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Duke Plus  "feedback and general discussion of Duke Plus"

User is offline   Stabs 

#800

yup thats why i use it, i can see it

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.
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User is offline   Danukem 

  • Duke Plus Developer

#801

 DanM, on Jul 6 2010, 04:36 PM, said:

yup thats why i use it, i can see it

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

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User is offline   Stabs 

#802

sounds good to me :)

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

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User is offline   Danukem 

  • Duke Plus Developer

#803

Just uploaded a new version:


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.
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User is offline   Stabs 

#804

cool stuff thanks for that

ill try it out tonite :)
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User is offline   Stabs 

#805

bounding box works so well now, you have saved me much time with this

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 :)
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User is offline   Mikko 

  • Honored Donor

#806

Is it some new EDuke32 thing that your old configs get fucked up when you install a new EDuke32 version?

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.
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User is offline   Danukem 

  • Duke Plus Developer

#807

Yes, there have been some big changes to EDuke32 since the last released versions of those mods, and as a result, cfgs get fucked up. Since it's an EDuke32 thing, it would happen with any mod or even vanilla Duke.
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User is offline   Spirrwell 

  • tile 1018

#808

Eh I don't really like Duke Plus, it's not my type of mod, but it has potential.
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User is offline   djdori11 

#809

i like the duke plus mod but i think you shuold make the autosave system like in your attrition mod to your duke plus mod! its will be awesome and will make duke nukem a really better game!
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User is offline   Danukem 

  • Duke Plus Developer

#810

 djdori11, on Jul 8 2010, 07:20 AM, said:

i like the duke plus mod but i think you shuold make the autosave system like in your attrition mod to your duke plus mod! its will be awesome and will make duke nukem a really better game!


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.
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#811

View PostDeeperThought, on Jul 8 2010, 07:24 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.

Ah you mean like some sort of checkpoints?
Sounds cool.
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User is offline   Spike 

#812

duke plus is awsome but there should be more car levels that would be cool
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User is offline   williamjcm 

#813

View PostSpike, on Jul 16 2010, 04:20 PM, said:

duke plus is awsome but there should be more car levels that would be cool

Are you talking about the SkyCar ?
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User is offline   Mike Norvak 

  • Music Producer

#814

THERE´S A PROBLEM. THE NEW EDUKE32 ENGINE THAT COMES WITH DUKEPLUS 2.1 MAKE SOME DARK MAPS LOOKS EVEN MORE DARK. IF THE SHADE LEVEL OF A WALL OR SECTOR IS ABOVE 22-24 POINTS IT TURNS TOTALLY BLACK; I MEAN ALTHOUGH U INCREASE THE GLOBAL BRIGHTNESS THIS DARK SURFACES KEEP IN BLACK

MAKING MY NSA MAP (AS WELL AS OTHER LEVELS) UNPLAYABLE :)


SOMEONE ALREADY HAD REALIZED THAT?

oopsss fuckin CAPS lock....
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User is offline   Spiker 

#815

There was a reason why the shading was changed, however I think it was tweaked or so. If it's still bad with the very last version (cause the one in DP may be not the latest one) then you can fix it by selecting whole your map with ALT in 2d mode, then switching to 3d mode and adjusting shading in the whole map.

This post has been edited by Spiker: 19 July 2010 - 11:00 AM

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User is offline   Mike Norvak 

  • Music Producer

#816

View PostSpiker, on Jul 19 2010, 01:59 PM, said:

There was a reason why the shading was changed, however I think it was tweaked or so. If it's still bad with the very last version (cause the one in DP may be not the latest one) then you can fix it by selecting whole your map with ALT in 2d mode, then switching to 3d mode and adjusting shading in the whole map.


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.
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User is offline   Danukem 

  • Duke Plus Developer

#817

Try the latest eduke and see how it looks. I do NOT recommend changing the map. Thousands of maps are affected by the new shading, and if there's a problem with it then it will probably be fixed. If you change your map, then it will end up looking too bright when the eduke shading is tweaked again.
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User is offline   Stabs 

#818

r_shadescale 1.05

:)
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User is offline   Mike Norvak 

  • Music Producer

#819

View PostDeeperThought, on Jul 19 2010, 04:18 PM, said:

Try the latest eduke and see how it looks. I do NOT recommend changing the map. Thousands of maps are affected by the new shading, and if there's a problem with it then it will probably be fixed. If you change your map, then it will end up looking too bright when the eduke shading is tweaked again.


OK
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User is offline   Hendricks266 

  • Weaponized Autism

  #820

In trying to make my HRPs mutators compatible with DP, I ran into the .art tiles that DP has in its folder.

I converted all the changed art to tilefromtexture. That way, DP makes little to no footprint. Please use it. :)
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User is offline   Danukem 

  • Duke Plus Developer

#821

View PostHendricks266, on Jul 24 2010, 03:23 PM, said:

In trying to make my HRPs mutators compatible with DP, I ran into the .art tiles that DP has in its folder.

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.
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User is offline   Stabs 

#822

would it be possible to expand on dukeplus's polymer lights, currently the extra makes it pulse but if i say set a pal of 40 - 42 they could contain 3 different types of preset random flickers more similar to a broken light?
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User is offline   Danukem 

  • Duke Plus Developer

#823

DukePlus version 2.11 released!

  • 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

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User is offline   Gambini 

#824

•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)


mmmmh :)

I don´t like those two. The rest is cool as always.
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User is offline   Danukem 

  • Duke Plus Developer

#825

Usually I can discern some rationale for your preferences, but in this case I really have no idea why those would be objectionable. The water effect is one of the best things I have done in months, imo.
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User is offline   Stabs 

#826

if its like how bodies float in shadow warrior it should be good, i have the perfect part for it :)

Ive been playing around with those lights quite a bit and the only thing i could see it using is with pal 1, if you set a minus shade value the light should stay on mostly and flicker now and then, naturally this would make little difference at values of 100 or 100- because its blinking so fast
, that glow map hack got me thinking how you could make walls with breaking light textures work with lights

if the lights in a sector with a wall / ceiling with an extra 4911, make hitag of the wall the tile it changes to when shot, and the lotag is the amount shade added to it when shot, because a light texture should be fullbright but when broken goes back to the shade of everything around it, when the 4911 wall texture is broken and changes to its broken state defined by hitag thats when the SE49 starts to use the pal 1 flashing values, just a thought :)
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User is offline   Danukem 

  • Duke Plus Developer

#827

I'm confused. Since we are talking about Polymer lights here, why would you want the wall texture or shades to change? When the light is broken, you want the model to switch to a broken version and the SE 49 to die. What am I missing?
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User is offline   Stabs 

#828

Sector conatins one SE49, one wall or ceiling with a breakable texture with an extra value of 4911, the hitag of this wall is its broken version tile #. the lotag is how much shade to add to the wall when broken.

When i make a light out of textures i like to turn it up to a shade of 0 so it looks bright, because i use a uniform shade of 27 for everything when shot i would want the texture to add 27 points of shade, hence a lotag of 27 and just use the polymer light hitting it to make it look like its flashing.

Anyway basically what happens is there is an SE49 looking for a wall with an extra of 4911 and a tile matching its hitag, once those conditions are met, ( shooting the light texture which would changes it tile, which would match the hitag ) the SE49 in that sector changes to a pal 1, starting the flash effect, you would only need to enter the shade in mapster.

I think it might work, its based of the glow map flash effect, i hope i explained this well enough.

EDIT : I dont think this would work with ceiling or floor as they share lotag / hitag

This post has been edited by DanM: 01 August 2010 - 08:54 PM

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User is offline   Danukem 

  • Duke Plus Developer

#829

View PostDanM, on Aug 1 2010, 09:45 PM, said:

When i make a light out of textures


Ah that's what I didn't understand. We had just been working with SE 49 lights from light models and I was still thinking of those.

I have a strong hunch this would be a bad move. It involves mixing up the old shade based lighting system with the Polymer lighting system, and it's getting complicated, making me worry about bugs (even without your edit).

If you want a light model that becomes a broken version and then changes the associated SE 49 to the flickering light after being shot, that's fine, but I don't think it's a good idea to be messing with wall/floor shades and textures for this.
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