 Posted 12 May 2009 - 12:29 PM
Alan, on May 12 2009, 12:35 PM, said:
It doesn't need to be explicitly stated. The autoload folder is among those that it is supposed to look in. It should also be looking at the root level and in the selected game directory. This is the way it works for everyone else. I don't have duke3d.def in my DukePlus folder or at the root. The only copy I have is in the HRP inside the autoload folder, and it works. It works for most everyone else, too. Try this:
include autoload/duke3d.def
EDIT: Are you absolutely sure that you don't have a duke3d.def lying around somewhere?
This post has been edited by DeeperThought: 12 May 2009 - 12:34 PM
#55 Posted 12 May 2009 - 02:08 PM
#56 Posted 12 May 2009 - 03:09 PM
Alan, on May 12 2009, 03:08 PM, said:
That's insane. Well, I guess your only option is to do it the old-fashioned way, like in the days before the autoload folder. Place duke3d_hrp.zip at the root level, and add
-gduke3d_hrp.zip to the command line of the dukeplus.bat
#57 Posted 13 May 2009 - 01:13 AM
Just thought I'd let you know.
This post has been edited by Hail_Duke: 13 May 2009 - 01:21 AM
#58 Posted 13 May 2009 - 08:35 AM
Hail_Duke, on May 13 2009, 02:13 AM, said:
Just thought I'd let you know.
I could make it an option, but I hate adding more stuff to the menu and I would rather make the feature work flawlessly so it doesn't have to be optional.
I could make the bodies stop absorbing shots after a certain number of hits. Trouble is, people won't know that and then they'll report it as a bug when it happens and will still get stuck in situations like your because they won't know about the hit limit (same problems if I make the bodies jib after a certain number of shots).
I wish I could make the bullets hit the bodies and still pass through them, but I don't think that is currently possible.
This post has been edited by DeeperThought: 13 May 2009 - 08:36 AM
#59 Posted 13 May 2009 - 09:17 AM
This post has been edited by Dr. Kylstein: 13 May 2009 - 09:18 AM
#60 Posted 13 May 2009 - 09:26 AM
Quote
Problem is, sometimes you just need to fire at something, but the corpse itself, which is some distance away, presents itself as an obstacle
This post has been edited by Hail_Duke: 13 May 2009 - 09:28 AM
#61 Posted 15 May 2009 - 09:16 AM
#62 Posted 15 May 2009 - 10:20 AM
Bit of a personal preference.
#64 Posted 15 May 2009 - 10:29 AM
#65 Posted 15 May 2009 - 11:28 AM
Alexraptor, on May 15 2009, 11:20 AM, said:
Bit of a personal preference.
I'm going to have to do something about that. In polymer, they give off red light, and it doesn't go with the white/yellow. So I'll either have to make the laser appearance adjustable, or I'll have to change my replacement graphic to match the original color.
In the mean time, here is what you can do. Open up DUKEPLUS.CON in a text editor. Find this:
case FIRELASER
action FIRELASERACTION
and change it to this:
case FIRELASER
// action FIRELASERACTION
This post has been edited by DeeperThought: 15 May 2009 - 11:29 AM
#67 Posted 15 May 2009 - 02:31 PM
#68 Posted 15 May 2009 - 03:20 PM
moggimus, on May 15 2009, 03:31 PM, said:
There's already a menu option for toggling the DP replacement sounds. But if you just want to reverse that one sound, you'll have to go through the cons and change it in all the places where monsters fire those.
#69 Posted 15 May 2009 - 04:17 PM
DeeperThought, on May 15 2009, 07:20 PM, said:
Actually changing that option doesn't affect it.
#70 Posted 15 May 2009 - 05:15 PM
moggimus, on May 15 2009, 05:17 PM, said:
Yes it does. Changing "New Sounds" from YES to NO in the effects menu will change the sound back to normal. I just checked in game to make sure. Also there is this code which guarantees that result:
ifvare dpsounds YES sound PRED_ATTACK2 else
sound PRED_ATTACK
shoot FIRELASER
If it's not working for you, then either you edited the CON file or you changed PRED_ATTACK definition so it makes the new sound.
Now please, I have enough trouble with actual bugs, I don't want to waste time looking into stuff that works correctly.
This post has been edited by DeeperThought: 15 May 2009 - 05:16 PM
#71 Posted 15 May 2009 - 05:43 PM
#72 Posted 16 May 2009 - 03:20 PM
#73 Posted 16 May 2009 - 03:57 PM
Flacken.WS, on May 16 2009, 04:20 PM, said:
The DB shotgun only gets selected when autoswitch is off if you pick it up while holding a different shotgun.
I coded it that way at the time because they were new weapons and I didn't want people complaining that they didn't know how to select them. The laser gun goes in the same weapon slot as mighty boot (weapon 1). That's not obvious, and if someone picked up the weapon and didn't know better, they might try selecting pistol. But I couldn't make it a subweapon of pistol because I was already using the pistol key as an akimbo toggle. The DB shotgun is a subweapon of shotgun; when you cycle through the weapons it will not show up unless it is your current shotgun (press 3 to toggle them). I know from experience some people would not even know they had the weapon unless I force it into their hands.
So, yeah, technically I should make it switch to those weapons only if switch on pickup is selected, but at least I have managed to avoid complaints (until now) by coding it the way I did.
I'm changing it now, though.
Get the latest code HERE. Replace files inside of the dpcons folder. That will fix the autoswitch thing and has some other undocumented changes (most notably Skycar improvements).
This post has been edited by DeeperThought: 16 May 2009 - 04:23 PM
#74 Posted 16 May 2009 - 04:36 PM
Quote
Make sense.
I just said that because some situations ( traps, bosses ) need control of weapons.
Example: Battlelords ahead, I'm going to use rocket launcher, walking back ( turned to battlelords ), I touch in liztroop captain corpse and pick the Lasergun. Can you imagine what happen later ?
EDIT: I Test the latest code, LASERGUN work fine. The DBSHOTGUN, when pickup, it uses the original, or CRUISER SHOTGUN with DB functions.
Turn SWITCH WEAPONS ON PICKUP to 'ON' back the Shotguns ( BOTH ) to normal, as select as fire.
This post has been edited by Flacken.WS: 16 May 2009 - 05:49 PM
#75 Posted 17 May 2009 - 07:45 AM
cd ~/.eduke32 && eduke32 -game_dir DukePlus
#76 Posted 17 May 2009 - 10:28 AM
Sweet Potato Vines, on May 9 2009, 01:38 AM, said:
I've tried multiple reinstalls and it doesn't seem to work.
The eduke 32 log is attached, it should help.
First it says that the file "dukeplus/dp.cfg" can't be found. Import from "eduke32.cfg"
I click yes, then it says: ERROR found in the file EDUKE.CON. Do you want to use the internal defaults?
I click yes, and then it says ERROR COMPILING Con FILES, and quits.
Help would be appreciated
EDIT: I can't seem to attach the eduke log, so I'll see if I get get it somehow else.
Install the latest high res. which is Duke3D HRP 4.0(32) exe. and make sure Duke3D.GRP is installed and make sure Duke3D plus is checked before installing.

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