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Duke Plus  "feedback and general discussion of Duke Plus"

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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User is offline   gooost 

#571

 
Yes, and again I start asking questions without previous googling.
I know that I tryed to do that far in the past and didnt work.
Much things happend since then.
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User is offline   Danukem 

  • Duke Plus Developer

#572

I have uploaded some new unofficial code which fixes some bugs, including: altfire using up minigun ammo even when altfiring a different weapon, excessive damage from green blood pools, at least one other thing I can't remember.

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

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User is offline   LeoD 

  • Duke4.net topic/3513

#573

View PostDeeperThought, on Feb 4 2010, 04:44 PM, said:

I guess this proves that no one plays episode 4.

No, I played it last week, but in the end I was too lazy to bother dealing with the queen.
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User is offline   Sobek 

  • There's coffee in that nebula!

#574

I haven't played anything from Ep4 for a long long time Posted Image
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User is offline   Lunick 

#575

um sorry if this has already been answered before etc but imhaving a little problem with Duke Plus

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
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User is offline   Micky C 

  • Honored Donor

#576

It sounds like you're running the software renderer. Make sure you choose the 32-bit openGL renderer when starting eduke32.

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

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User is offline   Lunick 

#577

View PostMicky C, on Feb 6 2010, 09:39 PM, said:

It sounds like you're running the software renderer. Make sure you choose the 32-bit openGL renderer when starting eduke32.

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
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User is offline   Micky C 

  • Honored Donor

#578

Assuming you are in software rendering mode, the reason why some of the weapons are black boxes is because they are models and are not supported by the renderer. The only way to get rid of them is to use the original weapons and disable the openGL effects (in the effects menu) or use the openGL renderer. This goes the same with many other effects. There's really no way around it unfortunately, but there are still plenty of DukePlus effects that don't use those types of graphics.

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

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User is offline   Lunick 

#579

View PostMicky C, on Feb 6 2010, 10:10 PM, said:

Assuming you are in software rendering mode, the reason why some of the weapons are black boxes is because they are models and are not supported by the renderer. The only way to get rid of them is to use the original weapons and disable the openGL effects (in the effects menu) or use the openGL renderer. This goes the same with many other effects. There's really no way around it unfortunately, but there are still plenty of DukePlus effects that don't use those types of graphics.

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 ;)
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User is offline   gooost 

#580

Guys, girls, whoever that played DukePlus in multiplayer, can you please check which version of Eduke you used, and maybe even which version of yang you used ?
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 :P

Thanx.
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User is offline   The Commander 

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

#581

View PostNY00123, on Aug 16 2009, 09:43 PM, said:

While not really tested by me, here's a solution, though I consider it to be a workaround.
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.
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User is offline   gooost 

#582

I have found some older version of DukePlus that works fine in multiplayer with EDuke32 20091017 ;), although heavy RPG is disabled and it is the most interesting change. :P
Newest DukePlus still bugs me with Out of Sync..

This post has been edited by gooost: 07 February 2010 - 03:38 AM

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User is offline   Sobek 

  • There's coffee in that nebula!

#583

Hey there. I've taken a break from working on my Voyager mod (not that you could tell I was, heh), and I've decided to pack up and release my BSG test map as a single mission 'mini-mod' of sorts. I've got a few things that I wanted to ask about, but most of those can wait for now. At the moment I was hoping you might be able to answer something relatively simple;

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 ;)
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User is offline   Stabs 

#584

dp chains (picnum 920 / lotag 1 / yvel activation #) and a shooter my freind

2595 for pistol shot, set it up timed to fire at 30 / 60 / 90 intervals

pistols kills chain, chain activates cutscene

ta-da
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User is offline   LeoD 

  • Duke4.net topic/3513

#585

Minor bug :
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.

Attached thumbnail(s)

  • Attached Image: overlord.jpg


This post has been edited by LeoD: 11 February 2010 - 06:10 AM

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