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Duke Plus  "feedback and general discussion of Duke Plus"

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 online   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 online   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 online   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 online   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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User is online   Danukem 

  • Duke Plus Developer

#978

Shades -1 to -127 are valid and useful values for a number of purposes and there should be a way to enter them in mapster.
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User is offline   Stabs 

#979

yeh you can enter them , its just 128 that converts automatically to 128- if i enter 127- it stays as 127- same with every other number
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#980

maybe if its possible. are you guys going to mod dnf?
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User is offline   Plagman 

  • Former VP of Media Operations

#981

I think shade is a signed 8-bit value, means the range is natively -128 to 127 inclusive.
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#982

For a 32-shade table, values from 32 to 127 (0x20 to 0x7F) clip to 31, and -128 to -1 (0x80 to 0xFF) clip to 0; so yeah, it's signed formally. Of course, we can code our actors to interpret negative numbers as positive for specific purposes.

This post has been edited by CraigFatman: 05 October 2010 - 04:34 AM

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User is offline   Stabs 

#983

*blink*

damn your mathamatical witchcraft ;)
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User is offline   DNSkill 

  • Honored Donor

#984

View PostCraigFatman, on Oct 4 2010, 12:17 PM, said:

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).


i agree
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User is offline   Jeager1999 

#985

View PostMr.Gerolf, on Oct 8 2010, 09:38 AM, said:

i agree


I just got interested in modding, well I don't but like using them. I would like to know if anyone has mods for guns. I want a Deagle, Gatling Gun probably explosive shot gun shells. I'm betting someone had already done that so links would be cool
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User is offline   Jamesfff 

#986

Just a couple of questions:

First eDuke32 with DukePlus has crashed in Duke It Out In DC map 9 (Nuke Proof) for the first time ever. location is in the command center (beyond the blue key door); time is right after I activate the dipswitch pattern to open the area where the red key is, unleashing a swarm of octabrains. Second, when I examined the log file (click here: Attached File  eduke32.log (3.57K)
Number of downloads: 590), I noticed a few odd warnings. What's up with those?
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#987

Go here for the latest EDuke32 and see if that solves your problem.

This post has been edited by KillerBudgie: 10 October 2010 - 02:28 PM

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User is offline   Micky C 

  • Honored Donor

#988

DukePlus has a gattling gun, and there's a Duke Nukem 64 in development with explosive shotgun shells. I think there might even be a texture replacement pack that's compatible with DukePlus which makes duke's normal pistol look like a deagle, which I assume is a dessert eagle (I'm no good with guns)

edit: here it is I think: http://www.mediafire...wclkdbki1z1j4sa

This post has been edited by Micky C: 10 October 2010 - 11:28 PM

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User is offline   blizzart 

#989

I want to make a DM-map using Duke Plus. Is this a good idea or are you assuming too many out-of-sync - errors?

I also want to use polymer lighting and 32bit textures.
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User is offline   Micky C 

  • Honored Donor

#990

Well at the moment after the networking code for eduke32 is finished, it won't be possible for the game to get out of sync, which means you don't have to worry about your first point. As for polymer lighting and 32-bit textures I'd assume it's up to the individual players' computers to be able to handle that, but I stand to be corrected.
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