Duke Plus "feedback and general discussion of Duke Plus"
#680 Posted 17 April 2010 - 05:39 AM
Yup, I know that effect
I thought of more like when you are an in a space map, you are heading into a hangar on autopilot as some kind of intro.
#681 Posted 17 April 2010 - 07:18 AM
SalaciusCrumb, on Apr 17 2010, 06:39 AM, said:
Yup, I know that effect
I thought of more like when you are an in a space map, you are heading into a hangar on autopilot as some kind of intro.
I'll add that if you plan to make a map using it.
#682 Posted 23 April 2010 - 07:05 AM
Just a suggestion; wouldn't it look better if duke held stuff at the bottom of the screen instead of in the center? That way it would be less obvious that he's not holding them in his hands and they wouldn't block the view. Also, now it looks like he pours the soda into his eyes when he drinks it.
#683 Posted 29 April 2010 - 09:20 AM
I got a strange phenomenon when i enter the skycar. The screen is black, just the little target window for the bomb is active.
eduke version is new, Dukeplus is new...
Can you help me with this?
Edit: Polymer only!
eduke version is new, Dukeplus is new...
Can you help me with this?
Edit: Polymer only!
This post has been edited by chicken: 29 April 2010 - 09:38 AM
#684 Posted 29 April 2010 - 12:50 PM
chicken, on Apr 29 2010, 10:20 AM, said:
Edit: Polymer only!
It's because Polymer doesn't yet support the command I use to draw the bomb view in a separate window. I should add ifvarn rendmode 4 to that line so it doesn't try to draw the window in Polymer.
#685 Posted 29 April 2010 - 01:06 PM
i have a similar problem regarding the skycar in polymer, except that i can't ride that thing at all. i only hear "Rockin'" and nothing happens at all after this.
#686 Posted 30 April 2010 - 05:55 PM
make non-Hrp/open gl graphics. so it can look like original game!!!
this should not be hard at all.
this should not be hard at all.
#687 Posted 01 May 2010 - 06:38 PM
the blue assault troopers mess up sometimes, mainly when sitting on toilet. they show up as normal green/red then when you kill them they turn blue. also, as i said before, why not make weapons\art for non polygraphic. so then if you want the game to be modern, but have original look, you dont have to have 3d double barrel, id say, just add a new graphic for new weapons you added. mainly for double barrel, use bloods. or try and make one that looks like the shotgun pigcops hold. i would be willing to help. i'm not saying get rid of graphics/code, i'm saying you should make it to where if you dont use polygraphic, you won't see black, you'd see 8-bit sprites
#688 Posted 01 May 2010 - 06:42 PM
DeeperThought, on Mar 13 2010, 09:27 PM, said:
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.
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.
add shadow warrior code, for remote control cars. but the cars would be on arcade, hiden from player on level, only veiwable on screen, unless you noclip, you wouldnt find it.
#689 Posted 01 May 2010 - 07:50 PM
Mr.Gerolf, on May 1 2010, 07:38 PM, said:
why not make weapons\art for non polygraphic. so then if you want the game to be modern, but have original look, you dont have to have 3d double barrel, id say, just add a new graphic for new weapons you added. mainly for double barrel, use bloods. or try and make one that looks like the shotgun pigcops hold. i would be willing to help. i'm not saying get rid of graphics/code, i'm saying you should make it to where if you dont use polygraphic, you won't see black, you'd see 8-bit sprites 
I have answered this many times, in different threads. The short answer is: it's more work than you think (not just graphics), and I have other things I would rather do with my time. I might do it eventually, but I'm not promising anything.
As for remote controlled cars: Generally speaking, I add new map related features only when someone is actually making or going to make a map that will use it. The next thing I need to add is the skycar level start that I promised for Salacious Crumb.
#690 Posted 03 May 2010 - 08:18 AM
Was just playing DanM's skycar map and came here to complain about two things of which the black screen/polymer compatibility issue has already been addressed.
But anyways, wouldn't it make more sense for the car to have its own health system, maybe a health gauge that slowly regenerates (better than getting off to pick toolkits or health packs)? As far as the maps that already utilize the car go, such a system is not really necessary because the flight sections are relatively short but in maps with longer flight sections (such as in the above-mentioned map) it'd make sense.
Technically it should be doable. The AMC TC has a mech that has its own health gauge that slowly regenerates. You can also set its initial health to whatever level you wish.
But anyways, wouldn't it make more sense for the car to have its own health system, maybe a health gauge that slowly regenerates (better than getting off to pick toolkits or health packs)? As far as the maps that already utilize the car go, such a system is not really necessary because the flight sections are relatively short but in maps with longer flight sections (such as in the above-mentioned map) it'd make sense.
Technically it should be doable. The AMC TC has a mech that has its own health gauge that slowly regenerates. You can also set its initial health to whatever level you wish.
#691 Posted 03 May 2010 - 10:36 AM
Mikko_Sandt, on May 3 2010, 09:18 AM, said:
Was just playing DanM's skycar map and came here to complain about two things of which the black screen/polymer compatibility issue has already been addressed.
But anyways, wouldn't it make more sense for the car to have its own health system, maybe a health gauge that slowly regenerates (better than getting off to pick toolkits or health packs)? As far as the maps that already utilize the car go, such a system is not really necessary because the flight sections are relatively short but in maps with longer flight sections (such as in the above-mentioned map) it'd make sense.
Technically it should be doable. The AMC TC has a mech that has its own health gauge that slowly regenerates. You can also set its initial health to whatever level you wish.
But anyways, wouldn't it make more sense for the car to have its own health system, maybe a health gauge that slowly regenerates (better than getting off to pick toolkits or health packs)? As far as the maps that already utilize the car go, such a system is not really necessary because the flight sections are relatively short but in maps with longer flight sections (such as in the above-mentioned map) it'd make sense.
Technically it should be doable. The AMC TC has a mech that has its own health gauge that slowly regenerates. You can also set its initial health to whatever level you wish.
There's no technical difficulty with doing it that way, but if the car has its own health, doesn't that mean that the car can be destroyed or become unusable while the player lives on? (say, if you eject as the last missile is coming in). But then the player could get into situations in existing maps where the map cannot be completed. I suppose that could be prevented with a few tweaks.
#692 Posted 03 May 2010 - 01:32 PM
Any chance you might make the snack machines work? It doesn't make much sense that you can get a Coke (or Pepsi) but not Doritos.
#693 Posted 03 May 2010 - 11:22 PM
Hey DT,
I played an HL2 mod called SMOD Redux 8.
There is a gamemode which make enemies drop coins you can get to buy health and armor at the Health/HEV Stations.
You should add the same system but for the vending machines instead.
I played an HL2 mod called SMOD Redux 8.
There is a gamemode which make enemies drop coins you can get to buy health and armor at the Health/HEV Stations.
You should add the same system but for the vending machines instead.
#694 Posted 04 May 2010 - 12:48 PM
williamjcm, on May 4 2010, 09:22 AM, said:
Hey DT,
I played an HL2 mod called SMOD Redux 8.
There is a gamemode which make enemies drop coins you can get to buy health and armor at the Health/HEV Stations.
You should add the same system but for the vending machines instead.
I played an HL2 mod called SMOD Redux 8.
There is a gamemode which make enemies drop coins you can get to buy health and armor at the Health/HEV Stations.
You should add the same system but for the vending machines instead.
But Duke has unlimited amounts of money.
#695 Posted 04 May 2010 - 04:07 PM
but what if the money was of another currency? like Canadian Dollars as opposed to US ones.
#696 Posted 04 May 2010 - 06:58 PM
DuduKrazy, on May 4 2010, 08:07 PM, said:
but what if the money was of another currency? like Canadian Dollars as opposed to US ones.
Dukes American, why would he have Canadian money?
#698 Posted 04 May 2010 - 10:15 PM
williamjcm, on May 4 2010, 09:22 AM, said:
There is a gamemode which make enemies drop coins on death you can get to buy health and armor at the Health/HEV Stations.
You should add the same system but for the vending machines instead.
You should add the same system but for the vending machines instead.
Let me explain : you kill an enemy, it drops one coin. You use the coins you collected on a vending machine that give you a 5hp Duke Cola (for the soda machines) or a 10hp snack (for the snack machines).
But to make this work, there should be an entity placed at the start of maps that tells to the game "there are vending machines, make enemies drop coins on death".
#699 Posted 05 May 2010 - 03:20 AM
The idea is not bad but I don't think it's worth the effort. Destroying the soda machine gives you many cans already.
DT, how about adding occasional burps after drinking?
DT, how about adding occasional burps after drinking?
#700 Posted 05 May 2010 - 06:30 AM
It's too much effort for something the player won't use much. Besides, the coins would be hard to see unless I made them big and silly, but then they would be out of place in a lot of maps.
#701 Posted 08 May 2010 - 09:02 AM
Okay, so, um, I got a problem: there's all these lovely reference to using alt-fire, I checked the manual, more reference to using alt-fire, but then I went to see if I could set the key for alt-fire, but nothing. Nowhere in the DukePlus menu did I see it anywhere, and the standard Duke keyboard and mouse menus there's no alt-fire option, so what gives?
#702 Posted 08 May 2010 - 09:09 AM
Yes there is.

Ignore the blue font and background. It's still Duke Plus.

Ignore the blue font and background. It's still Duke Plus.
#703 Posted 08 May 2010 - 10:25 AM
That's right, and the "RELOAD ALTFIRE" function is also available in mouse setup. If you think it's not there, then keep looking. It's there.
#705 Posted 08 May 2010 - 11:37 AM
DukePlus wont work O.o
I extracted the thing in DukePlus folder and everything right without disturbing or altering folders.
EDUKE.CON:1: error: could not find file `DukePlus/dpcons/DUKEPLUS.CON'.
Found 0 warning(s), 1 error(s).
I think Eduke needs glasses cus the dpcons is there with all the requirement.
I even updated to latest Eduke and still no working.
I even put a duke.grp in it.
No change
I extracted the thing in DukePlus folder and everything right without disturbing or altering folders.
EDUKE.CON:1: error: could not find file `DukePlus/dpcons/DUKEPLUS.CON'.
Found 0 warning(s), 1 error(s).
I think Eduke needs glasses cus the dpcons is there with all the requirement.
I even updated to latest Eduke and still no working.
I even put a duke.grp in it.
No change
#706 Posted 08 May 2010 - 01:00 PM
make clean folder, for the case named ¨dukenukem¨
extract dukeplus.zip in dukenukem folder
drop a copy of duke3d.grp in dukenukem folder
click on dukeplus.bat
click again on dukeplus.bat
(these two last operations have to be done quickly)
extract dukeplus.zip in dukenukem folder
drop a copy of duke3d.grp in dukenukem folder
click on dukeplus.bat
click again on dukeplus.bat
(these two last operations have to be done quickly)
#708 Posted 08 May 2010 - 01:15 PM
Where you got it from?
1- Go to this site: http://deeperthought.dukertcm.com/dp/
2- Click on the ¨download¨ button.
3- Choose ¨save file¨
4- Repeat this process:
1- Go to this site: http://deeperthought.dukertcm.com/dp/
2- Click on the ¨download¨ button.
3- Choose ¨save file¨
4- Repeat this process:
Quote
make clean folder, for the case named ¨dukenukem¨
extract dukeplus.zip in dukenukem folder
drop a copy of duke3d.grp in dukenukem folder
click on dukeplus.bat
click again on dukeplus.bat
(these two last operations have to be done quickly)
extract dukeplus.zip in dukenukem folder
drop a copy of duke3d.grp in dukenukem folder
click on dukeplus.bat
click again on dukeplus.bat
(these two last operations have to be done quickly)

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