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Duke Plus  "feedback and general discussion of Duke Plus"

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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User is offline   Awesomebob 

#889

Quote

At the places where the fuses are to be inserted, place fuse sprites.

That's the part. While the image of the sprite are in the box, the sprites themselves are not. But looking at the DP effects map, they are just in there with out being positioned. I guess I read too much into the instructions and thought I had to make the fuses actually look like the finished product.

Now that that's been solved, Is it possible to use and activator to turn an SE49 on and off?

This post has been edited by Awesomebob: 14 September 2010 - 07:32 PM

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User is offline   Stabs 

#890

View PostAwesomebob, on Sep 14 2010, 08:30 PM, said:

That's the part. While the image of the sprite are in the box, the sprites themselves are not. But looking at the DP effects map, they are just in there with out being positioned. I guess I read too much into the instructions and thought I had to make the fuses actually look like the finished product.

Now that that's been solved, Is it possible to use and activator to turn an SE49 on and off?


no light activation bob, altho my theory is they need a pal 3 for on and pal 4 for off and linked to activators by the point lights extra, spotlights, which need to be used with point lights ( if you want it to look right anyway ) could mimic a point light with flashing effects in the same sector by flagging the spotlight as a pal 1, this should also work with pal 3 and 4 so the spotlight can be switched on and off too.

all a theory, I can't code so iam not sure if this will work altho its probably the best/only idea on how to do this atm.
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User is offline   Awesomebob 

#891

View PostDanM, on Sep 14 2010, 07:42 PM, said:

no light activation bob, altho my theory is they need a pal 3 for on and pal 4 for off and linked to activators by the point lights extra, spotlights, which need to be used with point lights ( if you want it to look right anyway ) could mimic a point light with flashing effects in the same sector by flagging the spotlight as a pal 1, this should also work with pal 3 and 4 so the spotlight can be switched on and off too.

all a theory, I can't code so iam not sure if this will work altho its probably the best/only idea on how to do this atm.


That'd be wicked if it worked. These fuses open a door in this map I'm making, but I thought it would be cool to also light the place up in the process. I'll try your theory out and see what I come up with.
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User is offline   Danukem 

  • Duke Plus Developer

#892

If you guys want point lights and spot lights that can be switched on/off, I can do it. The only problem is that spotlights (and in DP, point lights as well) use all the available tags for various settings, so there is nothing left to use as the activation number tag.

I could make an SE149 and SE150, which would be similar to SE49 and SE50. The difference is that the color of the light would be specified by the pal number instead of using xvel/yvel/zvel. That would free up those 3 tags for other things (like the activation number).

I would need to come up with a color table showing which pal numbers corresponded to which colors, and it would be limited to 256 colors.
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User is offline   Awesomebob 

#893

View PostDeeperThought, on Sep 14 2010, 08:01 PM, said:

If you guys want point lights and spot lights that can be switched on/off, I can do it. The only problem is that spotlights (and in DP, point lights as well) use all the available tags for various settings, so there is nothing left to use as the activation number tag.

I could make an SE149 and SE150, which would be similar to SE49 and SE50. The difference is that the color of the light would be specified by the pal number instead of using xvel/yvel/zvel. That would free up those 3 tags for other things (like the activation number).

I would need to come up with a color table showing which pal numbers corresponded to which colors, and it would be limited to 256 colors.


The amount of ass that would kick is mind boggling! If it's not too much trouble, yes please :)
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User is offline   Stabs 

#894

that sounds mighty fine and if you can show me the code where i can define colors i can just add it to my DNE.con if i need something a bit more custom
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User is offline   Danukem 

  • Duke Plus Developer

#895

I have come up with a system for making Polymer lights switch on or off using activation. The new CONs are attached. Here is how it works:

Place an SE150 in the same sector with the SE49 or SE50 that you want to be switchable. It only takes one SE150 per sector, and it work on all the lights in that sector, no matter how many there are. The HITAG of the SE150 will be the activation number for the light or lights. If you want the light(s) to start off instead of on, then give the SE150 an EXTRA of 1.

How to activate the lights: To make it work with a switch sprite, you tag the switch sprite with the activation number on both the LOTAG and the YVEL of the switch. If you set the YVEL on the switch, you do not need to place an ACTIVATOR. You can make the switch activate the light without setting YVEL, but in that case you must make the switch also do something else that works with an activator (like open a door). Lights can also be activated by dying monsters, DPTOUCHPLATE, and other DP effects that cause activations. Finally, they should work with other non-DP effects that use activators (but I have not tested them).

EDIT: It seems to work now. I have tested an SE49 with a switch, and with a monster. Spotlights should work as well.

Attached File(s)



This post has been edited by DeeperThought: 17 September 2010 - 08:14 PM

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User is offline   Awesomebob 

#896

View PostDeeperThought, on Sep 17 2010, 04:11 PM, said:

I have come up with a system for making Polymer lights switch on or off using activation. Here is how it is will work:

Place an SE150 in the same sector with the SE49 or SE50 that you want to be switchable. Actually, it only takes one SE150 per sector, and it work on all the lights in that sector, no matter how many there are. The HITAG of the SE150 will be the activation number for the light or lights. If you want the light(s) to start off instead of on, then give the SE150 an EXTRA of 1.

How to activate the lights. Assuming that the SE150 was placed correctly and was successfully detected at map load time, the light SE will constantly detect activator motion with the specified tag. That means if you were to place a lightswitch sprite with that lotag, but do not place a working activator to go with it, the effect will not work. There must be a working activator (verify that the activator is working by also making it trigger a door or something, if there is any doubt). The exception is if you activate it with one of the DukePlus effects. For example, you could use a tagged monster or DPTOUCHPLATE or something like that, in which case you won't need an activator (because my code will activate the light directly).

EDIT: I am testing it now and it doesn't work yet. I'll attach the CONs when I've got it working.

You rock DT! Can't wait to try it out :)
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User is offline   Danukem 

  • Duke Plus Developer

#897

I have updated my post with an attachment; it seems to work now.
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User is offline   Stabs 

#898

Strange bug i have, i can make light switch on and off as long as an activator is in a ceiling door i make outside the normal map, i made a new map and this works fine, iam trying to make lights switch on and off in nine one one, and i do the same thing and the lights flicker when turned on but the lighting wont change, all the switch does is make it flicker iam unsure why

EDIT : added to other maps the same way and seems to work fine, nfi why it wont work on this map, can this effect also work with how models can be flagged with an extra of 4911?

This post has been edited by DanM: 17 September 2010 - 09:50 PM

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User is offline   Danukem 

  • Duke Plus Developer

#899

View PostDanM, on Sep 17 2010, 10:34 PM, said:

Strange bug i have, i can make light switch on and off as long as an activator is in a ceiling door i make outside the normal map, i made a new map and this works fine, iam trying to make lights switch on and off in nine one one, and i do the same thing and the lights flicker when turned on but the lighting wont change, all the switch does is make it flicker iam unsure why


It sounds like you might have a double activation, where the light is being switched twice in rapid succession. This could happen if you set YVEL on a switch that activates the light, and the same switch also works on an ACTIVATOR that uses the same tag. There are probably other situations that could cause double activations, and at this point I'm not sure if it's a bug in my code or a map bug, because I don't know how you are using it in the map. The safest thing would be to make sure that the tag used on the light is not used for anything else, and if you are using a switch sprite to activate it, use YVEL without any activators that have that tag.
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User is offline   Micky C 

  • Honored Donor

#900

Hey DT just wanted to say thanks, this is a great feature for polymer mappers everywhere :) yet I hope the eduke32 developers don't stop trying to find a hard coded solution to switching lights on and off for vanilla maps both new and old.

This post has been edited by Micky C: 17 September 2010 - 11:13 PM

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