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Duke Plus  "feedback and general discussion of Duke Plus"

User is offline   king karl 

#740

i dont like how most of the gore effects dissapear quick leaving only a few plain heads and limbs (even the blood splats dissapear) would it be possible to adda n option to change that for faster computers,

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?
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User is offline   Danukem 

  • Duke Plus Developer

#741

View Postking karl, on Jun 4 2010, 12:41 AM, said:

i dont like how most of the gore effects dissapear quick leaving only a few plain heads and limbs (even the blood splats dissapear) would it be possible to adda n option to change that for faster computers,

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.
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User is offline   king karl 

#742

ah that makes sense about hte spirte limit

but as for the splats on walls waht if u just made smaller versions appear beneath the other giving the illusion of dripping?
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User is offline   Night Wolf 

#743

Here's an idea, how about making a blood splatter effect on the HUD when shooting an enemy at close range?
kinda like this
Posted Image
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User is offline   Night Wolf 

#744

hmm didn't show use this link
HUD blood
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User is offline   king karl 

#745

that be a nice effect in addition but it just doesnt beat having good realistic blood allllllll over the walls
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User is offline   Night Wolf 

#746

View Postking karl, on Jun 7 2010, 10:29 AM, said:

that be a nice effect in addition but it just doesnt beat having good realistic blood allllllll over the walls


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
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User is offline   Stabs 

#747

knowing how polymer loves to handle cutout pngs i think the blood splatter would result in alot of up close & personal clipping :(
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User is offline   VinsaneOne 

#748

In an older version of Duke Plus, this happend randomly. I just got lucky having Fraps loaded the other night playing that old version and when I released a captured monster, it spawned a freakin bunch more!
I mentioned it before, but now I can show it.
The coolest bug in Duke Plus ever, captured on video!

Cool Duke Plus Glitch
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User is offline   Danukem 

  • Duke Plus Developer

#749

View PostVinsaneOne, on Jun 15 2010, 10:17 PM, said:

In an older version of Duke Plus, this happend randomly. I just got lucky having Fraps loaded the other night playing that old version and when I released a captured monster, it spawned a freakin bunch more!
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.
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User is offline   VinsaneOne 

#750

View PostDeeperThought, on Jun 16 2010, 01:27 AM, said:

Well I'm sorry I made it less cool by fixing that bug!

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!
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#751

hey im new to the forum but ive been playin duke plus for years and ive got a question in your latest release you added the battle lord cannon but its not modeled its only got pixels have i installed wrong cos when i was lookin through the files i found a model for a minigun is this a diferent gun if so how do i get it to show up in game?
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User is offline   Danukem 

  • Duke Plus Developer

#752

View Postevilfish6666, on Jun 19 2010, 10:04 AM, said:

hey im new to the forum but ive been playin duke plus for years and ive got a question in your latest release you added the battle lord cannon but its not modeled its only got pixels have i installed wrong cos when i was lookin through the files i found a model for a minigun is this a diferent gun if so how do i get it to show up in game?


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.
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#753

thats cool thax for the reply anyways
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User is offline   salmonface 

#754

This is my first post, I'm not very good at explaining things but dukeplus crashes on ubuntu 10.04 64 bit Linux when I use the cruizer shotgun or the freezer plus. I can't post the log right now because I'm using my smartphone. It doesn't crash on Windows but in the console it says "SOUND (#-1) NOT DEFINED!". Any idea why this happens?
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User is offline   Danukem 

  • Duke Plus Developer

#755

View Postsalmonface, on Jun 23 2010, 09:06 PM, said:

This is my first post, I'm not very good at explaining things but dukeplus crashes on ubuntu 10.04 64 bit Linux when I use the cruizer shotgun or the freezer plus. I can't post the log right now because I'm using my smartphone. It doesn't crash on Windows but in the console it says "SOUND (#-1) NOT DEFINED!". Any idea why this happens?


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.
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User is offline   salmonface 

#756

Okay I'll just use Windows :) . I don't know much about Linux either, I was just testing it and I have no idea what causes it to crash. I was just hoping I could improve dukeplus by posting about the crash. Also the log file doesn't contain any useful information.

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

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#757

View PostDeeperThought, on Jan 22 2010, 02:27 PM, said:

Thank you! I was going to ask for help with those, but I never got around to it. Let's look at the progression:

Original 8-bit sprite (source unknown)
Posted Image

My upsized/filtered shit version
Posted Image

Your new and improved version
Posted Image

Screenshot with your version
Posted Image


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)
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#758

If you're referring to the gibs (body parts, entrails and so on), they disappear to improve framerate and performance.
But the bodies themselves should not disapper under the current code...
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#759

Before

Attached Image: before.PNG


After

Attached Image: after.PNG


Is gradually lost body parts. I do not want to disappear. Is there a file to turn off this feature?
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#760

No, this feature cannot be turned off.
Pehaps you can do it yourself with CON coding, but you need to wait DT for that.
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#761

Ok Thanks.. :)
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User is offline   king karl 

#762

i just had this conversation with him, unfortunatley its not only about performance its about stoping the map from spawning too many sprites (if it passes this limit the game will crash)
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User is offline   t800 

#763

At first I want praise your mod. It is really superb. I know it from version 1.9. It went trough a lot of changes from then.
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

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User is offline   The Commander 

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

#764

View Postt800, on Jun 29 2010, 10:51 AM, said:

And then you could drive it.

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?
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User is offline   t800 

#765

It is logical that we need new art for driveable pigcop tank. I would prefer classic 2d sprite. And it should also have view from inside.
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User is offline   Green 

  #766

You can already have a driveable pigcop tank in this source code modification project.

http://archwhile.wordpress.com
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User is offline   djdori11 

#767

hey i saw that you did an autosave system in your Duke Nukem: Attrition mod.
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

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User is offline   t800 

#768

View PostMr. Green, on Jun 29 2010, 01:42 AM, said:

You can already have a driveable pigcop tank in this source code modification project.


But why did they choose Jonofs port for base? EDuke32 is way better than JfDuke.
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User is offline   Green 

  #769

No idea. I think a user on this forum named chelios is related to the project but my knowledge as to who is involved and the progress is limited to that webpage.
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