Duke Plus "feedback and general discussion of Duke Plus"
#79 Posted 23 May 2009 - 12:10 AM
any help would be appreciated.
Great mod by the way
#80 Posted 23 May 2009 - 07:40 AM
XenoMatriX, on May 23 2009, 01:10 AM, said:
any help would be appreciated.
Great mod by the way
There isn't any nice, user friendly way of doing it. It involves finding the right place in the code and inserting your tile numbers into a list. You can open up USERPLUS.CON in a text editor and find "state CHECKSTEPS", which is about halfway through the file. That will bring you to this neighborhood:
// 0 DEFAULT
// 1 WOOD
// 2 TIN
// 3 GRATE
// 4 GRASS
// 5 TILE
// 6 CARPET
// 7 CONCRETE
// 8 SNOW
// 9 WATER
// 10 ELECTRONIC
// 11 ORGANIC
gamevar STEPSOUNDFX 0 1
gamevar FLOORTEX 0 1
gamevar FOOTSTEPCOUNT 0 1
state CHECKSTEPS
// ifvarg underwater 0 { setvar STEPSOUNDFX 9 break }
setvar STEPSOUNDFX 0
switch FLOORTEX
case 0 setvar STEPSOUNDFX 0 break
case 70 case 370 case 735 case 745 case 749 case 821 case 822 case 879 case 880 case 884
case 1188 case 1200 case 1201 case 4110 case 4111 case 4303 case 4428 case 1170
// DC steps
case 3684 case 3685 case 3691
setvar STEPSOUNDFX 1 breakIn this badly formatted code, notice the commented list of surface types (type 1 is wood, 2 is metal, etc.) Following that is a big switch statement that groups tile numbers into the different types. The last line in the code above "setvar STEPSOUNDFX 1 break" is grouping the cases above it into the wood category. Below that, you will see another (much larger) group of cases followed by "setvar STEPSOUNDFX 2 break", which are the metal tiles. The cases commented as "DC steps" are tiles from the Duke it out in DC add-on. You can remove those cases if they conflict with your tile number (they are in the tiles014 range IIRC).
So what you would do is add new cases to the list with your tile numbers, in the section corresponding to the right tile type. This controls not just stepping sounds, but also what happens when you shoot the tile.
#81 Posted 24 May 2009 - 11:52 PM
This post has been edited by XenoMatriX: 24 May 2009 - 11:52 PM
#82 Posted 28 May 2009 - 10:46 PM
The next Polymer trailer should be done using Duke Plus. It's hands down the best EDuke32 mod I've ever seen.
#83 Posted 30 May 2009 - 11:52 PM
If you first freeze her and after she is defrosted, you try to shrink her she dies
You can freeze and shrink the other strippers as many times as you want
This is only SD_Duke and DukePlus bug and doesn't happen when you play with the HRP only.
The red stripper is located on the left when you enter the room with strippers (after you open the lock with the red keycard)
This post has been edited by supergoofy: 30 May 2009 - 11:56 PM
#84 Posted 31 May 2009 - 12:14 AM
Yatta, on May 28 2009, 11:46 PM, said:
The next Polymer trailer should be done using Duke Plus. It's hands down the best EDuke32 mod I've ever seen.
Thanks! Let me know when you plan on making another polymer trailer so I can do some bug exterminating first.
@supergoofy: Are you saying that the bug only happens with red strippers? How strange.
#85 Posted 31 May 2009 - 12:17 AM
DeeperThought, on May 31 2009, 12:14 AM, said:
@supergoofy: Are you saying that the bug only happens with red strippers? How strange.
yes it happens with the red strippers (1313). It's very strange and I have made many tests to confirm it. Please check it the bug is real and it happens even if you don't use HRP with DUKEPLUS.
SD_Duke has the same problem
[edit]
the bug it doesn't happen with the original game either if you use HRP or not
the bug happens only with DukePlus even if you don't use HRP.
This post has been edited by supergoofy: 31 May 2009 - 04:04 AM
#86 Posted 31 May 2009 - 07:07 PM
DeeperThought, on May 31 2009, 01:14 AM, said:
You're welcome but I was just being honest.
The next Polymer trailer will be done when at least 25% of the levels are light mapped, so none of the footage will have to yield complaints from uninformed people saying "it's too dark."
I hope to use Duke Plus extensively in the next trailer.
#87 Posted 01 June 2009 - 04:37 AM
#89 Posted 07 June 2009 - 02:03 PM
- It's possible to make the Slimer Egg gibs & blood green and not red as they currently are ?
- It's possible to avoid that flames spawn on water surfaces and underwater areas ?
#90 Posted 07 June 2009 - 03:12 PM
Headless_Horseman, on Jun 7 2009, 03:03 PM, said:
- It's possible to make the Slimer Egg gibs & blood green and not red as they currently are ?
- It's possible to avoid that flames spawn on water surfaces and underwater areas ?
Those two fixes are now included in these CONs:
http://deeperthought...m/dp/dpcons.rar
No more underwater fires spawning due to RPGs on enemies, and egg gore is green (as long as the egg was pal 0). For some reason it was tough to get the slimer fix to work. I tried changing the color of the gore when it spawned (in EVENT_EGS) but that did not work, so I had to change it elsewhere with an ugly kludge. And it reminded me of why I don't enjoy working on Duke Plus these days. I'm tired of all the workarounds and nasty bugs that crop up. Partly it is due to hardcoded stuff, and partly it is due to having a zillion optional features that all have to work together in any random combination. Coding a TC like WGR2 seems trouble free by comparison.
#91 Posted 07 June 2009 - 06:16 PM
#92 Posted 07 June 2009 - 11:42 PM
I mean those monsters (bosses) whose death ends the level.
Yesterday i captured a battlelord and had to release him again and kick him to death because i ran out of ammo.
#93 Posted 08 June 2009 - 01:49 PM
#94 Posted 08 June 2009 - 02:00 PM
This post has been edited by supergoofy: 08 June 2009 - 02:01 PM
#95 Posted 08 June 2009 - 02:12 PM
Headless_Horseman, on Jun 8 2009, 02:49 PM, said:
Yeah, there seems to be a bug. I was already about to start working on that, so here I go...
Hopefully I'll have a fix later today.
#96 Posted 08 June 2009 - 03:24 PM
Replace your CON files with these:
http://deeperthought...m/dp/dpcons.rar
Boring technical details follow:
Monsters using "advanced AI" follow a trail of invisible sprites spawned by the player in order to track him (generally speaking, this works a lot better than the hardcoded following routine). If a monster was not yet latched onto the trail, it would attempt to acquire the trail by checking each individual trail sprite in the array to see if it was accessible from the monster's position, until it found a trail sprite it could reach. The monster would check EVERY trail sprite EVERY single tic until it was latched on, or until the monster fell asleep. Monsters that spawned which were not in view of the player or his trail would therefore cause a huge drag on CPU.
The fix was to make each monster check only one trail sprite per tic, then save its position in the array until next tic. Since the maximum size of the trail array was 100 (and it was usually full), this means the monsters now take about 1% of the cpu that they did before when acquiring a trail.
#97 Posted 08 June 2009 - 03:36 PM
#98 Posted 09 June 2009 - 06:31 AM
#100 Posted 09 June 2009 - 07:19 AM
This post has been edited by Fantinaikos: 09 June 2009 - 07:23 AM
#101 Posted 09 June 2009 - 07:36 AM
Headless_Horseman, on Jun 9 2009, 07:31 AM, said:
Are you sure that wasn't just a random crash? I use that gun a lot and it never crashes. The build of EDuke32 I use is more recent than the last released snapshot so I can't be sure though.
#102 Posted 09 June 2009 - 10:48 AM
I also have to mention that the Advanced AI fix greatly improve the overall performance of DukePlus on my PC : just tried the Tribute To Action 2 map, that is filled with sprites and respawns and everything just runs greatly !
#103 Posted 09 June 2009 - 11:55 AM
Fantinaikos, on Jun 9 2009, 08:19 AM, said:
Thats a good idea in principal, but the chaingun is held at or below the hip, so you wouldn't really see anything in the HUD. You could probably raise it up or re-gig it to work somehow. Firing proximity mines into a corridor during deathmatch would be very cool.
#104 Posted 09 June 2009 - 01:13 PM
[img=http://img19.imageshack.us/img19/4707/battlelordchaingun1.png]
#105 Posted 09 June 2009 - 02:20 PM
Fantinaikos, on Jun 9 2009, 02:13 PM, said:
[img=http://img19.imageshack.us/img19/4707/battlelordchaingun1.png]

Are you saying you want the battlelord to drop his weapon when he dies, so the player can pick it up and use the minigun/mortar launcher as a subweapon of chaingun?
#106 Posted 09 June 2009 - 02:23 PM
Quote
YESSSHHH, YESSSHHH. (Bison's trumpet)
#107 Posted 09 June 2009 - 02:47 PM
DeeperThought, on Jun 9 2009, 03:20 PM, said:
Yeppers. Sounds like a pretty cool idea if you ask me.
And as Fantanaikos mentioned earlier, the Chain/Mortar gun that Hellbound made is a separate model, so should be pretty easy to make a HUD version and a Pick-up.
This post has been edited by Tea Monster: 09 June 2009 - 02:49 PM
#108 Posted 10 June 2009 - 03:16 AM
http://www.mediafire.com/?sharekey=8d207c5...04e75f6e8ebb871
For the mortar model, is in the "projectile" folder with the skin and a glow skin.

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