Duke Plus "feedback and general discussion of Duke Plus"
#710 Posted 08 May 2010 - 01:56 PM
For some weird reason when I extracted the game by taking extract all the bat.file failed to extract.
But the error is still present and same as entering .exe file
#711 Posted 08 May 2010 - 02:28 PM
Zaxtor, on May 8 2010, 02:56 PM, said:
For some weird reason when I extracted the game by taking extract all the bat.file failed to extract.
But the error is still present and same as entering .exe file
Make sure your folder looks like the pic Gambini posted EXCEPT copy DUKE3D.GRP into the folder (Gambini just extracted the DukePlus.rar into the folder without adding DUKE3D.GRP). Then if it doesn't work, post your eduke32.log in an attachment and someone will try to explain what you did wrong. If you can't clear up the problem in a few posts then let's move this discussion to private messages, because I know sometimes your problems can go on for pages and I don't want that to happen in this thread.
#712 Posted 08 May 2010 - 02:37 PM
Now it´s time to do all the work again. Most likely some other file ¨failed to extract¨, so scrap this install and start again from scratch.
Delete the folder that is causing trouble, all the duke folder, delete it. If you´re using Windows, i assume you do, click on the folder where all these files are placed and hit the ¨delete¨ key (it may have another name if your keyboard is not english. Confirm the deletion (clicking on ¨yes¨) and do all this progress again:
Read carefully and do it step by step. okay?
1- Create a folder, where you feel like -right click > new folder-
2- Name it whatever you want to, in this case we´re going to name it ¨duke3d¨
3- Extract ALL files (keeping subfolders) inside this folder ¨duke3d¨
You can do it quite easy if you first put the dukeplus.rar file there and then do right click on it and select ¨extract here¨.
4- Put a copy of duke3d.grp (be sure it´s from the original game and not a mod) in this folder named ¨duke3d¨
Dont put it in duke3d/dukeplus goddamnit, put it IN ¨duke3d¨
5- Launch the mod double clicking on dukeplus.bat or double clicking on eduke32.exe and selecting ¨dukeplus¨ as gamedir.
It´s easy, don´t overlook any of these steps, do it slowly and carefully. It does work for all of us, ALL.
DeeperThought, on May 8 2010, 07:28 PM, said:
I just opened the rar file, isn´t a folder.
This post has been edited by Gambini: 08 May 2010 - 02:40 PM
#713 Posted 08 May 2010 - 02:41 PM
dir *.* /s >list.txt
the list.txt that will be created will show us all the files/folders you have inside the DukePlus folder.
This post has been edited by supergoofy: 08 May 2010 - 02:43 PM
#714 Posted 08 May 2010 - 02:49 PM
Thx for the help.
#715 Posted 08 May 2010 - 04:16 PM
...never mind. Don't bother answering.
#716 Posted 08 May 2010 - 05:17 PM
Zaxtor, on May 8 2010, 05:49 PM, said:
Thx for the help.
#717 Posted 08 May 2010 - 06:14 PM
And shouldn't I be able to switch between pistol/laster pistol/akimbos with multiple pushes of '2', just like with shrinker/expander? '2' only gives me a normal pistol, nothing else.
#718 Posted 08 May 2010 - 06:40 PM
3D Master, on May 8 2010, 07:14 PM, said:
You are right, with r1633, picking up the second pistol no longer gives the player akimbo pistols. It works fine with 1612 (the version packed with DP).
Now the only way to get akimbo pistols is by using a cheat (type "give all" in the console).
Also, after playing around for one minute the game acted like I was holding down the alt-fire key: pipebombs switched back and forth between timer and trigger, and the mp5 would reload every time I fired a bullet. The framerate was not low while any of this was happening.
Unfortunately, I don't have time to investigate these breakages at the moment. I'll just have to stick with 1612 for now
#719 Posted 08 May 2010 - 07:28 PM
This post has been edited by 3D Master: 08 May 2010 - 07:29 PM
#720 Posted 09 May 2010 - 02:05 AM
their only difference is that r1624 has the camera fix for gcc 4.4.x and 4.5.x compilers.
you will find them in this topic: http://forums.duke4....p?showtopic=775
This post has been edited by supergoofy: 09 May 2010 - 02:11 AM
#721 Posted 09 May 2010 - 02:10 AM
supergoofy, on May 9 2010, 12:05 PM, said:
Like I said, they don't work. Polymer on, equals exit to windows when level is supposed to start.
#722 Posted 09 May 2010 - 03:21 AM
3D Master, on May 9 2010, 12:10 PM, said:
Are you using Windows ?
If yes, have you tried compatibility options ?
Personally, I run Eduke32 fine on Vista 32 Bits without those freakin' compatibility options.
This post has been edited by williamjcm: 09 May 2010 - 03:22 AM
#723 Posted 09 May 2010 - 03:24 AM
williamjcm, on May 9 2010, 01:21 PM, said:
If yes, have you tried compatibility options ?
Windows 7 64-bit, and compatibility options don't matter. You need to have seriously old stuff for that to have an effect. Hell, I've seen seriously old stuff that doesn't work with compatibility options on, but does work in Windows 7 native.
Like I said, r1633 works; although there are a lot of bugs in it, bugs that quite a few are reporting.
#724 Posted 11 May 2010 - 02:47 AM
#725 Posted 12 May 2010 - 02:38 AM
Micky C, on May 11 2010, 12:47 PM, said:
And perhaps add a message like "Mission failed. Subject: Nukem. Did not react fast enough." as the last chapter in HL2, when you have to kill Dr Breen.
#726 Posted 12 May 2010 - 05:25 AM
Water effect is cool and pretty sector economic.
As u don't need to make extra sectors for underwater
#727 Posted 12 May 2010 - 06:04 AM
Zaxtor, on May 13 2010, 01:25 AM, said:
Water effect is cool and pretty sector economic.
As u don't need to make extra sectors for underwater
This has been in DukePlus for almost 3 years now. (give or take)
#728 Posted 27 May 2010 - 01:46 PM
I know most of it can be turned off ..but I dunno its a little cluttered ...
Could you make the sound options more flexible...
for example I like the sounds where the bullets hit specific surfaces and the sounds for walking on different ground surfaces .. but I don't like the new weapon sounds and new explosion sounds..
the blood is also a little overboard ... not sure if there's an option to turn that off?
and maybe an option to take off the different font colours example ...(a secret place).... I liked the plain blue
But I guess that's just me...
#729 Posted 27 May 2010 - 02:35 PM
ozz, on May 27 2010, 02:46 PM, said:
I know most of it can be turned off ..but I dunno its a little cluttered ...
Could you make the sound options more flexible...
for example I like the sounds where the bullets hit specific surfaces and the sounds for walking on different ground surfaces .. but I don't like the new weapon sounds and new explosion sounds..
the blood is also a little overboard ... not sure if there's an option to turn that off?
and maybe an option to take off the different font colours example ...(a secret place).... I liked the plain blue
But I guess that's just me...
What I need to do is make a new and improved menu system with scroll bars, check boxes, and other fancy stuff. Then I could add options for every single sound and whatever else people want the option of changing. The way it is now, I can't really have tons of options.
Having said that...I find it hard to understand how you can go from liking the mod to not liking the mod because of the things you mentioned. For example, do you really prefer there to be only the one explosion sound from the original game as opposed to the assortment of explosion sounds in Duke Plus? Most of the stuff you mentioned has been in DP for a long time now.
#730 Posted 27 May 2010 - 11:36 PM
DeeperThought, on May 28 2010, 08:35 AM, said:
Having said that...I find it hard to understand how you can go from liking the mod to not liking the mod because of the things you mentioned. For example, do you really prefer there to be only the one explosion sound from the original game as opposed to the assortment of explosion sounds in Duke Plus? Most of the stuff you mentioned has been in DP for a long time now.
Don't get me wrong Duke plus is great, it just seems to me its moving away from Duke 3D's roots a bit ... I used to have a old copy of it , then I lost it somehow ... then downloaded the new one ... and it didn't have that duke 3d feel ...
for example the new chaingun sound it sounds good , but it doesn't fit into duke 3d world ... I always imagined the Ripper sounded like that because it was a futuristic chaingun (maybe with a silencer).... when its just a normal chaingun sound it also effects the monsters, like the Battle Lord and its just sounds strange..
the explosions are Ok , but sounds weird if make several explosions at the same time.
I haven't used Duke Plus in awhile though due to how much framerate drops when running the mod in polymer
,so maybe the options are more flexible I don't know.
its still a great mod its just some little things like the font colour bug me ..I don't know why but they do
#732 Posted 28 May 2010 - 05:46 AM
ozz, on May 28 2010, 09:36 AM, said:
Me too, even with all graphics options to the lowest settings. My computer is from 2008.
#733 Posted 28 May 2010 - 06:58 AM
ozz, on May 28 2010, 12:36 AM, said:
That's an EDuke32 bug. After about 15 minutes of gameplay, the stopsound command (which I use in order to stop the original explosion sound and then randomly select a new one) gets broken and the result is a cacophony. This bug was introduced when EDuke32 went over to the new sound system last year. I complained about this bug a lot (and so did others) but I finally gave up and stopped talking about it. When it happens I just save the game, quit and reload. Bottom line: IT'S NOT MY FUCKING FAULT!
I actually agree about the chaingun sound I have been thinking about changing that for some time now.
#734 Posted 30 May 2010 - 09:09 AM
#735 Posted 30 May 2010 - 09:38 AM
williamjcm, on May 30 2010, 10:09 AM, said:
The realistic running option does not reduce your maximum running speed. It reduces your acceleration, so it takes longer to reach max speed. Also, it adds some commonsense to the equation (you cannot run as fast while moving backwards, etc).
I don't know what bunny jumping is, but I think Duke can already run incredibly fast.
#736 Posted 30 May 2010 - 11:10 PM
I saw this effect somewhere in a video.
#738 Posted 31 May 2010 - 04:48 AM
DeeperThought, on May 30 2010, 07:38 PM, said:
Here is the answer, from Wikipedia :
Wikipedia said:
This technique is included in games like Painkiller and Warsow.
This post has been edited by williamjcm: 31 May 2010 - 04:50 AM
#739 Posted 03 June 2010 - 05:50 AM
DukePlus does not work any more on Linux with a recent EDuke32 build, last try was with rev 1637 and it was ok.
Log http://pastebin.com/0nEzGv2X

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