Duke Plus "feedback and general discussion of Duke Plus"
#740 Posted 03 June 2010 - 11:41 PM
also the blood splats that hit the walls are kinda just strait lines and a whiel ago they looked much moe....splatty, what happend to them?
#741 Posted 03 June 2010 - 11:48 PM
king karl, on Jun 4 2010, 12:41 AM, said:
also the blood splats that hit the walls are kinda just strait lines and a whiel ago they looked much moe....splatty, what happend to them?
I'm a bit inebriated as a type this, but hopefully it's accurate...
Gore disappearing is a good idea not just to protect framerate but also because there is a hard sprite limit of 16384, and you could easily exceed that in some maps if gore stayed around for very long. Plus it's hard to add more options the way I have it coded currently (see my previous post about that issue).
As for blood splats on walls...the hardcoded ones have a nice feature, they stretch and appear to drip down the wall. I was too lazy/incompetent to try and emulate that feature with custom art, so I reverted to the hardcoded splats on walls.
#742 Posted 04 June 2010 - 02:54 PM
but as for the splats on walls waht if u just made smaller versions appear beneath the other giving the illusion of dripping?
#743 Posted 05 June 2010 - 01:06 AM
kinda like this
#745 Posted 06 June 2010 - 04:29 PM
#746 Posted 06 June 2010 - 11:34 PM
king karl, on Jun 7 2010, 10:29 AM, said:
Realistic blood on walls would be great , I think I brought that up a while back.
but there's no reason the same thing could be applied to HUD ... allot of modern games have similar effects.
Another idea i had was, making duke catch fire when running though fire.. maybe he stays lit for 5 seconds,, losing a tiny bit of health... might be something to think about
#747 Posted 06 June 2010 - 11:48 PM
#748 Posted 15 June 2010 - 09:17 PM
I mentioned it before, but now I can show it.
The coolest bug in Duke Plus ever, captured on video!
Cool Duke Plus Glitch
#749 Posted 15 June 2010 - 09:27 PM
VinsaneOne, on Jun 15 2010, 10:17 PM, said:
I mentioned it before, but now I can show it.
The coolest bug in Duke Plus ever, captured on video!
Cool Duke Plus Glitch
Well I'm sorry I made it less cool by fixing that bug!
By the way, there will be an update of DP coming soon. The main purpose of the update is to include some new maps: "Have Fun Storming the Castle" by Salacious Crumb, and "Nightshade Army" by Mike Norvak. For those who have played those maps, and have been keeping up with EDuke32 snapshots and the latest DP code, there won't be won't be much new. It's basically going to be a maintenance update.
#750 Posted 15 June 2010 - 09:34 PM
DeeperThought, on Jun 16 2010, 01:27 AM, said:
Thats ok, I can play it till I melt my H.D. On that note, I should run a back-up on my disks just in case!
#751 Posted 19 June 2010 - 09:04 AM
#752 Posted 19 June 2010 - 11:36 AM
evilfish6666, on Jun 19 2010, 10:04 AM, said:
There is a model but it doesn't look very much like the battlelord cannon and it has a few other issues so I haven't been using it. There might be some commented out defs for it in dukeplus.def, but I'm not going to be of much help.
#754 Posted 23 June 2010 - 08:06 PM
#755 Posted 23 June 2010 - 08:13 PM
salmonface, on Jun 23 2010, 09:06 PM, said:
I don't know why it crashes on Linux, sorry. I don't use Linux myself and don't know much about it.
The "SOUND (#-1) NOT DEFINED!" message appears in the log because I have coded some weapons to make no sound at certain times when they would have made sounds in the unmodified game. It is perfectly harmless and has nothing to do with any crashing or other problems you may be experiencing.
#756 Posted 23 June 2010 - 08:46 PM
Edit
Sorry for the false alarm, I think it has something to do with the sound drivers as it works perfectly with
sound fx turned off. I'm through with linux and going back to windows
This post has been edited by salmonface: 24 June 2010 - 06:30 PM
#757 Posted 24 June 2010 - 04:19 AM
DeeperThought, on Jan 22 2010, 02:27 PM, said:
Original 8-bit sprite (source unknown)

My upsized/filtered shit version

Your new and improved version

Screenshot with your version

Hi DeeperThought
After firing rpg cause creatures with bodies disappear after a while. I do not want to disappear. Please include help .. (Sorry bad english.. I'm a Turkish)
#758 Posted 24 June 2010 - 08:17 AM
But the bodies themselves should not disapper under the current code...
#759 Posted 24 June 2010 - 08:40 AM
After
Is gradually lost body parts. I do not want to disappear. Is there a file to turn off this feature?
#760 Posted 24 June 2010 - 02:29 PM
Pehaps you can do it yourself with CON coding, but you need to wait DT for that.
#762 Posted 28 June 2010 - 12:20 PM
#763 Posted 28 June 2010 - 02:51 PM
Two recommendations: Please change hall to its old style, I liked it more and it looked more realistically in its older form. If you had problems with unsufficient space for another maps, you should just make it longer.
Second idea: Make pigcop tanks driveable. Dont add them as separate thing, but make enemy pigcop tanks driveable. I have idea. If you want to drive pigcop tank, you have to use nuke button on its back and there will be percentage propability of killing its driver (enemy pigcop) without destroying tank itself. And then you could drive it. It would have limited armor (maybe also ammunition).
This post has been edited by t800: 29 June 2010 - 12:15 AM
#764 Posted 28 June 2010 - 03:19 PM
t800, on Jun 29 2010, 10:51 AM, said:
So you would be fine with the fact that you are driving a pig tank around that still has the art and model of a pig in it right?
#765 Posted 28 June 2010 - 03:24 PM
#766 Posted 28 June 2010 - 03:42 PM
http://archwhile.wordpress.com
#767 Posted 28 June 2010 - 11:05 PM
i think its very very usefull and you should add it to the duke plus mod!
what you think about it? duke plus will be awesome with autosave system!
This post has been edited by djdori11: 28 June 2010 - 11:06 PM
#768 Posted 28 June 2010 - 11:28 PM
Mr. Green, on Jun 29 2010, 01:42 AM, said:
But why did they choose Jonofs port for base? EDuke32 is way better than JfDuke.

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