Duke Plus "feedback and general discussion of Duke Plus"
#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.
#961 Posted 01 October 2010 - 12:03 AM
SchoeteCitie, on Oct 1 2010, 06:11 AM, said:
I created it in Photoshop, I don't think its possible to get it to look like that in game.
#962 Posted 01 October 2010 - 06:22 PM
DeeperThought, is there a way to make the night vision more efficient at dark places? I don't like too much the flares scheme and the night vision is very effective to many things, except to "see on night"...
#963 Posted 01 October 2010 - 07:14 PM
LkMax, on Oct 1 2010, 07:22 PM, said:
DeeperThought, is there a way to make the night vision more efficient at dark places? I don't like too much the flares scheme and the night vision is very effective to many things, except to "see on night"...
The main purpose of the goggles is to make enemies visible in the dark, not to light up the landscape. Why is everything so dark for you, anyway? You may want to adjust your brightness or ambient light, and if that doesn't work adjust the shadescale.
This post has been edited by DeeperThought: 01 October 2010 - 07:15 PM
#964 Posted 02 October 2010 - 06:07 AM
This post has been edited by Micky C: 02 October 2010 - 06:12 AM
#965 Posted 02 October 2010 - 06:29 AM
Micky C, on Oct 2 2010, 10:07 AM, said:
You do have the flares, I find those to be good, but yea the goggles have limited use, except for puzzles if you don't remember them. I liked the ones from Total Meltdown, they did light up the area.
This post has been edited by The Big Daddy C-Master: 02 October 2010 - 06:30 AM
#966 Posted 02 October 2010 - 07:22 AM
I used them to read maps and light up small rooms that had no ambient light. The infra-red light was kinda useless for driving though, because the beam would bounce back off the windshield and blind me.
#967 Posted 02 October 2010 - 07:25 AM
Micky C, on Oct 2 2010, 11:07 AM, said:
Yes, that's exactly what I meant with making the NV more efficient / useful.
#968 Posted 02 October 2010 - 07:40 AM
#969 Posted 02 October 2010 - 09:23 AM
DeeperThought, on Oct 2 2010, 10:40 AM, said:
Note: real night vision (infrared) goggles don't work like that. They work from light sources, not heat. They gather and intensify ambient light. Also the reason they have a built in infrared beam in case the available ambient light isn't enough.
But they were designed into the game to work as DT explained, so it's a judgment call on whether to make them work like real ones or not.
To me, they're pretty much useless except under extreme situations. If they were changed to perform like real ones, I'd probably use them more.
#970 Posted 03 October 2010 - 02:00 PM
for cruiser shotgun, use the shotgun in NAM/Napalm
im looking for a good MP5, and the rest could be from other sources, i am working on a double barrel shot gun using bloods as a base.
#971 Posted 03 October 2010 - 02:03 PM
#972 Posted 03 October 2010 - 02:34 PM
#973 Posted 04 October 2010 - 02:56 AM
#974 Posted 04 October 2010 - 12:17 PM
Micky C, on Oct 4 2010, 02:56 PM, said:
Oh, imo we shouldn't commercialize modding in any way.
Nonetheless, DukePlus seems to be a Polymost-fashioned mod; some of its features cannot be remade in software mode to the full (e.g. the skycar with its tilt/pitch control).
#975 Posted 04 October 2010 - 03:47 PM
With point lights that have a pal 1 for the flashing effect, the shade controls the flicker ammount, it only accepts positive values, now if i give it negative values can the effect be reveresed so it stays on mostly on and only turns off now and then?
This post has been edited by DanM: 04 October 2010 - 03:47 PM
#976 Posted 04 October 2010 - 05:53 PM
DanM, on Oct 4 2010, 04:47 PM, said:
With point lights that have a pal 1 for the flashing effect, the shade controls the flicker ammount, it only accepts positive values, now if i give it negative values can the effect be reveresed so it stays on mostly on and only turns off now and then?
Shade is an 8-bit value and negative numbers ( -1 to -127 ) will be changed to positive numbers ( 128 to 255 ) by my code game. This means that a shade of -126 would make the light on almost all of the time.
So basically the answer is yes. But you can put in that number (254) directly, can't you? And then mapster will say the shade is -126, right?
This post has been edited by DeeperThought: 04 October 2010 - 05:54 PM

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