Duke Plus "feedback and general discussion of Duke Plus"
#830 Posted 02 August 2010 - 01:03 AM
If a SE49 has a pal 3 which makes it have a 0 hitag, could it be linked through its extra to a dp touchplate / chain / light switch sprite? i could control when lights come on pal 0 and off pal 3 then i could make the classic scary hallway effect where the lights turn off one by one, getting closer to you, the chains are good because i can control timing perfectly .
i could make certain lights like the big light hitag of 5000 that lights up the pool on the roof of the hotel in nine one one turned off at the start and when you first come out into the street it should give a bit of an fps boost, you dont need to be up there so it shouldn't matter if its off.
That would be cool if you could make a breaking light like that, i don't think i would make every light breakable, all that flashing will probably look bad, but used in situation with a scripted explosion (like the commander fight in the cinema when he blows up the wall, lights could start flashing.) it could do a lot to increase the destructive atmosphere, id probably just hide a C4 Canister above the light hidden in the roof so it will be affected by it
the extra bit for the dukebike which makes it invulnerable and makes the player cop all the damage, you could really screw yourself in this level iam working on at the moment if you loose your bike,
I also need the sector of death to work with the invulnerable bike, so if you jump of the bike and it goes flying of a cliff into the ocean and it has this SE as soon as it hits the water the screen should fade out and say "you have lost the bike, mission failed" or some crap like that.
cheers for this stuff DT if your keen on doing it its a bit of task this one.
#831 Posted 03 August 2010 - 11:54 AM
#832 Posted 03 August 2010 - 11:59 AM
Norvak, on Aug 3 2010, 12:54 PM, said:
OK. There should be 3 tags. One for destructible (bullets, explosions, or whatever), one for non-moveable, and one for the item (if any) that it contains.
#833 Posted 04 August 2010 - 11:50 AM
DeeperThought, on Aug 3 2010, 02:59 PM, said:
Sounds great, i know this will have many usefull porpuses...
#834 Posted 04 August 2010 - 07:04 PM
#835 Posted 04 August 2010 - 09:15 PM
This post has been edited by DeeperThought: 04 August 2010 - 09:15 PM
#836 Posted 22 August 2010 - 02:27 AM
also i was playing around with the new eduke with hud lighting and the cruizer, double barrel, and mp5 all needed their zadd modified to work correctly with the new eduke, and then they would not look right in polymost, however the shotgun in attrition viewed correctly either way so there is something to look into there.
#837 Posted 22 August 2010 - 03:24 AM
You should be able to only use the pistol (one handed), the shotgun, the double barreled shotgun and the chaingun/MP5. Weapons that do not take two hands, should be done also to balance the game because The dukebike give an extra armor and is too easy defeat the enemies.
This post has been edited by Fantinaikos: 22 August 2010 - 03:29 AM
#838 Posted 22 August 2010 - 07:35 AM
DanM, on Aug 22 2010, 03:27 AM, said:
Thanks for the muzzle flashes. I will check them out soon.
As for the zadd issue, for now I will assume that something has not yet been implemented fully in the recently added Polymer HUD, and that it will be fixed. Getting models positioned properly in the HUD can be a very tedious process, and it's not something I want to mess with again except as a last resort.
#839 Posted 22 August 2010 - 12:37 PM
#840 Posted 22 August 2010 - 01:43 PM
Polymer


Polymost


Since the HRP models all display correctly, the issue is probably CON related. I use a zoom of 131072 for those models with rotatesprite, which is double the default zoom.
This post has been edited by DeeperThought: 22 August 2010 - 01:45 PM
#841 Posted 23 August 2010 - 07:59 AM
#842 Posted 23 August 2010 - 09:25 AM
Plagman, on Aug 23 2010, 08:59 AM, said:
Yeah, I checked on one of the weapons and it looks exactly the same between rendmodes when zoom is set to 65536.
#843 Posted 26 August 2010 - 08:21 AM
#844 Posted 27 August 2010 - 08:23 AM
#845 Posted 27 August 2010 - 10:07 AM
Odin, on Aug 27 2010, 09:23 AM, said:
Yeah it has been answered, and the answer is it may never happen. But you don't need the HRP or Polymer for DukePlus. As long as you aren't using the software renderer, those modeled weapons will work fine. It may look a little strange to have a few weapon models among the sprite weapons, but it's not that bad imo.
#846 Posted 31 August 2010 - 01:30 PM
some things i think you should try and add some time (my 2 cents)
--leaning, like in most good modern fps games they have ability to lean around corners etc.
--the option to change the models of the guns. i know you have a few already but i think it would be good if you had an option to use the old laser pistol
--a second laser pistol. you have all the models there why not make the newer laser pistol have a different alt fire like a constant beam. lasers in real life dont shoot balls, its a high enegy focused light.
-- the bfg ground model is way to big it like shrinks when you pick it up (its a cool model and every thing tho)
--ide like to have more tactical weapons also. like a m4 or ak or sumthing would be nice
--i think some of the hud models need to be moved to the right a little bit especially the mp5, i think it looks a bit silly having it in the middle.
--proper reloading animation on the pistol
--possibly even a prone option.
they are just some of my ideas i think would improve duke plus alot.
so far awsome work on dp ill be playing it for many months ahead
This post has been edited by Knivesron: 31 August 2010 - 01:32 PM
#847 Posted 31 August 2010 - 07:09 PM
Knivesron, on Aug 31 2010, 05:30 PM, said:
some things i think you should try and add some time (my 2 cents)
--leaning, like in most good modern fps games they have ability to lean around corners etc.
--the option to change the models of the guns. i know you have a few already but i think it would be good if you had an option to use the old laser pistol
--a second laser pistol. you have all the models there why not make the newer laser pistol have a different alt fire like a constant beam. lasers in real life dont shoot balls, its a high enegy focused light.
-- the bfg ground model is way to big it like shrinks when you pick it up (its a cool model and every thing tho)
--ide like to have more tactical weapons also. like a m4 or ak or sumthing would be nice
--i think some of the hud models need to be moved to the right a little bit especially the mp5, i think it looks a bit silly having it in the middle.
--proper reloading animation on the pistol
--possibly even a prone option.
they are just some of my ideas i think would improve duke plus alot.
so far awsome work on dp ill be playing it for many months ahead
Most of these would fit a modern shooter better than Duke Nukem 3D.
#848 Posted 31 August 2010 - 07:27 PM
Knivesron, on Aug 31 2010, 02:30 PM, said:
some things i think you should try and add some time (my 2 cents)
--leaning, like in most good modern fps games they have ability to lean around corners etc.
--the option to change the models of the guns. i know you have a few already but i think it would be good if you had an option to use the old laser pistol
--a second laser pistol. you have all the models there why not make the newer laser pistol have a different alt fire like a constant beam. lasers in real life dont shoot balls, its a high enegy focused light.
-- the bfg ground model is way to big it like shrinks when you pick it up (its a cool model and every thing tho)
--ide like to have more tactical weapons also. like a m4 or ak or sumthing would be nice
--i think some of the hud models need to be moved to the right a little bit especially the mp5, i think it looks a bit silly having it in the middle.
--proper reloading animation on the pistol
--possibly even a prone option.
they are just some of my ideas i think would improve duke plus alot.
so far awsome work on dp ill be playing it for many months ahead
Lately I've been taking a break from Duke modding, but I've been struggling with the problem of what to do with DukePlus. As more modern elements get added, it becomes less of an enhancement for the original game and more of a TC. There is a case to be made for splitting it into two mods: classic DukePlus, which would be fully compatible with the original 8-bit art, but still have lots of map effects, options, and other features that don't require models or OpenGL. Then there could be, uh... Duke++, which would be designed for the Polymer HRP, and have new modeled weapons, the Dukebike, the models and textures currently exclusive to DanM's DNE, etc. That would make sense, BUT, I've got too many mods to manage as it is.
#849 Posted 31 August 2010 - 11:51 PM
#850 Posted 01 September 2010 - 12:22 AM
i see your point but, with the duke plus menu you have options to change things you need to have it so if you want to play original duke you have the option there. eg use cruizer shot gun. you can turn on or off to have the cool reloading shotty.
i must admit i havent played any of the duke plus maps since i clocked it back in 1.5 but i use duke plus on the like 4000 maps ive downloaded and it just makes it more fun.
i dont think adding lean and prone would take away but you should have the option in the duke plus menu to turn it on and off.
in my opinion i think duke would be ultimate if it had the americas army movement and aiming physics. even if you Could aim up the iron sights of the guns would be ultimate
#851 Posted 01 September 2010 - 01:22 AM
Knivesron, on Aug 31 2010, 11:30 PM, said:
No, Duke isn't supposed to be a realistic game. Duke is a fun game.
Knivesron, on Aug 31 2010, 11:30 PM, said:
I thought of a M4A1 rifle instead of the MP5. But we need a proper model.
Knivesron, on Aug 31 2010, 11:30 PM, said:
The pistol reloading animation is from the HRP (or from the 8-bit art, if you don't use HRP).
Knivesron, on Aug 31 2010, 11:30 PM, said:
What's the point ? We don't need stealth in Duke. Only Run n' Gun.
#852 Posted 01 September 2010 - 02:36 AM
Knivesron, on Sep 1 2010, 05:52 PM, said:
IIRC DT isn't likely to do that for 2 reasons; 1, coding options in the menu is somewhat tedious and makes the code overly complicated. 2, He's expressed the view of wanting to remove options, to make the mod simpler for the user and overall more tidy. There are arguments on both sides but ultimately the decision is up to him.
#853 Posted 03 September 2010 - 11:51 PM
I am trying Duke Plus for the first time but am having a serious problem. When I start the game, all places on the menu where there should be text are just occupied by solid white rectangles. I tried to take a screenshot but for some reason my computer is not capturing anything but a black screen. I have the latest version of Duke Plus, but no idea how to solve this problem. Duke Nukem: Atomic Pack works perfectly fine without Duke Plus, only when I try to use Duke Plus do I get this problem. Here are my system specs:
Windows 7 64-bit
Radeon Hd 4870 1gb
6gb ram
Intel Core 2 Quad 3.00 Ghz
Thanks in advance.
#855 Posted 04 September 2010 - 12:27 AM
Nfelli64, on Sep 4 2010, 12:58 AM, said:
I haven't, mainly because I didn't think the driver would affect the text but I will try to roll back. Do you use ATI? If so, which driver are you using to get this to work? Thanks.
#856 Posted 04 September 2010 - 12:35 AM
Vdaxzter, on Sep 4 2010, 04:27 AM, said:
I dont use ATI, so I wouldn't know
#857 Posted 04 September 2010 - 12:42 AM
Nfelli64, on Sep 4 2010, 01:35 AM, said:
Well, are you using a recent driver for the graphics card you do use (I would guess Nvidia), or is it a really old driver?
#858 Posted 04 September 2010 - 12:46 AM
Vdaxzter, on Sep 4 2010, 04:42 AM, said:
The most recent.
#859 Posted 04 September 2010 - 12:59 AM
Nfelli64, on Sep 4 2010, 01:46 AM, said:
Thanks for your suggestion it solved the problem. For anyone else who may also be having this problem, use Catalyst driver 10.3. Thanks again, Nfelli64.

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