Duke Plus "feedback and general discussion of Duke Plus"
#529 Posted 23 January 2010 - 10:21 PM
every quoter i have has a matching picture, they share the same lotag, now if the picture quoter is pal 47 i want it to make its matching quote a pal 12, how would i write this up?
all my quote pics are just on hitag 10899 with pal variations.
gamevar i 0 0
include names.h
defstate quoters
for i allsprites ifactor QUOTER ifge .hitag 10899 & pal 47 & lotag is the same
make the sprite with a matching lotag pal 12
ends
This post has been edited by DanM: 23 January 2010 - 10:21 PM
#530 Posted 23 January 2010 - 10:43 PM
DanM, on Jan 23 2010, 10:21 PM, said:
every quoter i have has a matching picture, they share the same lotag, now if the picture quoter is pal 47 i want it to make its matching quote a pal 12, how would i write this up?
all my quote pics are just on hitag 10899 with pal variations.
gamevar i 0 0
include names.h
defstate quoters
for i allsprites ifactor QUOTER ifge .hitag 10899 & pal 47 & lotag is the same
make the sprite with a matching lotag pal 12
ends
I'm not familiar with mapster script, but based on looking at some example code this might work:
gamevar i 0 0
gamevar k 0 0
include names.h
defstate quoterpals
for i allsprites ifactor QUOTER ife .hitag 10899 ife .pal 47
{
set k 0
for k allsprites ifactor QUOTER ifn k i ife .lotag sprite[i].lotag
set .pal 12
}
endsI don't have time to test it now, but if it doesn't work I can probably fix it (or someone else can point out my errors).
#531 Posted 23 January 2010 - 10:47 PM
i may be able to slightly modify it if it dosnt work
#532 Posted 23 January 2010 - 10:54 PM
and i added a whole bunch of other ones by changing 2 numbers, this script stuff is great, i wont have to think as much now
#533 Posted 24 January 2010 - 02:59 AM
The Commander, on Jan 15 2010, 07:00 AM, said:
http://www.youtube.c...h?v=CCUqQoSYTDA
I've seen it 5 minutes ago and I've realized that Devil May Cry's cameras are acting the same way.
And the changing weapons in the character's hands is a great effect. DT, can this effect be implemented in DP ?
#534 Posted 24 January 2010 - 06:19 AM
Quote
The problem has never been code and stuff, just art - Duke's weapon is built into his model and there's no support for submodels yet so somebody would have to add in every weapon to Duke's model for it to work, and that would require new animations as well.
#535 Posted 24 January 2010 - 09:22 AM
James, on Jan 24 2010, 03:19 PM, said:
I just wanted to know about it. If I were good at programming, I would completely remake Eduke32 and add a mod manager based on Steam.
NOTE : I probably made some spelling or grammar errors. I'm French
#536 Posted 24 January 2010 - 01:20 PM
Quote
model "DUKEPLUS_RESOURCES/GRAPHICS/WEAPONS/lasergun_pickup.md3" {
scale 3.0 shade 1
skin { pal 0 file "DUKEPLUS_RESOURCES/GRAPHICS/WEAPONS/lasergun_1.jpg" }
frame { name "(from 3DSMax)" tile 6145 }
}
// HUD Laser Pistol (6146)
model "DUKEPLUS_RESOURCES/GRAPHICS/WEAPONS/lasergun_1.md3" {
scale 1.9
skin { pal 0 surface 0 file "DUKEPLUS_RESOURCES/GRAPHICS/WEAPONS/lasergun_1.jpg" }
skin { pal 0 surface 1 file "DUKEPLUS_RESOURCES/GRAPHICS/WEAPONS/laser6146_pistol.png" }
// glow { file "DUKEPLUS_RESOURCES/GRAPHICS/WEAPONS/laser6146_pistol_g.png" }
frame { name "idle" tile0 6146 tile1 6148 smoothduration 0.0 }
hud { tile0 6150 tile1 6151 xadd -0.15 yadd 1.36 zadd -0.68 angadd -37 }
// hud { tile0 6146 tile1 6148 xadd -0.36 yadd 1.32 zadd -0.66 angadd -20 }
hud { tile0 6146 tile1 6148 xadd 0.25 yadd 1.32 zadd -0.66 angadd -40 }
}
texture 6152 { pal 0 { file "DUKEPLUS_RESOURCES/GRAPHICS/WEAPONS/laserflash.png" nocompress nodownsize } }
to parameters from Duke Plus 2.06 but I have one problem now.
Gun works perfectly, pick up model too but if I shot, laserflash is in bad position. Look at second picture.

What's wrong? What I need to change yet?
This post has been edited by Lukaso: 24 January 2010 - 01:23 PM
#537 Posted 24 January 2010 - 04:04 PM
Lukaso, on Jan 24 2010, 01:20 PM, said:
What happened was I had to shift the laser to the right to match Gambini's model. The code for this is in DUKEPLUS.CON, in EVENT_EGS:
case FIRELASER
action FIRELASERACTION
ifspawnedby APLAYER
{
getactor[THISACTOR].extra temp
shiftvarl temp 1
setactor[THISACTOR].extra temp
setactor[THISACTOR].xoffset -32
}
If you remove or comment out the line which sets the xoffset, it should fire from the center again.
#538 Posted 24 January 2010 - 09:18 PM
or another one that incrementally increase the lotag / hitag by 1 of a single sprite thats been pasted?
anyone feel free to chime in on this one
This post has been edited by DanM: 24 January 2010 - 10:09 PM
#539 Posted 25 January 2010 - 08:23 AM
DeeperThought, on Jan 25 2010, 12:04 AM, said:
case FIRELASER
action FIRELASERACTION
ifspawnedby APLAYER
{
getactor[THISACTOR].extra temp
shiftvarl temp 1
setactor[THISACTOR].extra temp
setactor[THISACTOR].xoffset -32
}
If you remove or comment out the line which sets the xoffset, it should fire from the center again.
Thank you for help, I deleted link "setactor[THISACTOR].xoffset -32" but laserflash is still on right position from weapon
This post has been edited by Lukaso: 25 January 2010 - 08:24 AM
#540 Posted 25 January 2010 - 08:25 AM
Lukaso, on Jan 25 2010, 08:23 AM, said:
Nope, it's just that one line. I commented it out myself to test and it made the laser centered again. I'm not sure how you managed to screw that up, but you did.
#541 Posted 25 January 2010 - 08:57 AM
DeeperThought, on Jan 25 2010, 04:25 PM, said:
Only that one line? I didnt comment it (I dont know how) I simple deleted it (in your previous post that line which you marked with bold font) and it sill doesnt work. I did it 3 times and nothing
This post has been edited by Lukaso: 25 January 2010 - 09:03 AM
#542 Posted 25 January 2010 - 08:58 AM
#543 Posted 25 January 2010 - 09:02 AM
DeeperThought, on Jan 25 2010, 04:58 PM, said:
It is saved, I see it, I edited it in wordpad and saved. In Duke game folder I have only one DUKEPLUS.CON, I checked it.
#544 Posted 25 January 2010 - 09:05 AM
Lukaso, on Jan 25 2010, 09:02 AM, said:
This is the path of the copy that is used: DukePlus/dpcons/DUKEPLUS.CON
#545 Posted 25 January 2010 - 09:07 AM
DeeperThought, on Jan 25 2010, 05:05 PM, said:
Same.
Im not fool I understand to computers.
Can you upload your modified DUKEPLUS.CON please? I will try it with it.
This post has been edited by Lukaso: 25 January 2010 - 09:08 AM
#546 Posted 25 January 2010 - 09:13 AM
Attached File(s)
-
DUKEPLUS.zip (74.96K)
Number of downloads: 601
#547 Posted 25 January 2010 - 09:24 AM
Then I deleted that line from there and ran game again. Still same. Laserflash is still on right position.
I dont know where can be mistake, Im doing everything right way.
This post has been edited by Lukaso: 25 January 2010 - 09:27 AM
#549 Posted 25 January 2010 - 10:21 AM
Usurper, on Jan 25 2010, 06:17 PM, said:
Always started new.
I tried reinstall game too but still same...
This post has been edited by Lukaso: 25 January 2010 - 10:23 AM
#550 Posted 25 January 2010 - 12:08 PM
Thanks for keeping the shotgun alt-fire for the devastator. The BFG... I mean no offense really, but its horrible. It feels more like those joke weapon you toy around with just for kicks. It has no place at all in Duke, and it looks incredibly out of place. I don't mind here, I'm just not using it, but...
The holoduke spawning bots is overkill. Its the same as the BFG, its kinda fun, but the thing is, its completely overpowered. You can spawn FOUR from one holoduke, and they use too many strong weapons. You fixed laser pistol for balance, but if anything throws balance out of the windows, thats this. When the bots only used the shotgun, it felt balanced - that is if you could only spawn one and if you could deactivate him.
The lightning holoduke had a place and a reason to exist, same as shotgun devastator. It was all fitting nicely and all balanced, everything with a different purpose and situations you would want to use them. Thats not the case anymore.
Its nice that you work hard and all for this, and you added a -lot- of good stuff especially for mappers, but I'm personally sticking with 2.06 for now.
Some other things: Hi-Res blood. Why no option? It looks out of place. And I mean really. The new explosions have one - they are nice, by the way, unfitting though, but I can turn them on/off. I share the thought also that the new laser pistol model is really bad, and.. well, yes, again, it doesn't fit.
#551 Posted 25 January 2010 - 01:31 PM
SFJake, on Jan 25 2010, 12:08 PM, said:
The BFG was made for an upcoming episode called The Imperium. In that episode, you will pick up parts of the weapon and it will gradually increase in power until it becomes the full weapon you used and don't like. So....for now just don't use it.
SFJake, on Jan 25 2010, 12:08 PM, said:
All right, maybe four is overkill, but I can change that with one line of code. And by the way, the holoduke lightning is still in the game; you obviously didn't even bother trying to use the Holoduke with the bot option off.
SFJake, on Jan 25 2010, 12:08 PM, said:
The new hi-res blood that Chicken made looks very good, especially with the HRP. You can always remove it if you don't like it, simply by deleting dpblood1.png and dpblood2.png. Maybe at some point I will make it optional but it's not a high priority.
SFJake, on Jan 25 2010, 12:08 PM, said:
The new one looks good to me...but what was so good about the old one? It was just the HRP pistol with a slightly modified skin slapped on it.
This post has been edited by DeeperThought: 25 January 2010 - 05:09 PM
#552 Posted 25 January 2010 - 01:49 PM
Nothing hard but I tried it for milion times and still same effect. Im going back to 2.06.
DeeperThought, on Jan 25 2010, 09:31 PM, said:
The old one was imho more "duke nukem". Nice simple modified model, centre positioning, it looks more 21th century, not most like from future but still alien look.
Same as model of minigun. Nice simple model which keeps "duke nukem" style up and -by the way- grenades are amazing.
I hope that it will sometimes become 3D hi-res model like the other models.
This post has been edited by Lukaso: 26 January 2010 - 01:01 AM
#553 Posted 25 January 2010 - 07:08 PM
DeeperThought, on Jan 25 2010, 04:31 PM, said:
Ouch. I apologize. I don't know why I didn't switch it off and check it out. I still think the overpowered is a matter of weapon first, though, not just numbers. Pistol/Shotgun/chaingun alone, it wouldn't just wipe out entire rooms by itself. Anyway, thanks a lot for keeping the lightning one in as well. I don't know how I missed that and not the devastator, and I'll be using that unless you ever limit the holobot's weapons.
DeeperThought, on Jan 25 2010, 04:31 PM, said:
I didn't know I could just remove it. Thats great. I don't mind/care for options if I can easily change it like that, I just wasn't aware of it. I guess thats all I needed to be using 2.07. I don't use HRP, hate it.
DeeperThought, on Jan 25 2010, 04:31 PM, said:
The old one isn't anything -good-, but it fits. The new one looks more like something out of Mars Attack. I mean, I know Duke Nukem is not supposed to be too serious and all, but it just.. doesn't fit. That green thing in front is the problem. Sure, its more detailed and better in that sense, but when I look at the troopers, I don't see or would think they use anything like that.
And just throwing this out here: The Heavy RPG. I like the change (more balanced), but thats not the point. Does anyone use the alt-fire? Its quite weak in general, and the spread of the small rockets doesn't beat just using the primary fire's splash damage, which is a lot more powerful anyway.
I'm saying this because its the only weapon with a classic reload every 2 ammo. I still sometimes try to reload it in front of a wall.. then I'm glad the alt fire is weak. My point is I think you should be able to manually reload it - but since alt-fire and reload is all one command, its a problem I guess.
EDIT: Is there any way to manually edit what weapons bot get? I searched in the files but couldn't find anything.
EDIT 2: Alright, I think the bots are not that overpowered actually. With health bars on, I noticed that the damage they do is.. actually pathetic. A rocket often won't kill a standard pigcop in one hit, they take like 50 chaingun hit to kill a trooper, etc.
This isn't normal, right? When I hit the same monster, they did quickly, but the bots do very low damage. Then again, fixing it would make them too strong.. unless there is a way to make them use only shotgun/chaingun, like I said. I think in general, monsters you control/mind blasted too have low damage and can take a lot more hits than they should.
This post has been edited by SFJake: 26 January 2010 - 01:47 PM
#554 Posted 25 January 2010 - 08:31 PM
#555 Posted 26 January 2010 - 12:37 AM
The original model... yes it is basically a reskin of the pistol. However from what I notice, considering the laser pistol is dropped by Assault Captains, it should probably resemble their gun, and to me, their weapon does look more like the normal pistol than the newer model. o.o
#557 Posted 26 January 2010 - 04:29 AM
DeeperThought were right with parameter "xoffset -32". That parameter set shooting from right side of the screen but I wanted line which set position of laserflash. By deleting "xoffset -32" line shooting is ok but flash is still on the right side of screen. You were right but we didnt understand ourselves.
Maybe I wrong formulated my request.
Can you tell me please which line (in DUKEPLUS.CON or other file) is needed to re-write for postitioning laserflash back into the middle of screen?
Im still searching but with no success.
EDIT:
YES !!!! I think I found it !!!
In HUDPLUS.CON needed to change parameters in "state displaylaserpistol":
"setvar digx 180" into 175
"setvar digy 240" into 245
and add parameter "subvar digx 24"
Finally it works fine now.
Anyway, thanks for helping me.
This post has been edited by Lukaso: 26 January 2010 - 07:42 AM
#558 Posted 26 January 2010 - 08:46 PM
Both bots and allied monsters are affected by the Damage Inflicted and probably Damage Received.
I think that shouldn't be the case. I always changed damage inflicted to something lower so that I don't get murdered too easily, but its a bit annoying that the resulting bots and monsters deal sad damage as a result.
I wondered why my captured monsters or the bots would deal so little damage, and that was the answer. They can also tank like crazy, but thats because other monsters do little damage to them too. Anything here could be fixed?

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