Duke Plus "feedback and general discussion of Duke Plus"
#617 Posted 18 February 2010 - 06:19 PM
EDIT: Why didn't you just switch to the mighty boot (weapon 1) ?
This post has been edited by DeeperThought: 18 February 2010 - 06:24 PM
#618 Posted 18 February 2010 - 06:40 PM
DeeperThought, on Feb 18 2010, 09:19 PM, said:
EDIT: Why didn't you just switch to the mighty boot (weapon 1) ?
Because the demos were already recorded without DP, only the hrp. Had to do it that way to avoid 'out of sync' errors. This technique has to be done in a multyplayer game. But I added the word 'break' like you said and it worked perfectly! Thank you so much!
#619 Posted 21 February 2010 - 11:39 AM
Quote
DeeperThought, on Feb 16 2010, 06:56 PM, said:
The map ADG04.map (which is attached to this message) is one example. The blue key in this map is acquired by detonating an explosion at the far north end of the map, down a path behind a gate.
#620 Posted 21 February 2010 - 12:42 PM
Jamesfff, on Feb 21 2010, 11:39 AM, said:
The map ADG04.map (which is attached to this message) is one example. The blue key in this map is acquired by detonating an explosion at the far north end of the map, down a path behind a gate.
The map is not actually attached but I know where to get a copy. Just to clarify, though, before I spend time hunting down a bug which may not exist: Are you sure this is not also a problem using the same eduke32.exe without Duke Plus? I have seen something like what you describe in the unmodified game, where objects cannot be picked up (but never with a keycard). I think it happens due to a failure of the ifcanseetarget command, which is used by the ACCESSCARD actor.
#621 Posted 21 February 2010 - 08:08 PM
Jamesfff, on Feb 21 2010, 11:39 AM, said:
I just played that map using Duke Plus. The card spawned and I was able to pick it up. So as far as I can tell, nothing is wrong.
#622 Posted 22 February 2010 - 05:13 PM
#623 Posted 26 February 2010 - 11:12 AM
Check out these maps, that show some freaky bug-effects using DukePlus....
http://www.megaupload.com/?d=Q1EZ9UE2
What do u thing about?
#624 Posted 26 February 2010 - 12:32 PM
The file you uploaded is currently not available (stupid megaupload.com, it does such nasty things sometimes).
I think that DeeperThought is more capable of answering to your questions with more technical details, as I am not an experienced con coder and I know little about the technical stuff of EDuke32 and DukePlus.
This post has been edited by supergoofy: 26 February 2010 - 12:33 PM
#625 Posted 26 February 2010 - 12:55 PM
EDIT: I have looked at the maps. The first one with the bouncemines is interesting. However, most of the strangeness seems perfectly fine, when you think about it. You have a spawner that is set up to periodically spawn the mines. They spawn into a rapidly rotating sector. The only mystery is why they start to move when shot at, instead of just blowing up, but that's a small mystery, and it seems harmless enough, because the moving mines can still be destroyed. My guess is that it's some hardcoded behavior of the bouncemine sprite that no one had noticed before because people don't normally have lots of them placed on top of each other on the same coordinates.
I don't know what to say about the other map because I can't tell which things are supposed to be happening. I shoot the switch, and the platform starts to move back and forth...seems like a normal build effect that has nothing to do with DP. I also hear some sounds; is that the problem?
This post has been edited by DeeperThought: 26 February 2010 - 01:19 PM
#626 Posted 27 February 2010 - 04:17 PM
#627 Posted 28 February 2010 - 04:46 PM
DeeperThought, on Feb 26 2010, 02:55 PM, said:
EDIT: I have looked at the maps. The first one with the bouncemines is interesting. However, most of the strangeness seems perfectly fine, when you think about it. You have a spawner that is set up to periodically spawn the mines. They spawn into a rapidly rotating sector. The only mystery is why they start to move when shot at, instead of just blowing up, but that's a small mystery, and it seems harmless enough, because the moving mines can still be destroyed. My guess is that it's some hardcoded behavior of the bouncemine sprite that no one had noticed before because people don't normally have lots of them placed on top of each other on the same coordinates.
Yeah that´s the bug i was talkin´ about, it´s very strange that a group of bounce mines start to move only when are shot by the cruizer or the db shotgun instead of any regular weapon. And not only in a rotating sector.
#628 Posted 28 February 2010 - 05:04 PM
Norvak, on Feb 28 2010, 04:46 PM, said:
Maybe you can replicate the behavior without using Duke Plus. Instead of a spawner, just place a bunch of the mines on that same spot, then load up vanilla Duke and shoot the mines with a shotgun.
#629 Posted 28 February 2010 - 05:06 PM
Gambini, on Feb 27 2010, 06:17 PM, said:
Yeah, i think its a rare use of dp shooter, the map i make is only a quick example (yes, with annoying sounds, sorry)
This post has been edited by Norvak: 28 February 2010 - 05:09 PM
#630 Posted 04 March 2010 - 08:21 PM
i recently installed eduke32 (again) and dukeplus 2.08. when i pick up the new laser gun, all i'm getting is a classic handgun sprite that shoots lasers.
in my log i've got this:
Loading 'dukeplus.def'
Error: file 'highres/sprites/decals/2298_n' does not exist
Error: file 'highres/textures/0191.jpg' does not exist
Error: file 'highres/textures/0880.jpg' does not exist
Warning: Failed loading MD2/MD3 model "DUKEPLUS_RESOURCES/GRAPHICS/WEAPONS/lasergun_pickup.md3"
Warning: Failed loading MD2/MD3 model "DUKEPLUS_RESOURCES/GRAPHICS/WEAPONS/lasergun_1.md3"
i checked and the lasergun_pickup.md3 and lasergun_1.md3 files are both present. the laser gun from previous versions worked fine. everything else in the game works fine.
any ideas? entire log dump here: http://pastebin.com/rh89J8AG
thanks
#631 Posted 04 March 2010 - 08:53 PM
dopefish, on Mar 4 2010, 08:21 PM, said:
Error: file 'highres/textures/0191.jpg' does not exist
Error: file 'highres/textures/0880.jpg' does not exist
Those lines are not in dukeplus.def. Those refer to HRP resources and I'm guessing you would get the same errors if you used the HRP without DukePlus.
dopefish, on Mar 4 2010, 08:21 PM, said:
Warning: Failed loading MD2/MD3 model "DUKEPLUS_RESOURCES/GRAPHICS/WEAPONS/lasergun_1.md3"
i checked and the lasergun_pickup.md3 and lasergun_1.md3 files are both present. the laser gun from previous versions worked fine. everything else in the game works fine.
any ideas? entire log dump here: http://pastebin.com/rh89J8AG
thanks
When you say the "previous version", do you mean back when it was using the HRP pistol model for the laser gun, but with a modified skin? I don't know why the new model would fail to load for you.
#632 Posted 04 March 2010 - 11:05 PM
DeeperThought, on Mar 4 2010, 08:53 PM, said:
When you say the "previous version", do you mean back when it was using the HRP pistol model for the laser gun, but with a modified skin? I don't know why the new model would fail to load for you.
yeah i threw those extra lines in there in case they contained some context for the error; i'm pretty sure those errors would occur without DP as well.
by "previous version" i'm pretty sure i'm talking about the HRP pistol with the modified skin. it was boxy, like the pistol, though duke holds it closer to the center of the screen (like the mp5). i think the last version of DP i tried was 205 or 206 (but i'm on 208 now). it's not the "new" 1950s-scifi-style one that people seem to be up in arms about.
it's not a huge deal, just wanted to see if there was a quick fix. i don't often come across the laser pistols anyway so i could probably disable them and see if it's fixed in a later version.
#633 Posted 06 March 2010 - 09:15 AM
Quote
Warning: Failed loading MD2/MD3 model "DUKEPLUS_RESOURCES/GRAPHICS/WEAPONS/lasergun_1.md3"
That's probably a case sensitivity issue. I think it's funny that not only is Windows case-insensitive, but Windows-users are case-insensitive.
#634 Posted 06 March 2010 - 09:31 AM
EDIT: Also, it seems to me that "does not exist" would be a better error in this situation, since that more accurately describes what is happening (no resource with the name given in the path exists). Prior to this, when it says "Failed loading" I assumed that meant that the resource was found but failed to load for some reason.
This post has been edited by DeeperThought: 06 March 2010 - 09:35 AM
#635 Posted 09 March 2010 - 12:41 PM
The problem is that mantling does not activate for certain ledges. It does not work when I'm inside vents, and I cannot cross the mantling gap in the 'DP Effects' map like you're supposed to. This has resulted in some maps, 'Project Zero' included with DP first coming to mind, being unplayable without having to use the 'noclip' cheat. The only serious CON alterations I've done are to USER.CON in altering MAXPLAYERHEALTH, MAXWATERFOUNTAINHEALTH, and MAXPLAYERATOMICHEALTH.
The main thing is that I can't mantle on ledges that I can't climb on top of, or mantle on ledges where the the sector ceiling is at least vent height. Another example I can think of where I can't mantle is on E2L1, Spaceport when in the largest open area with the two niches in the wall. I can't mantle on the niche edge with the jetpack in it. Tell me if you need anything else. I'm wondering if I'm the first person to have this problem or not, and hope it is not because of me running this mod and EDuke32 on Linux.
#636 Posted 09 March 2010 - 12:51 PM
What revision of EDuke32 are you using?
EDIT: I have now done a pretty thorough mantling test using eduke32 revision 1599, downloaded from the synthesis folder. I checked some of the areas you mentioned, and a lot of other places, and encountered no problems at all. My guess is that something in the eduke32 source is not getting compiled right for you.
This post has been edited by DeeperThought: 09 March 2010 - 02:09 PM
#637 Posted 09 March 2010 - 04:31 PM
#638 Posted 09 March 2010 - 04:38 PM
LinuxDuker, on Mar 9 2010, 04:31 PM, said:
The revision that I am using, 1599, was released on 2-23-2010. You've got an old version there. Here you can find newer source:
http://dukeworld.duk...ke32/synthesis/
Note that revisions later than 1599 have a bug which screws up numbers in the DP menu and maybe parts of the hud.
If using newer source doesn't help, then I suspect the problem is with the compiler you are using.
#639 Posted 09 March 2010 - 05:46 PM
#640 Posted 09 March 2010 - 05:49 PM
#641 Posted 09 March 2010 - 06:22 PM
LinuxDuker, on Mar 9 2010, 05:46 PM, said:
Try downgrading to gcc 4.3.3 and see if that helps.

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