Duke Plus "feedback and general discussion of Duke Plus"
#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.
#825 Posted 01 August 2010 - 06:33 PM
#826 Posted 01 August 2010 - 07:12 PM
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
#827 Posted 01 August 2010 - 08:16 PM
#828 Posted 01 August 2010 - 08:45 PM
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
#829 Posted 01 August 2010 - 10:50 PM
DanM, on Aug 1 2010, 09:45 PM, said:
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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