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Duke Plus  "feedback and general discussion of Duke Plus"

User is offline   LinuxDuker 

#650

Did all the things you mentioned Plagman and it still keeps saying I'm using build 1592. How familiar are you with Linux?

EDIT - BTW, those things were done after the second system upgrade that in the process upgraded gcc to 4.3.3.

This post has been edited by LinuxDuker: 10 March 2010 - 04:15 AM

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User is offline   boosh 

#651

First, I've gotta say I'm rather late to the party, but I've been playing around with DukePlus with the HRP in the newest build of eDuke32 w/ Polymer, and I've nearly wet myself with excitement. Suddenly, I feel the magic I felt when I first played the shareware version of Duke3d when I was 12 years old in 1996.

Anyhow, forgive this rather noobish question. I want to make sure I'm using the latest version of Dukeplus (2.7?). I've downloaded the latest version from the DukePlus website, and I overwrote the old .CON files with the new ones. However, the UI still says DukePlue 2.0 right before it loads the game. Is this just a glitch? Is there any other way to know which version I'm using?

Thanks.

===Edit:

I may have answered my own question... it says DukePlus 2.0devel 20100122

I'm guessing it's from Jan 22, 2010?

This post has been edited by boosh: 11 March 2010 - 05:44 PM

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User is offline   Danukem 

  • Duke Plus Developer

#652

View Postboosh, on Mar 11 2010, 05:23 PM, said:

I may have answered my own question... it says DukePlus 2.0devel 20100122

I'm guessing it's from Jan 22, 2010?


No, it says "EDuke32 2.0.0devel 20100122". It also says "DukePlus 2.0" when you start EDuke32 using DukePlus, even though the actual version is 2.08 -- I will update that again when it reaches 2.1.

EDIT: The actual version number is located in the upper right corner of the screen when you start a game. And if you want to know when files were last updated, just check the "date modified" on the files.

This post has been edited by DeeperThought: 11 March 2010 - 06:17 PM

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User is offline   boosh 

#653

View PostDeeperThought, on Mar 11 2010, 08:09 PM, said:

No, it says "EDuke32 2.0.0devel 20100122". It also says "DukePlus 2.0" when you start EDuke32 using DukePlus, even though the actual version is 2.08 -- I will update that again when it reaches 2.1.

EDIT: The actual version number is located in the upper right corner of the screen when you start a game. And if you want to know when files were last updated, just check the "date modified" on the files.


Thanks.

On a different note, has anybody reported lack of shadows/certain dynamic lighting effects in DukePlus? Today is the first day that I've actually devoted a ton of time to playing around with the mod, and I noticed in plain ol' eDuke32, I can see all the neat shadows, lighting effects, etc (read: it looks totally badass), but when I run DukePlus, the shadows go away (even though they're still ON in the menu), and some (but not all) of the dynamic lighting effects go away. It still looks badass, just not as badass. And yes, I've confirmed it's still running in 32-bit OpenGL.

I've also noticed those things will disappear in regular eDuke32 if I mess with any of the video options while I'm in game. I'll have to start a new game to get them back, and even then they don't seem to carry level to level.
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User is offline   Danukem 

  • Duke Plus Developer

#654

What you are describing is the difference between using the Polymer renderer (dynamic lighting) and the Polymost renderer. DukePlus does not determine which renderer you are using, so all I can figure is that you have Polymer (or some of the more important Polymer settings) turned off in your dp_binds.cfg. Try deleting the cfg files in your DukePlus folder and see what happens. And when you start EDuke32, make sure that the Polymer checkbox is checked.
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User is offline   boosh 

#655

View PostDeeperThought, on Mar 11 2010, 10:28 PM, said:

What you are describing is the difference between using the Polymer renderer (dynamic lighting) and the Polymost renderer. DukePlus does not determine which renderer you are using, so all I can figure is that you have Polymer (or some of the more important Polymer settings) turned off in your dp_binds.cfg. Try deleting the cfg files in your DukePlus folder and see what happens. And when you start EDuke32, make sure that the Polymer checkbox is checked.


I'll give deleting the .CFG files a shot when I get home from work tonight.

The Polymer box has been checked everytime I play. The weird thing is that it will start out using the Polymer renderer, but if I change any of the graphics options (say, for instance, resolution), it's like it switches to the Polymost renderer without warning, and I can't switch it back to Polymer at that point.

Weird, huh?
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User is offline   Micky C 

  • Honored Donor

#656

It's not that the the renderer switches, it's just that the fixed lights get turned off. Is light still being generated by fires/atomic healths/explosions? If so it's what I described. I just tested what you did myself and got the same thing.

What you need to remember is that polymer is not a finished renderer, there are still things missing and buggy. But rest assured there are people working on it.

I guess the only solution is not to change the graphics settings, but it's definitely not a dukeplus bug. If you find anything weird happening with polymer and you can't find any other posts about it, this is the official thread to talk about it: http://forums.duke4....?showtopic=1333
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User is offline   boosh 

#657

View PostMicky C, on Mar 12 2010, 07:25 PM, said:

It's not that the the renderer switches, it's just that the fixed lights get turned off. Is light still being generated by fires/atomic healths/explosions? If so it's what I described. I just tested what you did myself and got the same thing.

What you need to remember is that polymer is not a finished renderer, there are still things missing and buggy. But rest assured there are people working on it.

I guess the only solution is not to change the graphics settings, but it's definitely not a dukeplus bug. If you find anything weird happening with polymer and you can't find any other posts about it, this is the official thread to talk about it: http://forums.duke4....?showtopic=1333


Thanks, Micky. That's exactly what's happening. Atomic health, fire, missiles, etc. still generate light, but the shadows and other lights disappear.

I'm messing with the video settings a lot trying to figure out what works best for my system. Once I get it there, I probably won't mess with it again.

Sorry this kinda got off topic. I wasn't sure if this was just a DukePlus issue or just a Polymer issue, and I didn't want to double post.

Thanks again, all.
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User is offline   williamjcm 

#658

View PostNorvak, on Feb 26 2010, 08:12 PM, said:

Hi!!!!

Check out these maps, that show some freaky bug-effects using DukePlus....

http://www.megaupload.com/?d=Q1EZ9UE2

What do u thing about?

I tested the maps and I found the LFO map filled with useful effects like the platform going back and forth.

@DeeperThought
I may make 2 suggestions about DukePlus :
1) Is it possible to make weapons firing critical hits like in Team Fortress 2 : the more damage you make, the more chances you have to score critical hits and melee attacks (by default) deal crits more often. See what I mean here and Posted Image (source : TF2 Wiki).

2) Could you add a training map like TF2's tr_walkway (video here) ? I know it may be difficult to do a map like that but I love it !
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#659

This last idea really fits more in Duke Nukem Attrition.
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User is offline   NF64 

  • Touched by the Banhammer

#660

i still dont see why deeperthought hasnt put in the things from nuclear showdown mod into dukeplus. Like when you feel the power of the weapons (ex. when you fire a weapon, the screen bounces up a little) and the arcade machines (ex. when you could make playable arcade machines)

i would really like to see that stuff with dukeplus and the hrp/polymer (since nuclear showdown wasnt compatible with hrp) <_<
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User is offline   Micky C 

  • Honored Donor

#661

Are you getting confused between Deeperthought's Duke Nukem: Weapon of Mass Destruction and Nuclear Showdown? IIRC Nuclear Showdown was made by James, who's now working on the AMC TC.

I get what you're saying though and I agree that it would be nice to have the screen bounce when you fire weapons, and especially nice to have those bombdarts for the pistol. Good times...
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User is offline   Danukem 

  • Duke Plus Developer

#662

View PostNfelli64, on Mar 13 2010, 08:52 PM, said:

i still dont see why deeperthought hasnt put in the things from nuclear showdown mod into dukeplus. Like when you feel the power of the weapons (ex. when you fire a weapon, the screen bounces up a little) and the arcade machines (ex. when you could make playable arcade machines)

i would really like to see that stuff with dukeplus and the hrp/polymer (since nuclear showdown wasnt compatible with hrp) <_<


I did my own screen-jumping recoil in my DNWMD mod before Nuclear Showdown existed, although James has done it better since then (especially in AMC TC). One day, DavoX pointed out to me that if you are competent with a gun, the recoil may move the gun up but it's not going to move your head up (which is what seems to be happening when the whole screen moves). That kind of killed it for me, and I have never desired to add the screen-jumping recoil since.

As for playable arcade machines: I did think about doing that a long time ago, but it's never been a high priority. If a good, reliable mapper had an idea for a level where playing arcade games was a big part of it (maybe a big old fashioned arcade complex and you get the keycards by playing games?) then I would be motivated to do it, but I have plenty to keep me busy in the mean time.

EDIT: Something you may not realize is that the arcade games would take place in parts of the map which are specifically built for that purpose, which means they would not work in old maps, only in levels designed for the arcade game code.

This post has been edited by DeeperThought: 13 March 2010 - 09:33 PM

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User is offline   Jblade 

#663

Quote

One day, DavoX pointed out to me that if you are competent with a gun, the recoil may move the gun up but it's not going to move your head up (which is what seems to be happening when the whole screen moves). That kind of killed it for me, and I have never desired to add the screen-jumping recoil since.

This is true, but I added it not for realism but more just to make it feel a little more visceral; you don't get anywhere near the same level of feedback when you shoot ingame compared to real life so adding things like making the screen bob a little gives back some of that feeling (at least to me, I live in the UK so I've never fired a weapon)
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User is offline   Stabs 

#664

id like to see a good hand-to-hand system put in, or at least add the fists when your shrunk when you select the mighty boot weapon, perhaps those fists could be adapted for punching
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User is offline   The Commander 

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

#665

View PostDanM, on Mar 15 2010, 01:02 AM, said:

id like to see a good hand-to-hand system put in, or at least add the fists when your shrunk when you select the mighty boot weapon, perhaps those fists could be adapted for punching

Your life will be complete one you get that wont it. <_<
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User is offline   Stabs 

#666

lol we aussies we love to piss up & punch-on and i could make a duke episode about dukes australian cousin, Dink Ninkum
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User is offline   Lunick 

#667

View PostDanM, on Mar 15 2010, 12:40 AM, said:

lol we aussies we love to piss up & punch-on and i could make a duke episode about dukes australian cousin, Dink Ninkum


Brilliant Idea <_<
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User is offline   dopefish 

#668

View PostDr. Kylstein, on Mar 6 2010, 09:15 AM, said:

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. <_< On Linux, if you say "DUKEPLUS_RESOURCES/GRAPHICS" there had better be a "DUKEPLUS_RESOURCES/GRAPHICS" and not "DUKEPLUS_RESOURCES/graphics" or "DUKEPLUS_RESOURCES/Graphics". I strongly recommend that mod makers stick to all lowercase filenames so that there's no confusion. (If I recall, EDUKE.CON and GAME.CON are hardcoded as uppercase though.)


well that's embarrassing. i probably should have mentioned i was using linux; it's something i take for granted nowadays <_<

to solve the problem, in the "DUKEPLUS_RESOURCES/GRAPHICS/WEAPONS/" directory i not only had to rename both "lasergun_pickup.MD3" and "lasergun_1.MD3" to lasergun_pickup.md3 and lasergun_1.md3, but i also had to rename "lasergun_1.JPG" to lasergun_1.jpg because although the errors went away after the first two, the gun was showing up as invisible before i renamed the third file (the skin).
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User is offline   DerKs 

#669

Hi there,

I'm new to the eDuke32 port and DukePlus and I've got a little problem I hope we can solve together:

For about 4 weeks now I'm using Win7 Professional. Before (using WinXP) I played my Duke Nukem 3D: Atomic Edition using JonoF's Port which now causes problems running on Win7 (at least at my PC). After that I tried eDuke32 and Duke Plus since I've wittnessed all the cool new stuff. I downloaded all the files together with the "Eternity" Mod as one of those "easy install packs" and later updated to the latest versions of DukePlus 2.07 and eDuke32 2.0.0 devel 20100311.

My Problem is as follows: I can't ride the Skycar.

When I try to enter the Skycar used in "Scar City" my vision shrinks from full screen to a little screen at the lower right of the sight which makes it impossible to fly it. When I try to enter the one in the "Duke Plus Community Build Project" map the only thing that happens is Duke saying "Rockin" and nothing more. I'm standing on top of the Skycar which seems invisible until I'm moving in anydirection. Also the current weapon gets holstered.

What am I doing wrong? What do you need to know in addition to help me?

Hope to read from you soon <_<

Greetings from Germany
Chriss
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User is offline   Plagman 

  • Former VP of Media Operations

#670

Try disabling Polymer before the skycar sequences.
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User is offline   Gambini 

#671

I experience the same problem using polymer.
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User is offline   DerKs 

#672

Hey,

disabling Polymer worked out so far, thanks a lot! But is it correct that Duke's looking out on top of the Skycar? Attached you find a screenshot of how it looks for me ...

Attached thumbnail(s)

  • Attached Image: duke0000.jpg

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User is offline   Spiker 

#673

It's because you use God mode<_<
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User is offline   Gambini 

#674

lol he´s ridding a cabriolet skycar under the rain <_<
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User is offline   DerKs 

#675

View PostSpiker, on Apr 1 2010, 10:06 AM, said:

It's because you use God mode<_<

Really? Ouch ...

... jepp got to admit that this screenshot was made using godmode 'caus I just wanted to skip ahead to the scenerie which gives me the Skycar to try out Gambini's/ Plagman's hint <_<

This post has been edited by DerKs: 01 April 2010 - 05:53 AM

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User is offline   supergoofy 

#676

4-03-10
Duke Plus 2.09 Released

	* various bug fixes and tweaks

Not many changes this time, just some minor bug fixes and tweaks.  I can't say what they are, because I haven't been keeping track.  But bug fixes are always a good thing.  I never got around to writing an official post about version 2.08, but it was the same sort of update.

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User is offline   king karl 

#677

would it be possible to make it so jibs dont dissapear? or make an option in the duke plus menu?

and i duno but i feel like the blood on walls and floors usta look more realistic but now the wall one looks like the original again and the floor one just seems kinda grainy. i think the one you once used was from sd duke? it felt alot mroe gory
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#678

It would be great if you could make Duke start in the Skycar, either fully controllable or or with Locators.
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User is offline   Danukem 

  • Duke Plus Developer

#679

View PostSalaciusCrumb, on Apr 16 2010, 02:11 PM, said:

It would be great if you could make Duke start in the Skycar, either fully controllable or or with Locators.


You can make him start in a crashing skycar, guided by locators. I haven't coded a way to make him start in a controllable skycar though.

Here are the instructions from the manual:

Quote

Making a Skycar crash sequence. A crash sequence will only work at the start of a map. Place tile #6410 in the air, along with the player start position. Place a series of LOCATORS, creating a path for the crashing skycar to follow. The final locator in the sequence should have a lotag of 0, with previous ones counting up. Give the skycar a lotag equal to that of the first locator in the sequence. For example, if you have placed 16 locators, then give the first locator and the skycar both a lotag of 15. The next locator will have a lotag of 14, and so on until you get down to 0. The locators can be as far away from each other as you like. However, keep in mind that the crashing skycar cannot make tight turns. If you have placed the sprites correctly, then the map will begin with Duke in the skycar as it follows the path and random explosions surround it. When it reaches the lotag 0 locator, it will crash, Duke will get out and say “That’s the second time those alien bastards have shot up my ride!”. Ironically, Duke cannot be harmed while in the crashing skycar, although he can be harmed in the controllable skycar.


Attached is a map that demonstrates the effect.

Attached File(s)


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