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Duke Plus  "feedback and general discussion of Duke Plus"

User is offline   Night Wolf 

#948

View PostDeeperThought, on Sep 30 2010, 07:17 AM, 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.


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

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User is offline   Danukem 

  • Duke Plus Developer

#949

View Postozz, on Sep 29 2010, 11:33 PM, said:

Smoke effects like Half life 2 would be ideal. (if possible)
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.
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#950

im not really a fan of smoke effects in duke nukem :S it looks weird because it doesnt fit into the game i think.
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User is offline   Night Wolf 

#951

 DeeperThought, on Oct 1 2010, 12:48 AM, said:

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.


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.

Posted Image

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
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User is offline   Danukem 

  • Duke Plus Developer

#952

IIRC, the rising is in the original game. However, the smoke I use lasts longer, so the rising is more noticeable. I'll get rid of the rising and see how it looks.
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#953

 DeeperThought, on Sep 30 2010, 12:05 PM, said:

IIRC, the rising is in the original game. However, the smoke I use lasts longer, so the rising is more noticeable. I'll get rid of the rising and see how it looks.

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.
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#954

 ozz, on Sep 30 2010, 08:59 AM, said:

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.

Posted Image

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?
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#955

 SchoeteCitie, on Sep 30 2010, 10:11 PM, said:

Where'd youget that Muzzle flash for the RPG o-O?


yea that flash is amazing
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User is offline   Danukem 

  • Duke Plus Developer

#956

 The Big Daddy C-Master, on Sep 30 2010, 09:26 AM, 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.


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

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#957

 DeeperThought, on Sep 30 2010, 09:07 PM, 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.

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.
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User is offline   Danukem 

  • Duke Plus Developer

#958

 The Big Daddy C-Master, on Sep 30 2010, 09:44 PM, said:

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.


No, it doesn't work that way.
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#959

 DeeperThought, on Oct 1 2010, 01:04 AM, said:

No, it doesn't work that way.

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?
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User is offline   Danukem 

  • Duke Plus Developer

#960

 The Big Daddy C-Master, on Oct 1 2010, 12:03 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?


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.
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User is offline   Night Wolf 

#961

View PostSchoeteCitie, on Oct 1 2010, 06:11 AM, said:

Where'd youget that Muzzle flash for the RPG o-O?


I created it in Photoshop, I don't think its possible to get it to look like that in game.
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User is offline   LkMax 

#962

Hi,
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"...
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User is offline   Danukem 

  • Duke Plus Developer

#963

View PostLkMax, on Oct 1 2010, 07:22 PM, said:

Hi,
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

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User is offline   Micky C 

  • Honored Donor

#964

Should dukeplus have the feature of nightvision goggles changing the shadescale or ambient light? It would fit in nicely with all the other modern features IMO, and the modernizing theme that's part of the reason behind dukeplus. Its just that I never use the nightvision goggles and this would make them more practical, like what you did with the holoduke.

This post has been edited by Micky C: 02 October 2010 - 06:12 AM

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#965

View PostMicky C, on Oct 2 2010, 10:07 AM, said:

Should dukeplus have the feature of nightvision goggles changing the shadescale or ambient light? It would fit in nicely with all the other modern features IMO, and the modernizing theme that's part of the reason behind dukeplus. Its just that I never use the nightvision goggles and this would make them more practical, like what you did with the holoduke.

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

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User is offline   Forge 

  • Speaker of the Outhouse

#966

Real night vision goggles (AN/PVS-5 which appear to be the model in the game) have an infra-red light (that can be turned on and off) which is used to "light up" a small area.

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.
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User is offline   LkMax 

#967

View PostMicky C, on Oct 2 2010, 11:07 AM, said:

Should dukeplus have the feature of nightvision goggles changing the shadescale or ambient light? It would fit in nicely with all the other modern features IMO, and the modernizing theme that's part of the reason behind dukeplus. Its just that I never use the nightvision goggles and this would make them more practical, like what you did with the holoduke.


Yes, that's exactly what I meant with making the NV more efficient / useful.
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User is offline   Danukem 

  • Duke Plus Developer

#968

I could make them grant full visibility, similar to when you fire a weapon. They do that in my Attrition mod. But really, guys, they are supposed to be infrared goggles, which means they should only light up things that are warm (like enemies).
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User is offline   Forge 

  • Speaker of the Outhouse

#969

View PostDeeperThought, on Oct 2 2010, 10:40 AM, said:

I could make them grant full visibility, similar to when you fire a weapon. They do that in my Attrition mod. But really, guys, they are supposed to be infrared goggles, which means they should only light up things that are warm (like enemies).



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.
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User is offline   dnskill 

  • Honored Donor

#970

deeperthought, i have an idea
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.
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User is offline   dnskill 

  • Honored Donor

#971

like i said in my post, i think making Duke Plus features work with 16 bit would be great, some people are fans of the old graphics.
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User is offline   Danukem 

  • Duke Plus Developer

#972

Finding suitable 8-bit replacements isn't really the problem. The problem is that I would have to write different hud code for them and I'm just not motivated.
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User is offline   Micky C 

  • Honored Donor

#973

Well there's a solution to that, all the 8-bit lovers should band together and creat a motivation fund for DT. With the money you would otherwise spend on that morning cup of coffee, you can contribute to make a sum of cash to give to DT that's large enough to encourage him to work on full 8-bit compatibility for DukePlus. You'd be mad not to do ;)
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#974

View PostMicky C, on Oct 4 2010, 02:56 PM, said:

Well there's a solution to that, all the 8-bit lovers should band together and creat a motivation fund for DT. With the money you would otherwise spend on that morning cup of coffee, you can contribute to make a sum of cash to give to DT that's large enough to encourage him to work on full 8-bit compatibility for DukePlus. You'd be mad not to do ;)

Oh, imo we shouldn't commercialize modding in any way. ;) Maybe what we need to do is to bring 8-bit modding into fashion, seeing that few of various big-ass EDuke32 mods support old rendering modes and some good designs are being discontinued.

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).
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User is offline   Stabs 

#975

sorry i asked this before but it probably got snowed under with all the other changes being requested at the time

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

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User is offline   Danukem 

  • Duke Plus Developer

#976

View PostDanM, on Oct 4 2010, 04:47 PM, said:

sorry i asked this before but it probably got snowed under with all the other changes being requested at the time

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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User is offline   Stabs 

#977

highest number i could enter is 128 and it converted it to 128- enter 127 and it stays as 127, same with 127-, this was from the f8 menu, no different in 3d mode, a sec cam in e1l1 was shade 200 which was converted to 56- , at work atm so havnt got much to test with

if thats a problem iam sure shade values from 100 to 126 would be fine for this effect, 100 is about the max you want for the flicker and this reverse effect woudlnt need fast flickering effects because it would be no different from the original effect
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