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Duke Plus  "feedback and general discussion of Duke Plus"

User is offline   Vdaxzter 

#859

View PostNfelli64, on Sep 4 2010, 01:46 AM, said:

The most recent.


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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User is offline   Awesomebob 

#860

View PostVdaxzter, on Sep 4 2010, 12:59 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.

10.5 and 10.6 work to fix the white squares and don't leave your driver too outdated for other games. Just don't try polymer, you will crash and no amount of rolling back will fix that.
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User is offline   codefreak5 

#861

So I try to run DukePlus one day, and right in the middle of startup, it just... stops. Right at the part where it says 'Initializing 24.0M cache'...
Forget it, I'll show you.

EDuke32 2.0.0devel 20100714
Using C:/DUKE3D/ for game data
Windows XP (build 5.1.2600) Service Pack 3w/ nedmalloc.dll
Initializing DirectDraw...
Searching for game data...
Using C:/DUKE3D/DukePlus/ for game data
Using 'DUKE3D.GRP' as main game data file.
Compiling: EDUKE.CON (36 bytes)
Including: DukePlus/dpcons/DUKEPLUS.CON (405850 bytes)
Using DEF file: dukeplus.def.
Wrote eduke32.cfg
Wrote settings.cfg
Using config file 'DukePlus/dp.cfg'.
Including: DEFS.CON (35992 bytes)
Including: USER.CON (45482 bytes)
Including: DukePlus/dpcons/DEFSPLUS.CON (54212 bytes)
Including: DukePlus/dpcons/USERPLUS.CON (58099 bytes)
Including: DukePlus/dpcons/LIGHTS.CON (25797 bytes)
Including: DukePlus/dukebike/DUKEBIKE.CON (87216 bytes)
DukePlus/dukebike/DUKEBIKE.CON: In actor `DUKEBIKE':
DukePlus/dukebike/DUKEBIKE.CON:1013: warning: found local gamevar `cameradist' used within an actor; expect multiplayer synchronization issues.
DukePlus/dukebike/DUKEBIKE.CON:1013: warning: found local gamevar `cameradist' used within an actor; expect multiplayer synchronization issues.
Including: DukePlus/dpcons/HUDPLUS.CON (67030 bytes)
Including: DukePlus/dpcons/PLAYERPLUS.CON (125278 bytes)
Including: DukePlus/dpcons/MONSTERPLUS.CON (226937 bytes)
DukePlus/dpcons/MONSTERPLUS.CON: In actor `TANK':
DukePlus/dpcons/MONSTERPLUS.CON:9990: warning: found local gamevar `rendmode' used within an actor; expect multiplayer synchronization issues.
DukePlus/dpcons/MONSTERPLUS.CON:9997: warning: found local gamevar `rendmode' used within an actor; expect multiplayer synchronization issues.
DukePlus/dpcons/DUKEPLUS.CON: In event `EVENT_CHEATGETJETPACK':
DukePlus/dpcons/DUKEPLUS.CON:17081: warning: found `setplayer' within a local event.
DukePlus/dpcons/DUKEPLUS.CON:17082: warning: found `setplayer' within a local event.
Found 6 warning(s), 0 error(s).
Resizing code buffer to 124513*4 bytes
Script compiled in 323ms, 124505*4b, version 1.4+
3005/11264 labels, 749/2048 variables
307 quotes, 46 strings, 40 events, 428 actors
Initialized 24.0M cache

And an error reporting screen comes up. Yes, I downloaded the most recent DP and EDuke, No, error reporting doesn't work, No, I have no idea what's going on in that log or why it's all going ka-blooey on me. Probably has something to do with those warnings and such up there.
Please tell me what's going on, and how to fix it.
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User is offline   Danukem 

  • Duke Plus Developer

#862

No, it has nothing to do with the warnings. The warnings are all about sync issues, which only affect multiplayer (and sync isn't even supposed to matter for multiplayer any more).

Does this happen every time you try to run it?
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User is offline   codefreak5 

#863

Yes. I can play "normal" Duke 3D without a problem, it's just DP that doesn't work.
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User is offline   Danukem 

  • Duke Plus Developer

#864

View Postcodefreak5, on Sep 7 2010, 01:43 PM, said:

EDuke32 2.0.0devel 20100714


What happens when you try using THIS build of EDuke32?
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User is offline   codefreak5 

#865

THAT build of EDuke32 worked. Thanks!
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#866

I have a question, probably very simple. How do you turn off the new autosave. I'm sure most love it, but I am very organized with my saving and it overwrites the first slot (my save against the Boss Battlelord). Thanks.

Also after the lastest version some of my keys have functions even though I didn't assign them. For example, rolling the mouse button back makes me dodge to the side and back even though I have it set for medkit (although it still does that). What would likely be the cause of that?

Great job on these btw.

This post has been edited by The Big Daddy C-Master: 11 September 2010 - 11:55 AM

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User is offline   Danukem 

  • Duke Plus Developer

#867

View PostThe Big Daddy C-Master, on Sep 11 2010, 12:49 PM, said:

I have a question, probably very simple. How do you turn off the new autosave. I'm sure most love it, but I am very organized with my saving and it overwrites the first slot (my save against the Boss Battlelord). Thanks.

Great job on these btw.


DukePlus does not have an autosave feature. Did you mean to post in the War of Attrition thread? In that case, bring up the Attrition menu (assign a key to it in the keyboard setup, if you have not done so) and the option is there.
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#868

View PostDeeperThought, on Sep 11 2010, 03:56 PM, said:

DukePlus does not have an autosave feature. Did you mean to post in the War of Attrition thread? In that case, bring up the Attrition menu (assign a key to it in the keyboard setup, if you have not done so) and the option is there.

I'm talking about Duke Plus 3d, it autosaved on certain points few and far between.
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User is offline   Danukem 

  • Duke Plus Developer

#869

I don't see how that's possible. There is no autosave feature in DukePlus, except for something that can be added to maps, but it has not been added to any maps.

What map were you playing when this happened?
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User is offline   LeoD 

  • Duke4.net topic/3513

#870

Well, somehow it is possible. It has happened to me as well a couple of times recently while playing some old user maps. Attrition definetely not involved. But I thought it was due to the latest eduke32 build. I'll try to reproduce it.
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User is offline   Danukem 

  • Duke Plus Developer

#871

I see what the problem is now. I coded red 'C' sprites (tile 2942) to be checkpoints, with the intention of making them work only if that are tagged. But in the actor code for the sprite, I forgot to check for the tag, so ANY red C will autosave the first time you enter its sector.
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#872

View PostDeeperThought, on Sep 11 2010, 06:25 PM, said:

I see what the problem is now. I coded red 'C' sprites (tile 2942) to be checkpoints, with the intention of making them work only if that are tagged. But in the actor code for the sprite, I forgot to check for the tag, so ANY red C will autosave the first time you enter its sector.

How would I change that? Also, any idea what the key issue is about?

This post has been edited by The Big Daddy C-Master: 11 September 2010 - 03:16 PM

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User is offline   Danukem 

  • Duke Plus Developer

#873

View PostThe Big Daddy C-Master, on Sep 11 2010, 04:08 PM, said:

How would I change that? Also, any idea what the key issue is about?


Use the attached CON files (put them in the dpcons folder). This will also fix the bug where the Dukebike's headlight sometimes points in the wrong direction during a skidding turn.

Attached File(s)


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#874

View PostDeeperThought, on Sep 11 2010, 07:30 PM, said:

Use the attached CON files (put them in the dpcons folder). This will also fix the bug where the Dukebike's headlight sometimes points in the wrong direction during a skidding turn.

Cool stuff, it seems to have fixed the issue. How would I make it so I always spawned with 10 moncapsules instead of 3, I had it done before but the formatting on the cons are a little different and I didn't want to mess it up. Also, out of curiosity what if I wanted to start them with monsters inside of them. I was thinking of putting all bosses in there for lots of carnage. Like all emperors or 3 emperors, 3 overlords, and 4 battlelords

I especially wanted this for episode 1 where there are no tripbombs and you lose them in Death Row. (The 3 you have.)
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User is offline   Danukem 

  • Duke Plus Developer

#875

View PostThe Big Daddy C-Master, on Sep 11 2010, 08:24 PM, said:

Cool stuff, it seems to have fixed the issue. How would I make it so I always spawned with 10 moncapsules instead of 3, I had it done before but the formatting on the cons are a little different and I didn't want to mess it up. Also, out of curiosity what if I wanted to start them with monsters inside of them. I was thinking of putting all bosses in there for lots of carnage. Like all emperors or 3 emperors, 3 overlords, and 4 battlelords

I especially wanted this for episode 1 where there are no tripbombs and you lose them in Death Row. (The 3 you have.)


The "Dukemon" thing really deserves to be a mod in its own right, but since that's probably never going to happen, just spawn some TRIPBOMBSPRITE using the console.

Press ~ to open the console

Type "spawn TRIPBOMBSPRITE" and enter

Then if you press the up arrow key it will copy the last thing you typed, so press up arrow followed by enter as many times as you want moncapsules.
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User is offline   Awesomebob 

#876

Is there a pick up for the flares, or do you have the initial 3 and that's it?
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#877

One minor "bug" you might be able to get to it but it's nothing huge. When I have the moncapsule and I use the "quick pipebomb" it doesn't do anything and I still lose pipebombs. Does it have something to do with them being similar or something like that (as you can't use quick pipebomb with the pipebomb either). Also out of curiosity is there a way to go to the next level and keep your items. More for Death Row in episode 1 and if I do faces of death and skip (since you can't exit it) it didn't want to lose my monsters. If you can't that's fine, I was just wondering.

View PostAwesomebob, on Sep 12 2010, 10:30 AM, said:

Is there a pick up for the flares, or do you have the initial 3 and that's it?

I get 5 when I play, you can pick them up with the open/use button and place them down again, also if you destroy them you will get them back. After a good while you seem to get some back anyways. Actually you can also go to Userplus and adjust the number of Flares also. :D

This post has been edited by The Big Daddy C-Master: 12 September 2010 - 01:52 PM

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#878

I hate to double post, but I had a terribly simple question as I could not find the answer. How do you spawn the minibosses (I can do the larger versions).

Also for some reason in Shop-N-Bag after I do the shooting part for the red keycard, it sits behind some indestructable glass or something and I can't get it or suck it up with the gravity gun. I play on skill 4, so I can't cheat. :)

I also noticed the exit on Lunatic Fringe sometimes vanishes or moves, does this happen to anyone else?

This post has been edited by The Big Daddy C-Master: 13 September 2010 - 07:38 AM

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User is offline   Jack 

#879

Hi!

Deeperthought, think there is a way to add your random level system and levels from your Duke Attrition Mod into your Duke Plus mod? Attrition is a good mod and all, but the weapons upgrade system sometimes leaves me at a disadvantage and I would love to do things in the original way sometimes. Just wondering if it was possible to have all the random-level episodes in Duke Plus.

This post has been edited by Jack: 13 September 2010 - 07:46 AM

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#880

View PostJack, on Sep 13 2010, 05:45 PM, said:

Hi!

Deeperthought, think there is a way to add your random level system and levels from your Duke Attrition Mod into your Duke Plus mod? Attrition is a good mod and all, but the weapons upgrade system sometimes leaves me at a disadvantage and I would love to do things in the original way sometimes. Just wondering if it was possible to have all the random-level episodes in Duke Plus.


i think you can find those maps without those upgraded aliens.

and to the big daddy c-master. the episode 1 end boss turns into a miniboss if you give it a pal of 21. i am not sure cause it is alot of time since i last edited with mapster. but it might be every other pal than 0. cause i made a map where you had to fight 4 minibosses at once. they where made to look a bit like the 4 elements because of their color. so it should be every other pal than 0. but it might be that i did something else :S try it! the normal episode boss has something about 4500 hp i think? the miniboss should only have about 1000 i think.


and yes i think the moncapsules should have its own mod. i really like to use it. but it does not fit into this mod. the idea is amazing xD

This post has been edited by Jhect: 13 September 2010 - 07:54 AM

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#881

View PostJhect, on Sep 13 2010, 11:49 AM, said:

i think you can find those maps without those upgraded aliens.

and to the big daddy c-master. the episode 1 end boss turns into a miniboss if you give it a pal of 21. i am not sure cause it is alot of time since i last edited with mapster. but it might be every other pal than 0. cause i made a map where you had to fight 4 minibosses at once. they where made to look a bit like the 4 elements because of their color. so it should be every other pal than 0. but it might be that i did something else :S try it! the normal episode boss has something about 4500 hp i think? the miniboss should only have about 1000 i think.


and yes i think the moncapsules should have its own mod. i really like to use it. but it does not fit into this mod. the idea is amazing xD

Ok cool. I was trying to console spawn it and I know that "Spawn Boss1" will make the full battlelord, I did pal boss and other things but I didn't get the result, maybe I'll add a number after it like you suggested.

Dukemon might be a bit different, but I enjoy it. I play on the "Damn I'm Good" difficulty with random everything and double stuff, so I tend to be at full strength by the third stage. I usually get all bosses by the sixth level or so, it's good fun with Dukebots, a lot of things going on. The second is my current wallpaper.

Attached thumbnail(s)

  • Attached Image: freeway.PNG
  • Attached Image: queen2.PNG


This post has been edited by The Big Daddy C-Master: 13 September 2010 - 10:58 AM

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User is offline   Jack 

#882

Actually, I'm not worried about the monsters and such. I just want to know if I can add the "Random Level Episodes" to Duke Plus rather than hunting down each level over the internet. Besides, Duke plus is like Attrition, but I can't turn off some of the weapon upgrades in Attrition, or keep my guns. Also, I loved the options menu from Duke plus like weather and bots. What I'm trying to say is "Is there a way that I can take all episodes from Attrition, and put them on Duke Plus?

By-the-way.. If there was an update to Attrition's GUI on toggling upgrades, then I'd play it more often. And perhaps an option menu for random monsters/variety of monsters encounters, limits for weapon's upgrades, and some of the Duke plus options like weather control which would spice things up a bit. Love them both, but there is something about these mods that I want combined...
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User is offline   Danukem 

  • Duke Plus Developer

#883

View PostJack, on Sep 14 2010, 01:47 PM, said:

Actually, I'm not worried about the monsters and such. I just want to know if I can add the "Random Level Episodes" to Duke Plus rather than hunting down each level over the internet. Besides, Duke plus is like Attrition, but I can't turn off some of the weapon upgrades in Attrition, or keep my guns. Also, I loved the options menu from Duke plus like weather and bots. What I'm trying to say is "Is there a way that I can take all episodes from Attrition, and put them on Duke Plus?

By-the-way.. If there was an update to Attrition's GUI on toggling upgrades, then I'd play it more often. And perhaps an option menu for random monsters/variety of monsters encounters, limits for weapon's upgrades, and some of the Duke plus options like weather control which would spice things up a bit. Love them both, but there is something about these mods that I want combined...


I'm not sure what you mean about updating Attrition's GUI or toggling upgrades.

As for DukePlus, there's currently no good way of incorporating randomized episodes. The scripting system in EDuke32 does not allow me to search a folder for user maps; all the levels have to be pre-defined into episodes and then randomly re-ordered after a game starts. What this means is that I would have to include all of the maps, and there would have to be new episodes listed for them, with a limit of 32 per episode. DP already has the regular 3DR episodes defined, and the DP maps have an episode, so that doesn't leave much space for more. Also, it goes against DP's function as a base for making other mods (as we have seen with DNE, The Imperium, and others) to include a bunch of unrelated maps with it.

Ideally, EDuke32 would be patched so that CON script could load maps from a folder without having them defined as levels. Then there could be randomized episodes with unlimited numbers of maps in the pool and without fake episodes showing up in the list when you start a game, and no need to include all the maps with a download if the feature were added to DukePlus.

This post has been edited by DeeperThought: 14 September 2010 - 02:15 PM

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User is offline   LeoD 

  • Duke4.net topic/3513

#884

View PostJack, on Sep 14 2010, 10:47 PM, said:

I just want to know if I can add the "Random Level Episodes" to Duke Plus rather than hunting down each level over the internet.

The hunting has been done for you on http://dukerepository.com/authors.php and http://msdn.duke4.net/index.shtml (hot maps section).
Almost any map scoring 85+ is worth downloading although the scoring scale has not been constant over the years. I have played them all (single player), most of them with HRP/DukePlus.

This post has been edited by LeoD: 14 September 2010 - 03:36 PM

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User is offline   Danukem 

  • Duke Plus Developer

#885

^
If he's referring to the 100+ maps included with Attrition for the random episodes feature, there is of course no need to download them individually since they are all in the attmaps folder of the Attrition mod. Some of them have bugfixes that the versions on those sites you linked don't have, and there are even a few that can't be found on those sites.
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User is offline   Awesomebob 

#886

I need some reassurance about fuses... In the text, it says to make X fuses and place them where you want them to be after the player places them. When I do this, though, the actual sprite is no where near where I want them to be placed. Will this still work, or do I have to make the sprite centers be in the little box I built?

AGH! Edit: Also, can activators be used to Turn SE49 sprites on and off?

Screens:

Attached thumbnail(s)

  • Attached Image: capt0000.jpg
  • Attached Image: capt0001.jpg


This post has been edited by Awesomebob: 14 September 2010 - 03:36 PM

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User is offline   LeoD 

  • Duke4.net topic/3513

#887

View PostDeeperThought, on Sep 15 2010, 01:33 AM, said:

Some of them have bugfixes that the versions on those sites you linked don't have, and there are even a few that can't be found on those sites.

Would you suggest to replace my old versions or are there some Attrition-specific things added which might interfere with normal/DukePlus gameplay?
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User is offline   Danukem 

  • Duke Plus Developer

#888

@Awesomebob: If you need help understanding something from the manual, please post the text from the manual that is confusing you. Right now it's not clear to me what you are trying to ask. Also, you can look at maps where fuses have been used if you aren't show about how they work.

@LeoD: There are no Attrition specific map features, and any changes made to maps distributed with Attrition are bug fixes (unless they somehow got corrupted by using a recent mapster to save the changes).
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