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Duke Plus  "feedback and general discussion of Duke Plus"

User is offline   Lukaso 

#541

View PostDeeperThought, on Jan 25 2010, 04:25 PM, 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.

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 ;) laserflash still on right position. Can you send me please your modified DUKEPLUS.CON ? I will look whats wrong but I think nothing.

This post has been edited by Lukaso: 25 January 2010 - 09:03 AM

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User is offline   Danukem 

  • Duke Plus Developer

#542

Either you didn't save the change, or the copy of DUKEPLUS.CON that you edited was not the copy loaded by the game.
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User is offline   Lukaso 

#543

View PostDeeperThought, on Jan 25 2010, 04:58 PM, said:

Either you didn't save the change, or the copy of DUKEPLUS.CON that you edited was not the copy loaded by the game.

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. ;)
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User is offline   Danukem 

  • Duke Plus Developer

#544

View PostLukaso, on Jan 25 2010, 09:02 AM, 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. ;)


This is the path of the copy that is used: DukePlus/dpcons/DUKEPLUS.CON
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User is offline   Lukaso 

#545

View PostDeeperThought, on Jan 25 2010, 05:05 PM, said:

This is the path of the copy that is used: DukePlus/dpcons/DUKEPLUS.CON

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

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User is offline   Danukem 

  • Duke Plus Developer

#546

Here.

Attached File(s)


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User is offline   Lukaso 

#547

Ok I tested it but that file isnt modified. The line with xoffset is still here, through it I ran the game with it and still same.
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

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User is offline   Usurper 

  • Hates Twitter

#548

Are you starting a new game, or loading a saved game?
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User is offline   Lukaso 

#549

View PostUsurper, on Jan 25 2010, 06:17 PM, said:

Are you starting a new game, or loading a saved game?


Always started new.

I tried reinstall game too but still same...

This post has been edited by Lukaso: 25 January 2010 - 10:23 AM

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User is offline   SFJake 

#550

Nice new version, I guess, here's what I have to say.

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.
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User is offline   Danukem 

  • Duke Plus Developer

#551

View PostSFJake, on Jan 25 2010, 12:08 PM, said:

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 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.

View PostSFJake, on Jan 25 2010, 12:08 PM, said:

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.


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.

View PostSFJake, on Jan 25 2010, 12:08 PM, said:

Some other things: Hi-Res blood. Why no option? It looks out of place.


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.

View PostSFJake, on Jan 25 2010, 12:08 PM, said:

I share the thought also that the new laser pistol model is really bad, and.. well, yes, again, it doesn't fit.


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

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User is offline   Lukaso 

#552

So I give it up, I dont know why changing that laser effect doesnt work like you said. ;) :P
Nothing hard but I tried it for milion times and still same effect. Im going back to 2.06. :D

View PostDeeperThought, on Jan 25 2010, 09:31 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.

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

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User is offline   SFJake 

#553

View PostDeeperThought, on Jan 25 2010, 04:31 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.


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.

View PostDeeperThought, on Jan 25 2010, 04:31 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.


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.

View PostDeeperThought, on Jan 25 2010, 04:31 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.

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

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User is offline   Gambini 

#554

I´m noticing some contempt to my weapon model. Some refinements in its details (not so cartoony) and a good smooth shading on the skin would make it look a bit better maybe. I can try to remake it eventually.
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#555

Don't get me wrong, the model itself is pretty nicely made and all, and for a more sci-fi environment, it'd fit in best. The thing is some of these guys [and I have to also admit I'm among them] just don't think it fits in with Duke's atmosphere.

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
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User is offline   chicken 

  • Fashionable Modeler

#556

I like it, i also like that 50's-cartoon-Mars-attacks vibe.
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User is offline   Lukaso 

#557

Finally I know whats the problem with laser pistol.
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. :P
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 !!! :D

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. :D

This post has been edited by Lukaso: 26 January 2010 - 07:42 AM

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User is offline   SFJake 

#558

Alright, I think this could be a glitch, in a way:

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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User is offline   Danukem 

  • Duke Plus Developer

#559

It could be "fixed" but frankly I never use that feature and don't really care. My modding efforts right now are focused on getting my new Attrition mod off the ground, while WGR2 is in a lull.
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User is offline   SFJake 

#560

Fair enough. Its all fine, I guess I can just change the max health, and the health given from the pickups in .con files and the result is the same.

Good luck with that Attrition project, by the way. Its quite ambitious, but I think you know what you're doing.

This post has been edited by SFJake: 26 January 2010 - 09:13 PM

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User is offline   williamjcm 

#561

DT, can you implement a flashlight as an optional flare replacement using Polymer dynamic lights ?

If you can, make it using an aux power that regenerates.
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User is offline   Danukem 

  • Duke Plus Developer

#562

View Postwilliamjcm, on Jan 30 2010, 03:46 AM, said:

DT, can you implement a flashlight as an optional flare replacement using Polymer dynamic lights ?

If you can, make it using an aux power that regenerates.


I even have a flashlight model that Teamonster made for that purpose. But I never been motivated to add it, because there are no levels where the flashlight has any use, and Polymer runs so badly on my computer I wouldn't be able to enjoy it anyway. I will add it eventually.
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User is offline   Sobek 

  • There's coffee in that nebula!

#563

I could make use of a 'flashlight', though it would only be in one small level I'm working on. I'd probably also have to alter the model to something that suits Star Trek, as they used wrist-mounted flashlights in that.

If you decide to whip it into shape, great. If not, no big deal... I'm sure other folk could also find use for a flashlight though (survival horror comes to mind).
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User is offline   williamjcm 

#564

View PostDeeperThought, on Jan 30 2010, 05:57 PM, said:

Polymer runs so badly on my computer I wouldn't be able to enjoy it anyway

Polymer runs good on my computer, the only problem is the "polymer HRP" released a while ago.

View PostSobek, on Feb 1 2010, 04:50 AM, said:

I'm sure other folk could also find use for a flashlight though (survival horror comes to mind).

I agree. I think that levels with the Ravenholm (a ghost town of HL2) or Doom 3 mood could need use of the flashlight.

This post has been edited by williamjcm: 01 February 2010 - 06:51 AM

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#565

The minigun is still bugged : if you have it with some bullets, change weapon and use the altfire of that weapon and then switch back to the minigun, you'll find to have only one bullet.
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User is offline   Danukem 

  • Duke Plus Developer

#566

OK, but that's a different bug, though. I fixed it, and I'll upload the code later tonight.

This post has been edited by DeeperThought: 03 February 2010 - 02:47 PM

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User is offline   Stabs 

#567

I was thinking of a DP Difficulty setting that works based on dmg inflicted / dmg taken that changes based on skill selected, piece of cake could be 60 / 100, lets rock 70 / 100, come get some 85 / 100 damn iam good 100 / 90 but no respawns

that way every level could be played with max monsters but its difficulty would still scale well
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User is offline   Lukaso 

#568

View PostDanM, on Feb 4 2010, 01:06 PM, said:

I was thinking of a DP Difficulty setting that works based on dmg inflicted / dmg taken that changes based on skill selected, piece of cake could be 60 / 100, lets rock 70 / 100, come get some 85 / 100 damn iam good 100 / 90 but no respawns

that way every level could be played with max monsters but its difficulty would still scale well

Great idea, i like it.
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User is offline   gooost 

#569

Is it possible to play DukePlus in miltiplayer lan ?
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User is offline   The Commander 

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

#570

View Postgooost, on Feb 5 2010, 02:29 AM, said:

Is it possible to play DukePlus in miltiplayer lan ?

Yes, last time I tried it it seemed to work fine.
Although that was quite a few months ago and I don't know if any of the new features break MP now.
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