Duke Plus "feedback and general discussion of Duke Plus"
#1261 Posted 20 April 2012 - 07:38 AM
Regarding the blood in the game. I really enjoyed the gib system but the blood soon disappears would be more fun if the blood remained on the ground.
#1262 Posted 20 April 2012 - 07:57 AM
Má_hmc, on 20 April 2012 - 07:38 AM, said:
Regarding the blood in the game. I really enjoyed the gib system but the blood soon disappears would be more fun if the blood remained on the ground.
In Duke Nukem 3D, the amount of ammo available depends on how much was put there by the level designer. In most levels, there is an abundance of ammo. It's very rare that I run out of shotgun ammo.
As for blood and gore: If it isn't deleted after a while, there can be too many objects in the game which can can contribute to poor performance or even cause a crash (too many sprites spawned). While that is not an issue in most maps, I have to consider the worst case scenario. Also, sometimes blood and gore will end up on small ledges or in places where it looks glitchy. I have coded checks for this, but it still happens in some cases. Making it temporary helps mitigate the problem.
The next thing I do for DukePlus will probably be an overhaul of the menu to give it a nice GUI and possibly some different options.
#1264 Posted 20 April 2012 - 11:33 AM
Trooper Dan, on 20 April 2012 - 07:57 AM, said:
As for blood and gore: If it isn't deleted after a while, there can be too many objects in the game which can can contribute to poor performance or even cause a crash (too many sprites spawned). While that is not an issue in most maps, I have to consider the worst case scenario. Also, sometimes blood and gore will end up on small ledges or in places where it looks glitchy. I have coded checks for this, but it still happens in some cases. Making it temporary helps mitigate the problem.
The next thing I do for DukePlus will probably be an overhaul of the menu to give it a nice GUI and possibly some different options.
I understand. I play a mod for doom that has enough blood and gore. Ever gib, bullets, blood, dont desapear in game. ("Brutal Doom"). There are parts in the game that loses performace significantly. But it is still a great game. I do not know what the real important item in question. The computer system or the program itself that will crash the game. I believe it can be both, but the main thing in my opinion is the computer system.
That's why I do not use polymer and hrp duke nukem to play. With this i can have a great performace in the game =). (I still prefer just using the dukeplus, is more to my liking.)
It was the best mod for doom already done. If you have time for a look at the mod, and see the features in the game. It's nice to get some ideas.
http://www.moddb.com...n-015a-released
obs: im using notebook with system :
intel celeron 440 1.86ghz 1,93gb ram ^^
This post has been edited by Má_hmc: 20 April 2012 - 11:34 AM
#1265 Posted 06 May 2012 - 09:14 AM
I just wanted to ask you if it is okay when the texture pack has ~50 MB?
I will finish the pack next week and will give it to you.
BTW, I can't send you PMs...
#1266 Posted 06 May 2012 - 07:20 PM
Mia Max, on 06 May 2012 - 09:14 AM, said:
That is very large! It depends on whether the textures would be of general usefulness, or whether they would only be used for your map.
EDIT: You can send me PMs once again.
This post has been edited by Trooper Dan: 06 May 2012 - 07:28 PM
#1267 Posted 06 May 2012 - 07:46 PM
Trooper Dan, on 06 May 2012 - 07:20 PM, said:
EDIT: You can send me PMs once again.
What would be a good file size?
I just converted the textures and now it's 30MB.
The quality still is good and I think I can make the file size even smaller.
There are also some textures I don't need, so the file size would be 20 MB I think.
And yes, I think other want to use the textures too.
There are some nice rock, wall, metal textures and new grass...
This post has been edited by Mia Max: 06 May 2012 - 07:49 PM
#1268 Posted 06 May 2012 - 07:52 PM
#1269 Posted 06 May 2012 - 07:56 PM
I just converted the textures again and now it's ~12 MB.
Most textures still look good, but I will check them ingame too.
I will send you the texture pack this week.
#1270 Posted 06 May 2012 - 08:04 PM
Mia Max, on 06 May 2012 - 07:56 PM, said:
I just converted the textures again and now it's ~12 MB.
Most textures still look good, but I will check them ingame too.
I will send you the texture pack this week.
OK, but make sure that they all still look good. If you change size/compression to the point where the difference is noticeable in game, then you have done it too much.
#1271 Posted 06 May 2012 - 09:57 PM
I think people will like the large rock textures.
There's also a new skybox.
The qualtiy is good.
This post has been edited by Mia Max: 06 May 2012 - 10:02 PM
#1273 Posted 09 May 2012 - 01:54 AM
#1274 Posted 09 May 2012 - 08:03 AM
Micky C, on 09 May 2012 - 01:54 AM, said:
Stopping fog from being removed when shooting in any renderer would be best, but I don't know if it's even possible. As for the second one, I think an option in a projectile's workslike flag that stop whatever's firing it from lighting up would be useful as well
This post has been edited by James: 09 May 2012 - 08:04 AM
#1275 Posted 09 May 2012 - 08:27 AM
You can also prevent fog from being removed when shooting by adding 256 to WEAPONx_FLAGS .
#1276 Posted 09 May 2012 - 04:17 PM
Diaz, on 09 May 2012 - 08:27 AM, said:
Yes, but that ought to be automatic in Polymer, as James was saying. Shooting already makes Polymer lights (as do the shotsparks upon impact) so the additional flashing of the entire level is just a legacy thing with drawbacks.
#1277 Posted 09 May 2012 - 04:28 PM
#1279 Posted 27 May 2012 - 06:52 AM
#1280 Posted 28 May 2012 - 01:37 PM
lwc, on 27 May 2012 - 06:52 AM, said:
Explain what you mean by that. Has the latest EDuke32 broken DukePlus?
#1281 Posted 19 June 2012 - 08:14 AM
#1282 Posted 24 June 2012 - 04:18 PM
Trooper Dan, on 10 March 2012 - 04:54 PM, said:
br_bill4 exists (attached).
br_schoolbus.jpg is not in blackrayne's package.
STROOPER.CON : replace "strooper\" by "strooper/" to eliminate case mismatch warnings.
Attached File(s)
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br_bill4.zip (85.51K)
Number of downloads: 295
#1283 Posted 28 June 2012 - 07:47 AM
And if they already have everything, they should at least open locked doors for me.
Also, why do they teleport to me if I leave them behind for a while? It means I have 0 control on them.
This post has been edited by lwc: 28 June 2012 - 08:10 AM
#1284 Posted 28 June 2012 - 09:17 AM
lwc, on 28 June 2012 - 07:47 AM, said:
And if they already have everything, they should at least open locked doors for me.
Also, why do they teleport to me if I leave them behind for a while? It means I have 0 control on them.
About the bots: they always have the pistol, and they randomly spawn with one additional weapon. If the bot is part of a map, the level designer has the option of deciding exactly which weapons the bot has, and can give them a variety of weapons. It's not the fault of the mod if mappers decide to do that. The reason the bots do not pick up ammo and other items is because they would become a liability if they stole items from the player. There is a grayed out option to make them pick up items, but I never coded it to work. Bots do have limited ammo, but it heals, and you won't often notice them running out of it.
As for teleporting: that option can be disabled if the bot is placed in a map, but it is on by default. The reason is that the bots have to work in maps that do not have trails to guide them. Maps can be very complex, with jumping puzzles, elevators, obstacles, teleport pads, and other features that require either great intelligence or a sophisticated waypoint system to successfully traverse. Therefore I took the easy way out and gave the bots a timer. If a certain amount of time has passed since the last time that the bot has been in sight of the player he is following, the bot will attempt to teleport to a location near the player (usually the coordinates where the player entered a sector a few moments before). Ninja edit: there was (is?) an option to make a bot stay put if you press use on him. That is supposed to make him guard a certain area, and he should stay there indefinitely until released from duty. That option may have been disabled at some point, and if so I apologize. It really should be added back in.
#1285 Posted 30 June 2012 - 02:50 AM
As for being a liability, that's all part of playing co-op. The whole point is substituting human players.
By "press use" I assume you meant "press open". It didn't work and your documentation has the patrol instructions strikethroughed.
BTW, your documentation ignores the "Super Troopers" option, while the changelog does mention something.
This post has been edited by lwc: 30 June 2012 - 03:27 AM
#1286 Posted 02 July 2012 - 12:58 AM
The SHGetFileInfo stuff is related to some of the music files which are defined for the DukePlus "edpisode".
#1287 Posted 02 July 2012 - 09:21 AM
LeoD, on 02 July 2012 - 12:58 AM, said:
The SHGetFileInfo stuff is related to some of the music files which are defined for the DukePlus "edpisode".
Right, those PROJ_* not-redefined warnings are because we had those defs offset by one in the Wiki at one point because of a wrong comment in the source. SHGetFileInfo is pretty whiny as to which names it accepts, but there's no problem besides not getting the case check then.
#1288 Posted 02 July 2012 - 11:17 AM
Helixhorned, on 02 July 2012 - 09:21 AM, said:
SHGetFileInfo doesn't like the necessary "dpmaps/" prefix in USERPLUS' "music 5" definitions. Well, ...
But maybe there is another problem which just did not bite anyone so far:
"dpmaps/" is missing for TTA2.mid and NULLSOUND.mid (three times).
But, if I add it to NULLSOUND.mid the game freezes after loading any map it is attached to (Hub Map, Scycar Demo, Haunted Castle). dpmaps/TTA2.mid seems OK.
So there appears to be something wrong with the handling of midis, or NULLSOUND.mid, or both.
Attached File(s)
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NULLSOUND.zip (326bytes)
Number of downloads: 234
#1289 Posted 10 July 2012 - 08:34 AM
The screenshots show Duke DC's secret level TOP SECRET (normal HRP, DC HRP is disabled).
The third one is taken after replacing textures/0000.png by redfont13/2955.png in my HRP.
Maybe this is caused by "define TEMPSPRITE 2955" in DEFSPLUS.CON. However, changing it to 2957 did not help.