Duke Plus "feedback and general discussion of Duke Plus"
#918 Posted 20 September 2010 - 11:04 AM
#919 Posted 20 September 2010 - 03:47 PM
*twothumbsup*
#920 Posted 21 September 2010 - 10:32 PM
already that this forum can give suggestions, I have some to give
1 - Finding a way to save women in the same version of the Nintendo 64.
2 - change the skin of the pig cop shotgun purchases that have both shotguns in dukeplus (but I think this is already a more personal work that develops the HRP
3 - show the hands of the Duke when he goes up the barriers.
I think it is just that. Already have enough things in duke plus I really enjoyed it.
#921 Posted 22 September 2010 - 12:35 AM
Má_hmc, on Sep 21 2010, 11:32 PM, said:
I've answered this before a long time ago. Duke 3D is a cheesy game, but it's also gritty, and to respect the grittiness I won't make it easy to "rescue" women who are clearly supposed to be doomed (perhaps infested with alien embryos?). I also think there should be non-slimed versions of the babes first, and if there's a reward for rescuing them it would have to be balanced (maps that have slimed babes in them should not become easier because of the new feature). So I'm not enthusiastic about it.
Má_hmc, on Sep 21 2010, 11:32 PM, said:
I really don't know what you are trying to say here. There are no shops in DukePlus, and if there were you probably wouldn't buy shotguns from Pigcops.
Má_hmc, on Sep 21 2010, 11:32 PM, said:
I think you mean you want to see his hands while he is mantling or hanging from a ledge. That would only look good if it was done very well, which would be a lot of work. I would need a suitable hand and arm model, and precise code for placing it on the right part of the screen (the grabbing point is not always the same). The other problem is, if you saw his hands in that situation, you would expect to see them when he is holding an object. But getting THAT to look good would be prohibitively difficult, because he can pick up hundreds of different items which all should be held differently. I would rather just leave it to the imagination, because then it doesn't look like crap.
#922 Posted 22 September 2010 - 03:28 AM
i have noticed that overlord minigun hud sprite is little bit wrong painted (angle of aim)
night vision dont reveal secrets but activating them (it supposed to be so?)
Have polymer test build (newest from hrp site) and some effects and models have black square its because of polymer test build or its missing for software render?
Cannon and skycar are bad in software, maybe use or create some 2D "cockpit" or some "crosshair" view instead of 3rd person view for software render?
PS: is some good tutorial on internet how create hi-end sprites (characters, 1st frame animated weapons...) for old games ? (duke, doom...)
its drawed or 3D software rendered? what settings are used to reproduce exact art/graphic "feel" from those games?
This post has been edited by Daniel: 22 September 2010 - 03:55 AM
#923 Posted 22 September 2010 - 04:08 AM
Link: http://deeperthought.dukertcm.com/dp/DP%20.../DPEFFECTS.html
#925 Posted 22 September 2010 - 04:29 AM
blizzart, on Sep 22 2010, 04:08 AM, said:
Link: http://deeperthought.dukertcm.com/dp/DP%20.../DPEFFECTS.html
It's packed in with the mod as an HTML file. I printed mine and added it to my "Big book of Duke Editing"
This post has been edited by Awesomebob: 22 September 2010 - 04:29 AM
#926 Posted 22 September 2010 - 07:51 AM
DeeperThought, on Sep 22 2010, 01:35 AM, said:
I've answered this before a long time ago. Duke 3D is a cheesy game, but it's also gritty, and to respect the grittiness I won't make it easy to "rescue" women who are clearly supposed to be doomed (perhaps infested with alien embryos?). I also think there should be non-slimed versions of the babes first, and if there's a reward for rescuing them it would have to be balanced (maps that have slimed babes in them should not become easier because of the new feature). So I'm not enthusiastic about it.
I really don't know what you are trying to say here. There are no shops in DukePlus, and if there were you probably wouldn't buy shotguns from Pigcops.
I think you mean you want to see his hands while he is mantling or hanging from a ledge. That would only look good if it was done very well, which would be a lot of work. I would need a suitable hand and arm model, and precise code for placing it on the right part of the screen (the grabbing point is not always the same). The other problem is, if you saw his hands in that situation, you would expect to see them when he is holding an object. But getting THAT to look good would be prohibitively difficult, because he can pick up hundreds of different items which all should be held differently. I would rather just leave it to the imagination, because then it doesn't look like crap.
my bad. i have a fucking bad English; /
im Trying to say if it possibly change the skin from shotgun on Same pigcop to duke uses. the pig cop use the shotgun very different. (One sugestion)
And if possible always make drop ammo from tiger, pig cop and That Other One use chaingun. Not a way to stay easier but more fun
#927 Posted 23 September 2010 - 11:56 AM
DeeperThought, on Sep 22 2010, 10:35 AM, said:
Wouldn't it look decent if Duke held objects at the bottom of the screen, so that his hand would be outside of it? I think it would be more realistic as well, after all, you don't usually carry things right in front of your face. This looks especially stupid when drinking from the soda cans, as it looks like he's pouring it onto his face.
Objects you carry also obstruct your view when they're in the center of the screen. I know it's like that in Half-Life 2, but it bothered me there as well.
#928 Posted 23 September 2010 - 04:34 PM
Things that changed from the last time I had it working:
- Swapped back to my old 9800 GTX so I didn't have to use my girlfriend's computer to test my level.
- Wiped all my duke folders and went with fresh installs and a fresh .grp from GOG (my disk is shot and TX needs some weed
When I wiped everything out I downloaded Duke+ from Fissle, then came to this thread for the cons.
At first I thought it was something buggy in my map, but I tried my lighttest.map (not opened since I made it, and worked the last time I played it) and it was doing it too.
Any insight? I'll give more details on request, I just don't know what else to put
#929 Posted 23 September 2010 - 04:54 PM
#930 Posted 23 September 2010 - 06:39 PM
DeeperThought, on Sep 23 2010, 04:54 PM, said:
Just now downloaded this file and unzipped to my dpcons. Didn't work. Attaching logs in case they help :/
Attached File(s)
-
eduke32.log (3.31K)
Number of downloads: 608 -
mapster32.log (1.54K)
Number of downloads: 657
#931 Posted 23 September 2010 - 08:34 PM
EDIT: I checked the CONs you linked, and they are the right ones, the ones I am currently using. I still have that .rar on my hard drive, and I can see the modified dates and sizes of the CONs it contains are exactly the same as the CONs I use.
So, despite the fact that you put them in a dpcons folder, I know that you are not using them. Perhaps you have other, older copies loose outside of that folder.
This post has been edited by DeeperThought: 23 September 2010 - 08:41 PM
#932 Posted 24 September 2010 - 04:38 AM
DeeperThought, on Sep 23 2010, 08:34 PM, said:
EDIT: I checked the CONs you linked, and they are the right ones, the ones I am currently using. I still have that .rar on my hard drive, and I can see the modified dates and sizes of the CONs it contains are exactly the same as the CONs I use.
So, despite the fact that you put them in a dpcons folder, I know that you are not using them. Perhaps you have other, older copies loose outside of that folder.
Deleted the old cons instead of overwriting them. Low and behold, it worked!
The lesson today kids: ATTACH YOUR LOGS!
#933 Posted 25 September 2010 - 08:55 AM
i would be willing to help, i have an example, the MP5 in non poly mode, could be the SMG in Duke Nukem 64. The Cruiser shotgun could be the shotgun in Duke Nukem 64, the bfg could be the plasma gun, etc, etc. the double barrel shotgun could be from blood.
i would just give it thought.
This post has been edited by Mr.Gerolf: 25 September 2010 - 08:56 AM
#934 Posted 25 September 2010 - 09:15 AM
Maybe you mean you want all features to work with the software renderer?
#936 Posted 25 September 2010 - 02:56 PM
#937 Posted 25 September 2010 - 04:01 PM
The Big Daddy C-Master, on Sep 25 2010, 03:56 PM, said:
That's a Polymer bug which is fixed by using the latest build of eduke32.
#938 Posted 25 September 2010 - 05:07 PM
DeeperThought, on Sep 25 2010, 08:01 PM, said:
I thought I was using the latest. Let me go to the site and download then.
Actually I have the very latest of everything, no luck though. It makes sense it's from polymer, because it didn't do it before polymer. Oh well, nothing too serious.
This post has been edited by The Big Daddy C-Master: 25 September 2010 - 09:16 PM
#939 Posted 27 September 2010 - 05:15 AM
Would it be possible to fix the smoke coming from the RPG rocket projectiles so that the smoke isn't on top of the rocket but behind it.
It would make alot more sense that way imo.
maybe even add smoke for the devastator rockets, if thats even possible.
#940 Posted 27 September 2010 - 08:50 AM
ozz, on Sep 27 2010, 06:15 AM, said:
Would it be possible to fix the smoke coming from the RPG rocket projectiles so that the smoke isn't on top of the rocket but behind it.
It would make alot more sense that way imo.
maybe even add smoke for the devastator rockets, if thats even possible.
This is what it looks like currently:

As far as I can tell, the smoke is already coming out behind the rocket. It does drift upward after spawning, though, as you can see in the screen shot.
#941 Posted 27 September 2010 - 08:59 AM
DeeperThought, on Sep 28 2010, 02:50 AM, said:
As far as I can tell, the smoke is already coming out behind the rocket. It does drift upward after spawning, though, as you can see in the screen shot.
well i'll be damed
I downloaded duke plus not long ago, but that was never a feature...
since then I reformatted so never downloaded the latest duke plus.
I'm gonna have to check this out.
what about the devastator rockets?
Edit: on second thought, your right it always came out of the behind the rocket... it's the fact that it rises upward that's the problem ...
Makes it seem as if the rocket was fired from above.
This post has been edited by ozz: 27 September 2010 - 09:12 AM
#942 Posted 28 September 2010 - 08:06 PM
I found it interesting because the map already appears dukebike the shotgun in his hand when he rides the bike.
would be so good in multiplayer mode
This post has been edited by Má_hmc: 28 September 2010 - 08:08 PM
#943 Posted 29 September 2010 - 11:54 AM
ozz, on Sep 28 2010, 04:59 AM, said:
I downloaded duke plus not long ago, but that was never a feature...
since then I reformatted so never downloaded the latest duke plus.
I'm gonna have to check this out.
what about the devastator rockets?
Edit: on second thought, your right it always came out of the behind the rocket... it's the fact that it rises upward that's the problem ...
Makes it seem as if the rocket was fired from above.
smoke from burning fire red/white hot rocket fuel does rise. if you pay attention in physics you will learn that heat rises. the only problem i can see with the smoke is theres to little of it. it just looks like little puffs. i think deeper thought needs to double the amount of puffs
#944 Posted 29 September 2010 - 01:17 PM
Knivesron, on Sep 29 2010, 12:54 PM, said:
A typical RPG doesn't leave much of a smoke trail at all. Look at the AT4, a swedish RPG launcher used by the US military:
http://www.youtube.c...h?v=h6Gq0GCP3BU
They also move very fast, much faster than standard rockets in the game (the "Heavy RPG" in DukePlus does move faster, but still not as fast as the real ones).
Larger missiles, such SAMs, do leave a big smoke trail, but those aren't the kind Duke uses. Besides, we don't want too much smoke hanging around. Real RPGs are single-shot weapons, but Duke's launcher can fire them continuously. The result would be messy.
#946 Posted 29 September 2010 - 07:03 PM
DeeperThought, on Sep 29 2010, 05:17 PM, said:
http://www.youtube.c...h?v=h6Gq0GCP3BU
They also move very fast, much faster than standard rockets in the game (the "Heavy RPG" in DukePlus does move faster, but still not as fast as the real ones).
Larger missiles, such SAMs, do leave a big smoke trail, but those aren't the kind Duke uses. Besides, we don't want too much smoke hanging around. Real RPGs are single-shot weapons, but Duke's launcher can fire them continuously. The result would be messy.
They actually go faster than a lot of bullets.

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