Duke Plus "feedback and general discussion of Duke Plus"
#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?
#559 Posted 26 January 2010 - 08:53 PM
#560 Posted 26 January 2010 - 09:11 PM
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
#561 Posted 30 January 2010 - 03:46 AM
If you can, make it using an aux power that regenerates.
#562 Posted 30 January 2010 - 08:57 AM
williamjcm, on Jan 30 2010, 03:46 AM, said:
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.
#563 Posted 31 January 2010 - 07:50 PM
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).
#564 Posted 01 February 2010 - 06:47 AM
DeeperThought, on Jan 30 2010, 05:57 PM, said:
Polymer runs good on my computer, the only problem is the "polymer HRP" released a while ago.
Sobek, on Feb 1 2010, 04:50 AM, said:
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
#565 Posted 03 February 2010 - 02:13 PM
#566 Posted 03 February 2010 - 02:43 PM
This post has been edited by DeeperThought: 03 February 2010 - 02:47 PM
#567 Posted 04 February 2010 - 04:06 AM
that way every level could be played with max monsters but its difficulty would still scale well
#568 Posted 04 February 2010 - 04:55 AM
DanM, on Feb 4 2010, 01:06 PM, said:
that way every level could be played with max monsters but its difficulty would still scale well
Great idea, i like it.
#570 Posted 04 February 2010 - 05:31 AM
gooost, on Feb 5 2010, 02:29 AM, said:
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.
#571 Posted 04 February 2010 - 05:35 AM
I know that I tryed to do that far in the past and didnt work.
Much things happend since then.
#572 Posted 04 February 2010 - 07:44 AM
EDIT: Damnit, I found a major bug that has been around since DP 2.07. For testing purposes, I had set the alien queens to all be player allies, but I forgot to revert that when I was done testing. I am uploading another full version of DP with updated code that has that fixed (or you can just download the latest code).
I guess this proves that no one plays episode 4.
This post has been edited by DeeperThought: 04 February 2010 - 10:09 AM
#573 Posted 04 February 2010 - 01:35 PM
DeeperThought, on Feb 4 2010, 04:44 PM, said:
No, I played it last week, but in the end I was too lazy to bother dealing with the queen.
#575 Posted 06 February 2010 - 08:30 PM
Duke Plus works fine on my Laptop with Vista but doesnt work aswell with XP, when I load the game with XP, almost all the new art has changed to a black box, this includes any new guns (the laser pistal just changes to a normal pistol)
Please Help
#576 Posted 06 February 2010 - 08:39 PM
Edit: if you can't run the openGL renderer for whatever reason, open up the dukeplus menu and select the restore classic defaults option.
This post has been edited by Micky C: 06 February 2010 - 08:47 PM
#577 Posted 06 February 2010 - 08:51 PM
Micky C, on Feb 6 2010, 09:39 PM, said:
Edit: if you can't run the openGL renderer for whatever reason, open up the dukeplus menu and select the restore classic defaults option.
I tried the first option, no difference, tried the second option only restores Duke to normal game setting, doesnt fix black box problem
#578 Posted 06 February 2010 - 09:10 PM
If you are in openGL mode then the art files are probably missing.
This post has been edited by Micky C: 06 February 2010 - 09:11 PM
#579 Posted 06 February 2010 - 09:16 PM
Micky C, on Feb 6 2010, 10:10 PM, said:
If you are in openGL mode then the art files are probably missing.
Thanks for trying, I will just play the game on my laptop, simple as that
#580 Posted 06 February 2010 - 09:23 PM
Cant get DukePlus to work OK in multiplayer
Downloaded newest DukePlus and EDuke that comes with it doesent even recognise/allow "-game_dir DukePlus" when launching multiplayer.
I guess you have stored your MP-working copies of DukePlus
Thanx.
#581 Posted 06 February 2010 - 09:46 PM
NY00123, on Aug 16 2009, 09:43 PM, said:
Steps 1,2 should be done by all players. Step 3 should be done by the host of the YANG room.
1. In YANG, configure the EDuke32 executable to be the eduke32.exe file from the dukeplus archive.
You may use an alternative executable if you're running Linux, for instance.
But it has to be in the same directory of dukeplus as before (but not the internal DukePlus directory wih EDUKE.CON file).
2. Prepare the duke3d.grp file in the same location as the EDuke32 executable.
3. To the host, start YANG. Load the "Create a room" dialog, and in the "Extra args for everyone:" text control, type:
-game_dir DukePlus
Now you should all be set.
If that still doesn't work you have screwed up your DukePlus install.
If it does work but the game behaves oddly then that means DukePlus is broken in MP and there is nothing that can be done about that other than CON fixes which won't be on DT's priority list.
#582 Posted 07 February 2010 - 12:11 AM
Newest DukePlus still bugs me with Out of Sync..
This post has been edited by gooost: 07 February 2010 - 03:38 AM
#583 Posted 09 February 2010 - 10:16 PM
Can these new camera effects be activated on some kind of timer?
Ideally for this map, I'll end up having some kind of countdown visible for the duration of the mission, that indicates how many ships have escaped (the idea being to simply defend your own ship against incoming missiles while the civilian fleet jumps away in sequence). I would use camera effects to show each ship doing its jump, however I'd probably like to have these occur at 30 intervals... with maybe 6 separate camera sequences or so in total. The only problem is that the player will either be flying around in space randomly and shooting at things in the Skycar, or sitting still manning a modified DPCANNON acting as a railgun. So it's not like a traditional map where you're walking through corridors or linear areas that make activating cameras in succession easy.
I was thinking of something rudimentary like having a bunch of D+ touch plates activate on level load - the first one activating instantly for the opening cutscene, and the rest at 30 second, 60 second, 90 second intervals etc for each separate camera effect. But can a D+ touch plate activate a camera on a timed delay? I don't know, and it's probably a silly way to go about it anyway.
I've been reading up a LOT on various aspects of CON coding on the Eduke32 wiki recently, but this still is all still beyond me, so if anyone has any ideas, I'd really appreciate it
#584 Posted 09 February 2010 - 11:05 PM
2595 for pistol shot, set it up timed to fire at 30 / 60 / 90 intervals
pistols kills chain, chain activates cutscene
ta-da
#585 Posted 11 February 2010 - 05:39 AM
The alternate firing mode of the freezer does not kill a slimer while it is gnawing off your nose.
Edit:
In E2L9 the MP5 sometimes turns into a miniboss gun when picked up.
This post has been edited by LeoD: 11 February 2010 - 06:10 AM

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