Duke Plus "feedback and general discussion of Duke Plus"
#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
#586 Posted 11 February 2010 - 05:38 PM
DanM, on Feb 10 2010, 05:35 PM, said:
2595 for pistol shot, set it up timed to fire at 30 / 60 / 90 intervals
pistols kills chain, chain activates cut scene
ta-da
Wow, what a genius idea. That works perfectly... It'll take a fair bit of precise cut scene work and such to get it working exactly as intended, but that otherwise does the trick.
What I'll do is have 6 shooters (for 6 small cut scenes) in a line. In front of each shooter, there will be 2 chains back to back. The first of each chain is just a dud, which is destroyed at level load when the player triggers a DPTOUCHPLATE that activates all the timed shooters. That way, each shooter activates right up and kills that first 'dud' chain, and with their shade set to 2, each shooter will then fire its successive cut scene-activating shot at the desired interval later.
The reason I'm doing it that way is because the cut scenes will all involve a fair few models and animated textures (some with LOTS of frames), so I want to open the level in a way that let's the player view all these assets with ample time for the game to get over the stuttering and pausing involved with getting them loaded properly. I noticed while testing all this out that if the cut scene jumps straight to one of the intensive views (lots of explosions, a big sexy Galactica mesh) then the pauses would result in the cut scene starting about halfway through its track.
Not to worry, I'll get it all hammered out soon enough. Thanks again
This post has been edited by Sobek: 11 February 2010 - 05:39 PM
#587 Posted 11 February 2010 - 05:58 PM
I also thought of coding variables
Say if you reach a chasm it could have a cutscene saying to activate a bridge, BUT what if you never went to the chasm first and then activated the bridge got there and it activated a cutscene saying to do something you have already done?
ANSWER
you would make a door close blocking the shooter from ever reaching the chain, this door would close when you activate the bridge, if you have not activated the cutscene by approaching the chasm it would have no effect regardless
i think too much
This post has been edited by DanM: 11 February 2010 - 05:59 PM
#588 Posted 11 February 2010 - 07:13 PM
This whole cutscene method is intriguing, reminds me of medieval machinery, I got around lag problems by having an opening cutscene that displayed something in a black room (in this case just a logo) but had models and textures shaded to black at the bottom of the room this was in, this seemed to fix it for me, though I don't think it's as flexible as the solution above and probably is not as efficient.
#589 Posted 11 February 2010 - 07:35 PM
DanM, on Feb 12 2010, 12:28 PM, said:
I also thought of coding variables
Say if you reach a chasm it could have a cutscene saying to activate a bridge, BUT what if you never went to the chasm first and then activated the bridge got there and it activated a cutscene saying to do something you have already done?
ANSWER
you would make a door close blocking the shooter from ever reaching the chain, this door would close when you activate the bridge, if you have not activated the cutscene by approaching the chasm it would have no effect regardless
i think too much
You can't think too much... I like that kind of creative thinking.
High Treason, on Feb 12 2010, 01:43 PM, said:
I was actually curious about something like this too. I've made some minor changes to D+ code (such as changing the DPCANNON's model, projectiles and sounds among other things), and I was trying to work out some way of incorporating only these changes into CONS within my mod directory that load AFTER D+ and overwrite just those relevant bits of D+ code, because obviously, having to track and modify D+ code changes with each release is tricky, not to mention it makes a bit of a mess when I have to package a 'DukePlus' directory with my mod to overwrite what someone already has installed. I recall DeeperThought talking about something similar to someone a little while back but I couldn't find the posts...
For your setup, couldn't you do something similar to what I have now? That is, take the DukePlus bat file and just add "-jDirectory" where 'Directory' is your mod's game dir. In my case, I have a folder called 'Voyager' in my Duke directory, so my batch file reads as below;
Eduke32.exe -game_dir DukePlus -jVoyager
And that seems to work fine. But I suppose it depends on how your mod is set up to begin with...
This post has been edited by Sobek: 11 February 2010 - 07:37 PM

Help
Duke4.net
DNF #1
Duke 3D #1


