Duke Plus "feedback and general discussion of Duke Plus"
#796 Posted 05 July 2010 - 01:30 PM
#797 Posted 06 July 2010 - 12:44 AM
DanM, on Jul 5 2010, 11:30 PM, said:
I also thought of it.
There is a Half-Life 2 mod called "CSS SCI FI 3: Hardwired" which uses a special hub for maps. You start in a lobby that gives you access to (1) an episode hub, (2) an individual level hub and (3) a shooting range for weapons.
Maybe the DP hub could be like that one : The episode hub could launch one of the vanilla episodes, the individual level hub to launch one of the DP maps (with maybe a random map button), and a shooting range with every weapon (vanilla and DP).
#798 Posted 06 July 2010 - 02:29 AM
also i did some experimenting DT and have found the DP box made invisible makes a grand bounding box for models, I have included the code i used and the modified tiles005.art it uses, its tile #2080, if this could be permanent DP code that would be great
Quote
eventloadactor 2080
ifvare sprite[THISACTOR].lotag 1
{
cstator 33025
clipdist 100
setactor[THISACTOR].lotag 0
}
// BIGGER CLIPDIST FOR BIGGER VEHICLES LOTAG 2
ifvare sprite[THISACTOR].lotag 2
{
cstator 33025
clipdist 150
setactor[THISACTOR].lotag 0
}
enda
===========================================================
DEF CODE
// BOUNDING BOX
model "DUKEPLUS_RESOURCES/GRAPHICS/MAP_EFFECTS/crate1.MD2"
{
// scale 1.25
scale 5.00
skin { pal 0 file "DUKEPLUS_RESOURCES/GRAPHICS/MAP_EFFECTS/metalcrate.jpg" }
skin { pal 30 file "DUKEPLUS_RESOURCES/GRAPHICS/MAP_EFFECTS/0884crate.jpg" }
frame { name "idle01" tile 2080 }
frame { name "idle01" tile 2080 }
frame { name "idle01" tile 2080 }
frame { name "idle01" tile 2080 }
}
This post has been edited by DanM: 06 July 2010 - 02:56 AM
#799 Posted 06 July 2010 - 10:21 AM
#800 Posted 06 July 2010 - 03:36 PM
actually thinking of making some bright green / pink skin so its really easy to see, it kinda blends with vehicles and textures a bit atm
I did some more experimenting and have found i need 4 lotags one for cstat 100 , 150, 175, 200, they work so much nicer than the old system, mainly because duke wont run over the top of the cars and i only need 4 sprites on average rather than 10, and they are so easy to place and line up.
#801 Posted 06 July 2010 - 03:44 PM
DanM, on Jul 6 2010, 04:36 PM, said:
actually thinking of making some bright green / pink skin so its really easy to see, it kinda blends with vehicles and textures a bit atm
I did some more experimenting and have found i need 4 lotags one for cstat 100 , 150, 175, 200, they work so much nicer than the old system, mainly because duke wont run over the top of the cars and i only need 4 sprites on average rather than 10, and they are so easy to place and line up.
All right, I'll add it. But instead of having 4 different lotags, I'll make lotag == clipdist (for example set lotag to 200 if you want 200 clipdist). Keep in mind that the maximum possible clipdist is 255, though.
EDIT: On second thought, what you really want is for the size of the sprite to match the clipdist, then you can truly see in mapster how big the blocking radius is going to be (although a circular model would be more accurate for that). By the way, I don't understand why you attached tiles005.art Tile 2080 is not in that one.
This post has been edited by DeeperThought: 06 July 2010 - 04:01 PM
#802 Posted 06 July 2010 - 04:12 PM
Max clipdist i seem to need atm is 200 for the apc / bulldozer, damn i used alot of sprites on that bulldozer, proabbly 20 or so, now i doubt it will be more than 7, and rotating will be alot more viable, that really screwed up bounding boxes if i wanted a car in an odd angle.
i only included tiles005 (must of been the wrong one) cause i just imported that box art which is crucial for this to work (metal one) into it for a tile, ive only experimented with it atm so that tile is free to change
This post has been edited by DanM: 06 July 2010 - 04:12 PM
#803 Posted 06 July 2010 - 05:56 PM
2.10 7-06-10
* 3 new maps added to the hallway: “Have Fun Storming the Castle” by Salacious Crumb, “Nightshade Army” by Norvak, and “Base to Base 2” by CarThief (replaces B2B in the hallway, but the old map is still present in dpmaps).
* Some bug fixes (sorry I’m too lazy to attempt listing them)
* Comes with new and improved version of EDuke32
It also has the new bounding box sprite, which is tile 6220 (don't put any tags on it, just make it the size you want and it should work). This is an interim release; I expect to make another one soon, but I've been sitting on those maps for too long.
#805 Posted 06 July 2010 - 11:39 PM
Just as an afterthought, could a sprite be coded to have a bunch of bounding boxes always follow it at certain offsets, cause that would be the icing on the cake for the commanders mods
#806 Posted 07 July 2010 - 03:59 AM
I noticed this yesterday when I installed the new WGR2 version on top of the old one. Then today I installed the new DP version on top of the old one. Previously this hasn't fucked up the old configs.
Pretty much the most demoralizing thing that could happen and an instant reason to quit.
#807 Posted 07 July 2010 - 06:54 AM
#808 Posted 07 July 2010 - 10:45 AM
#809 Posted 08 July 2010 - 06:20 AM
#810 Posted 08 July 2010 - 07:24 AM
djdori11, on Jul 8 2010, 07:20 AM, said:
Eventually I will add a save point feature to DP, that will allow level designers to specify certain sectors as autosave points. Making it exactly like it is in Attrition would be a mistake, imo.
#811 Posted 08 July 2010 - 09:43 AM
DeeperThought, on Jul 8 2010, 07:24 AM, said:
Ah you mean like some sort of checkpoints?
Sounds cool.
#812 Posted 16 July 2010 - 06:20 AM
#813 Posted 16 July 2010 - 01:40 PM
Spike, on Jul 16 2010, 04:20 PM, said:
Are you talking about the SkyCar ?
#814 Posted 19 July 2010 - 10:16 AM
MAKING MY NSA MAP (AS WELL AS OTHER LEVELS) UNPLAYABLE
SOMEONE ALREADY HAD REALIZED THAT?
oopsss fuckin CAPS lock....
#815 Posted 19 July 2010 - 10:59 AM
This post has been edited by Spiker: 19 July 2010 - 11:00 AM
#816 Posted 19 July 2010 - 12:37 PM
Spiker, on Jul 19 2010, 01:59 PM, said:
Yeah. maybe that is the only solution, although there are many DP sprites in my map that use shading for other porpuses, so i don´t want to spoil spawners or shooters, and i´m too lazy to tweak every element one by one...
The problem is that if u hav a sector with 21 point in the north and the south walls, and 25 in the east and west wall, side walls look weird, then if u increase shade of the entire map there´re other walls that don´t need any change in its shading.
Also there´re some dark places in other maps with the same trouble, it means people have to tweak all those maps?
May the last Eduke has fixed this, i haven´t tried it yet.
#817 Posted 19 July 2010 - 01:18 PM
#819 Posted 20 July 2010 - 11:07 AM
DeeperThought, on Jul 19 2010, 04:18 PM, said:
OK
#820 Posted 24 July 2010 - 02:23 PM
I converted all the changed art to tilefromtexture. That way, DP makes little to no footprint. Please use it.
#821 Posted 24 July 2010 - 03:01 PM
Hendricks266, on Jul 24 2010, 03:23 PM, said:
I converted all the changed art to tilefromtexture. That way, DP makes little to no footprint. Please use it.
Have you tested DP with your tilefromtextures? It definitely needs to be tested to make sure there are no glitches.
#822 Posted 25 July 2010 - 08:52 PM
#823 Posted 30 July 2010 - 03:48 PM
- Incorporated Muelsa’s DukeBike into DukePlus, with some enhancements. Try it out using Muelsa’s maps (named DUKEBIKE.map and DUKEBIKE2.map in the dpmaps folder).
- Added some new lighting effects for level designers (see DPEFFECTS, SE 49).
- Monster corpses and items float on shallow water instead of becoming invisible under the surface.
- Karate kicks are easier to aim (they will auto-aim at nearby enemies)
- Added check point support and a menu disabling option for those making DukePlus based TCs
- Got rid of edited tiles05.art and tiles08.art, and instead use tilefromtexture for only the needed tiles. This allows compatibility with mods that modify those art files, such as Nuclear Winter and Caribbean Vacation.
- New pickup sounds for some weapons and items to replace the old Duke beep.
- Comes with new and improved version of EDuke32
#824 Posted 01 August 2010 - 05:15 PM
•Karate kicks are easier to aim (they will auto-aim at nearby enemies)
mmmmh
I don´t like those two. The rest is cool as always.

Help
Duke4.net
DNF #1
Duke 3D #1


