Duke Plus "feedback and general discussion of Duke Plus"
#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.
#947 Posted 29 September 2010 - 07:47 PM
#948 Posted 29 September 2010 - 10:33 PM
DeeperThought, on Sep 30 2010, 07:17 AM, 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.
True, but if you look at it in a gaming perspective, they always add smoke trail effects, even the more realistic games like Call of Duty or Crysis (effects wise).
The devastator in DNF videos also has smoke trails, just thought it could be a cool effect
it would be nice for the smoke not to rise up on the RPG however
Smoke effects like Half life 2 would be ideal. (if possible)
http://www.youtube.c...h?v=l3eP1Tsh-_k
This post has been edited by ozz: 29 September 2010 - 11:05 PM
#949 Posted 30 September 2010 - 06:48 AM
ozz, on Sep 29 2010, 11:33 PM, said:
http://www.youtube.c...h?v=l3eP1Tsh-_k
It's easy enough to stop the smoke from rising, but...
You've seen the smoke I use, and it doesn't look that good. If you want to make or rip some better smoke, feel free to do so.
#950 Posted 30 September 2010 - 07:31 AM
#951 Posted 30 September 2010 - 07:59 AM
DeeperThought, on Oct 1 2010, 12:48 AM, said:
You've seen the smoke I use, and it doesn't look that good. If you want to make or rip some better smoke, feel free to do so.
It doesn't look that bad.
the problem is since it would require transparent textures it wouldn't be easy
I did make smoke effects for the HRP a while back but they don't look anywhere near as good in game as in photoshop.
this was only 1 smoke texture just flipped on different angles.
But as you can see smoke like this actually portrays its trajectory, you can see that it started from the barrel.
rather then what the odd rising smoke effect in duke 3d, which makes the rocket look as if it was fired from over the players head
#952 Posted 30 September 2010 - 08:05 AM
#953 Posted 30 September 2010 - 08:26 AM
DeeperThought, on Sep 30 2010, 12:05 PM, said:
Question for the main man. Is there a way to spawn actors with some of the random effects? Like the alternate bullets or anything like that, I'm curious.
#954 Posted 30 September 2010 - 12:11 PM
ozz, on Sep 30 2010, 08:59 AM, said:
the problem is since it would require transparent textures it wouldn't be easy
I did make smoke effects for the HRP a while back but they don't look anywhere near as good in game as in photoshop.
this was only 1 smoke texture just flipped on different angles.
But as you can see smoke like this actually portrays its trajectory, you can see that it started from the barrel.
rather then what the odd rising smoke effect in duke 3d, which makes the rocket look as if it was fired from over the players head
Where'd youget that Muzzle flash for the RPG o-O?
#955 Posted 30 September 2010 - 01:55 PM
SchoeteCitie, on Sep 30 2010, 10:11 PM, said:
yea that flash is amazing
#956 Posted 30 September 2010 - 05:07 PM
The Big Daddy C-Master, on Sep 30 2010, 09:26 AM, said:
If I understand you correctly, yes. That's the whole point of the randomize feature. But imo it's not very good. If you want that, you should play my Attrition mod instead.
___________
@others: I'm pretty sure the RPG muzzle flash is faked. If he had a version of the RPG model with that, then he probably would have released it.
This post has been edited by DeeperThought: 30 September 2010 - 05:09 PM
#957 Posted 30 September 2010 - 08:44 PM
DeeperThought, on Sep 30 2010, 09:07 PM, said:
___________
@others: I'm pretty sure the RPG muzzle flash is faked. If he had a version of the RPG model with that, then he probably would have released it.
I just meant something simple. Like if I wanted to spawn a teleporting emperor during gameplay, would I go "spawn boss2 21 xxxx" I didn't know if there was a code for it.
#958 Posted 30 September 2010 - 09:04 PM
The Big Daddy C-Master, on Sep 30 2010, 09:44 PM, said:
No, it doesn't work that way.
#959 Posted 30 September 2010 - 11:03 PM
DeeperThought, on Oct 1 2010, 01:04 AM, said:
I know what you're talking about then. I actually like playing it that way (maybe I'm weird though), I hate to ask a repeat question, but what is the Attrition mod about?
#960 Posted 30 September 2010 - 11:34 PM
The Big Daddy C-Master, on Oct 1 2010, 12:03 AM, said:
It's about playing through a large number of randomly selected levels, as you level up your weapons and equipment and face increasingly powerful randomized monsters. But there's no need to ask when you can just click on the link in my signature.