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Duke Plus  "feedback and general discussion of Duke Plus"

User is offline   Danukem 

  • Duke Plus Developer

#48

What happens if you comment out the first line of DUKEPLUS.CON (the one that says setdefname dukeplus.def)? This will prevent the DukePlus models and textures from loading, but I'm wondering if the HRP stuff will load instead (basically, I'm wondering if the include duke3d.def line in dukeplus.def is not working for you because of a path issue).

This post has been edited by DeeperThought: 12 May 2009 - 06:16 AM

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User is offline   Alexraptor 

#49

Hey newly registered here. ;)

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 ;)
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User is offline   Hail_Duke 

#50

Hey DT, just dropping by to say I really like the latest Duke Plus. I don't know what has changed since 1.99, since I didn't read the changelogs, but somehow the experience just feels a lot smoother and fun. Maybe it's because of enhanced AI. Maybe it's because double enemies = double the fun. Or maybe it's all in my head.

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
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User is offline   Alan 

  • Hellspawn

#51

View PostDeeperThought, on May 12 2009, 10:15 AM, said:

What happens if you comment out the first line of DUKEPLUS.CON (the one that says setdefname dukeplus.def)? This will prevent the DukePlus models and textures from loading, but I'm wondering if the HRP stuff will load instead (basically, I'm wondering if the include duke3d.def line in dukeplus.def is not working for you because of a path issue).


Yeah, the HRP works now. What's needed to make both work?
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User is offline   Danukem 

  • Duke Plus Developer

#52

View PostAlan, on May 12 2009, 09:58 AM, said:

Yeah, the HRP works now. What's needed to make both work?


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.
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User is offline   Alan 

  • Hellspawn

#53

I think that you include duke3d.def in a way that it looks in the DukePlus folder for the file and doesn't know to check /autoload/Duke3D.grp/duke3d_hrp.zip because it's not explicitly stated. I did try setting that include line to include ../autoload/Duke3D.grp/duke3d_hrp/duke3d.def but that also didn't work.
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User is offline   Danukem 

  • Duke Plus Developer

#54

View PostAlan, on May 12 2009, 12:35 PM, said:

I think that you include duke3d.def in a way that it looks in the DukePlus folder for the file and doesn't know to check /autoload/Duke3D.grp/duke3d_hrp.zip because it's not explicitly stated. I did try setting that include line to include ../autoload/Duke3D.grp/duke3d_hrp/duke3d.def but that also didn't work.


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

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User is offline   Alan 

  • Hellspawn

#55

Nope, the only duke3d.def is in /autoload/Duke3D.grp/duke3d_hrp.zip... Tried putting those files in /autoload/ and it won't run the HRP even when run normally.
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User is offline   Danukem 

  • Duke Plus Developer

#56

View PostAlan, on May 12 2009, 03:08 PM, said:

Nope, the only duke3d.def is in /autoload/Duke3D.grp/duke3d_hrp.zip... Tried putting those files in /autoload/ and it won't run the HRP even when run normally.


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
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User is offline   Hail_Duke 

#57

Hmmm apparently the hitboxes have been reduced, thanks Deeperthought. However, corpses are still a quirky annoyance, like in Episode 2 Level 4, in the 2nd or 3rd room filled with several Enforcers. You have to go down the moving pillar things that are generating electricity fields, crouch and shoot a switch to open a door. Problem is, there was an enforcer blocking the switch, so I killed him, and now his corpse his blocking the switch. I don't have anymore explosives with me unfortunately, so I had to cheat in order to blow up his body to hit the switch.

Just thought I'd let you know.

This post has been edited by Hail_Duke: 13 May 2009 - 01:21 AM

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User is offline   Danukem 

  • Duke Plus Developer

#58

View PostHail_Duke, on May 13 2009, 02:13 AM, said:

Hmmm apparently the hitboxes have been reduced, thanks Deeperthought. However, corpses are still a quirky annoyance, like in Episode 2 Level 4, in the 2nd or 3rd room filled with several Enforcers. You have to go down the moving pillar things that are generating electricity fields, crouch and shoot a switch to open a door. Problem is, there was an enforcer blocking the switch, so I killed him, and now his corpse his blocking the switch. I don't have anymore explosives with me unfortunately, so I had to cheat in order to blow up his body to hit the switch.

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

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#59

Maybe you could allow the bodies to be kicked out of the way?

This post has been edited by Dr. Kylstein: 13 May 2009 - 09:18 AM

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User is offline   Hail_Duke 

#60

I see what you mean. Yeah it's definitely tricky to handle, when you put it that way. What about having bullets pass through bodies, but not projectiles like rockets?

Quote

Maybe you could allow the bodies to be kicked out of the way?


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

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User is offline   Alan 

  • Hellspawn

#61

Still can't get Duke Plus to work with the HRP without overwriting the entire directory and hacking together the DEFs myself.
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User is offline   Alexraptor 

#62

Feedback: A way to get the default orange/red enemy lasers instead of the new white/yellow
Bit of a personal preference.
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User is offline   Spiker 

#63

Use software mode :P
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User is offline   Alexraptor 

#64

View PostSpiker, on May 15 2009, 08:26 PM, said:

Use software mode :P


I play using the HRP....
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User is offline   Danukem 

  • Duke Plus Developer

#65

View PostAlexraptor, on May 15 2009, 11:20 AM, said:

Feedback: A way to get the default orange/red enemy lasers instead of the new white/yellow
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

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User is offline   Alexraptor 

#66

Cheers, that did the trick. :P
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User is offline   Moggimus 

#67

Thanks, can you also post how to set the original FIRELASER sound back as well?
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User is offline   Danukem 

  • Duke Plus Developer

#68

View Postmoggimus, on May 15 2009, 03:31 PM, said:

Thanks, can you also post how to set the original FIRELASER sound back as well?


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.
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User is offline   Moggimus 

#69

View PostDeeperThought, on May 15 2009, 07:20 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.


Actually changing that option doesn't affect it.
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User is offline   Danukem 

  • Duke Plus Developer

#70

View Postmoggimus, on May 15 2009, 05:17 PM, said:

Actually changing that option doesn't affect it.


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

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User is offline   Moggimus 

#71

I guess I should have been more clear. The sound changes back for enemies that fire it, but not the Lasergun weapon.
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User is offline   Flacken.WS 

#72

Sorry if I'm interrupting something important, but why Duke pick and, automatically, select the LASER GUN and DOUBLE BARRELED SHOTGUN, ever with SWITCH WEAPONS ON PICKUP ( in PLAYER MENU ) is OFF ?
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User is offline   Danukem 

  • Duke Plus Developer

#73

View PostFlacken.WS, on May 16 2009, 04:20 PM, said:

Sorry if I'm interrupting something important, but why Duke pick and, automatically, select the LASER GUN and DOUBLE BARRELED SHOTGUN, ever with SWITCH WEAPONS ON PICKUP ( in PLAYER MENU ) is OFF ?


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

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User is offline   Flacken.WS 

#74

Quote

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


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

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User is offline   Alan 

  • Hellspawn

#75

Plagman helped me understand what's going on with getting it to run with the HRP. For reference, to run it properly in Linux with EDuke32 set as global:

cd ~/.eduke32 && eduke32 -game_dir DukePlus

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User is offline   theduke 

#76

View PostSweet Potato Vines, on May 9 2009, 01:38 AM, said:

Hey guys, Id really like to try out the mod, but eduke32 won't let me!

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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User is offline   Jimmy 

  • Outta jail, back in rehab

#77

You dont need the High Res pack to play Duke Plus.
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