Duke4.net Forums: Duke Plus - Duke4.net Forums

Jump to content

  • 57 Pages +
  • « First
  • 42
  • 43
  • 44
  • 45
  • 46
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic

Duke Plus  "feedback and general discussion of Duke Plus"

User is offline   LeoD 

  • Duke4.net topic/3513

#1291

View Postking karl, on 20 July 2012 - 04:23 PM, said:

so i just downloaded the new duke plus and put super troopers on but then an hour later i still havn't seen any (yes i started a new game) just how uncommon are they? would it be affected by my random attributes which is set to 20?
Open the DukePlus menu, go to ENEMY OPTIONS and set SUPER TROOPERS to YES.
0

User is offline   king karl 

#1292

View PostLeoD, on 20 July 2012 - 04:31 PM, said:

Open the DukePlus menu, go to ENEMY OPTIONS and set SUPER TROOPERS to YES.


yes thats the first thing i did, still none (although im quite convinced that i heard one once!
0

User is offline   Danukem 

  • Duke Plus Developer

#1293

I would try turning random attributes off just to be safe (I haven't looked at the code but it's possible there is a buggy interaction between those features). More likely, though, you have just been very unlucky.

The surest way to meet supertroopers is to play The Imperium episode or the Duke Nukem Eternity episode, where there are guaranteed encounters (both separate downloads).
0

User is offline   LeoD 

  • Duke4.net topic/3513

#1294

View Postking karl, on 21 July 2012 - 08:52 PM, said:

yes thats the first thing i did, still none (although im quite convinced that i heard one once!
These are my gamevars in dp.cfg. Comparing the with yours might be helpful.
Spoiler

0

User is offline   Danukem 

  • Duke Plus Developer

#1295

stroopers = 1 means supertroopers will sometimes randomly replace liztroops. randomize is the only other variable that could possible make a difference, since it's conceivable that I did something like make the strooper code only work on certain pals and the randomize code change the pals beforehand. But I'm too lazy to actually check.
0

User is offline   Mark 

#1296

I have a few questions and problems with Dukeplus features. Should I stay here or post in the regular bugs area?
0

User is offline   LeoD 

  • Duke4.net topic/3513

#1297

 Trooper Dan, on 22 July 2012 - 01:50 PM, said:

stroopers = 1 means supertroopers will sometimes randomly replace liztroops. randomize is the only other variable that could possible make a difference, since it's conceivable that I did something like make the strooper code only work on certain pals and the randomize code change the pals beforehand. But I'm too lazy to actually check.
I usually play without strooper but i usually encounter at least one when playing E1L1.
Btw. the mortar seems to be somewhat bigger than its sprite:
Attached Image: mortar.jpg
It does not fit through that opening but the pipe bomb does. Intentionally?

A personal wish:
Before the next DukePlus release, would you mind renaming some glow maps to the *_g.png HRP-style? That would make life easier for my scripts.
Files: flare_glow.png, fuse_glow.png, gas_fire_glow.png, MiniGunFPglow.png, sheriffg.png, sheriffg1.png, lamppostg.png, gbr_flourlight.png, StrooperGA.png, StrooperGB.png

 Marked, on 22 July 2012 - 02:26 PM, said:

I have a few questions and problems with Dukeplus features. Should I stay here or post in the regular bugs area?
This is a good place IMO.

This post has been edited by LeoD: 22 July 2012 - 02:28 PM

0

User is offline   Mark 

#1298

For starters, the flare radius is set way too large. It shines through walls and illuminates rooms throughout a large area of my map.

Second, I have some babes models set down a click or two in the green slime texture on the floor. In game they float to the top as though standing on the slime instead of in it.

It seems the sparker feature, tile 2950 IIRC is not working. In game the red text font shows and no effect.

And lastly, I placed a lot of different models on a shelf model. About half of them must be coded to fall to the floor. ARG.

EDIT: I just noticed in the Dukeplus log that version 2442 of Eduke is installed. I'm going to update it and re-try these problem areas.... nope, no difference

This post has been edited by Marked: 22 July 2012 - 03:01 PM

0

User is offline   LeoD 

  • Duke4.net topic/3513

#1299

 Marked, on 22 July 2012 - 02:35 PM, said:

For starters, the flare radius is set way too large. It shines through walls and illuminates rooms throughout a large area of my map.
That's more of a Polymer issue I think. Shining through walls happens to health atoms, too. Although something might be done about this in DukePlus

 Marked, on 22 July 2012 - 02:35 PM, said:

Second, I have some babes models set down a click or two in the green slime texture on the floor. In game they float to the top as though standing on the slime instead of in it.
HRP model problem? I somewhat remember an offset discussion some time ago.
0

User is offline   Mark 

#1300

The flare probably just needs to be defined down a few notches in some config file in Dukeplus. But how much is a matter of personal taste so it might be hard to find an ideal radius.

This post has been edited by Marked: 22 July 2012 - 03:28 PM

0

User is offline   Danukem 

  • Duke Plus Developer

#1301

View PostMarked, on 22 July 2012 - 02:35 PM, said:

And lastly, I placed a lot of different models on a shelf model. About half of them must be coded to fall to the floor. ARG.


Are you saying that you want a way to disable that? Behavior is not uniform because props were added at different times for different purposes. The props that pre-date DNE were part of the regular game and most of them were either hardcoded to fall or already had CON code to make them fall and be destructible. Most (all?) of the newer props had little or no code added to them and just sit there being dumb.
0

User is offline   Mark 

#1302

I didn't load up the map and check but I'm pretty sure that the models dropping are the HRP ones. Not your fault. I had a good looking Supplies room with lots of stuff on the shelves. I'll just figure out something else for that room.

This post has been edited by Marked: 22 July 2012 - 05:09 PM

0

#1303

Duke Plus is very cool and very good, but there are some things that I think are a little "weird", involving the option to pick up and throw objects...

  • When a knife is picked up and thrown, it lands in a rather awkward position - it almost points upward vertically, defying gravity.
  • Duke can throw a bottle several feet through the air, and it won't smash when it hits the ground.
  • Duke can pick up a soft teddy bear (like in E4L7) and kill stuff by throwing the teddy around.

0

User is offline   Danukem 

  • Duke Plus Developer

#1304

View PostThe Ultimate Doomer, on 23 July 2012 - 02:27 AM, said:

Duke Plus is very cool and very good, but there are some things that I think are a little "weird", involving the option to pick up and throw objects...

  • When a knife is picked up and thrown, it lands in a rather awkward position - it almost points upward vertically, defying gravity.
  • Duke can throw a bottle several feet through the air, and it won't smash when it hits the ground.
  • Duke can pick up a soft teddy bear (like in E4L7) and kill stuff by throwing the teddy around.



The first two could be considered minor bugs (the knife is just retaining its orientation from when you were holding it instead of returning to its original orientation on the ground). The third thing is really just my sense of humor. All objects do some damage based on a weight variable they are assigned. I could have given some objects zero weight, but I thought it was funny to be able to hurt monsters with seemingly harmless objects. The damage should not be very high, though.
0

User is offline   king karl 

#1305

Just ifgured out why i havnt seen any super troopers....they are invisible! (and potentialy unattackable) just filled a map with 100s of assault captains and turned off random atributes, sure enough i could hear the super troopers and get hurt by them but not see them, i tried firing in all directions to see if they could be hit and i heard no pain sounds nor saw any bullets not hi thte wall but who knows i may have just been unlucky.

how to fix, just delete all my duke plus stuff and do a fresh install?
0

User is offline   Danukem 

  • Duke Plus Developer

#1306

View Postking karl, on 23 July 2012 - 06:46 PM, said:

Just ifgured out why i havnt seen any super troopers....they are invisible! (and potentialy unattackable) just filled a map with 100s of assault captains and turned off random atributes, sure enough i could hear the super troopers and get hurt by them but not see them, i tried firing in all directions to see if they could be hit and i heard no pain sounds nor saw any bullets not hi thte wall but who knows i may have just been unlucky.

how to fix, just delete all my duke plus stuff and do a fresh install?



You are using Polymer, right?
0

User is offline   king karl 

#1307

View PostTrooper Dan, on 23 July 2012 - 06:56 PM, said:

You are using Polymer, right?


yes always
0

User is offline   king karl 

#1308

so i found what is likley causing the missing super trooper models, any solutions?
Loading 'dukeplus.def'
Error: file 'highres/sprites/characters/4510_pirate1a_12_18.png' does not exist
Error: file 'highres/sprites/characters/4510_pirate1a_12_18.png' does not exist
Warning: defined hightile replacement for empty tile 9000. Maybe some tilesXXX.art are not loaded?
Invalid frame name on line dukeplus.def:76
Invalid starting frame name on line dukeplus.def:77
Invalid frame name on line dukeplus.def:78
Invalid starting frame name on line dukeplus.def:79
Invalid frame name on line dukeplus.def:81
Removing model 437 due to errors.
Invalid frame name on line dukeplus.def:121
Removing model 440 due to errors.
Invalid frame name on line dukeplus.def:130
Removing model 440 due to errors
.
0

User is offline   LeoD 

  • Duke4.net topic/3513

#1309

View Postking karl, on 29 July 2012 - 05:22 AM, said:

so i found what is likley causing the missing super trooper models, any solutions?
No, because I'm pretty sure this is related to the HRP only. Super Trooper's stuff has its own DEF and directory.
The 4510_pirate1a_12_18 thing is a new message about an old bug which will be fixed in the next HRP release.
The model errors are caused by DukePlus expecting certain stuff within the HRP which may have changed since the last DukePlus release.
But are you sure you have the latest DukePlus from Trooper Dan's FISSILE MATERIALS SITE?

This post has been edited by LeoD: 29 July 2012 - 06:10 AM

0

#1310

erm... in the latest eduke32 builds dukeplus isnt working at all anymore :D

when i try loading dukeplus with the latest eduke32 builds it just loads without dukeplus when i try loading dukeplus up ;)

and i start it the exact same way as before, using the dukeplus.bat, and i checked at the startup menu that all settings are set correctly,
but still when i load it up it loads duke3d atomic without dukeplus enabled ;)



btw another random question.. will dukeplus ever be updated again? it hasnt been updated in over a year :P
and id lvoe to see some new things in dukeplus, like having some off the additional stuff enemies have in attrition,
like more different weapons for enemies and such, and the boasted weapons.
and those speedy enemies are cool too, and the ability for troopers to use holo-versions of themselves B)

This post has been edited by splitterface: 20 August 2012 - 07:31 AM

0

User is offline   Player Lin 

#1311

latest eduke32 snapshot builds did changed a lot of things may/will broken things in Duke Plus, especially DP didn't updated for a long time. So, be patient. (Or maybe just some wrong in your end if others can get it working fine, I haven't tried DP with latest ones...)

This post has been edited by Player Lin: 20 August 2012 - 08:09 AM

0

User is offline   LeoD 

  • Duke4.net topic/3513

#1312

View Postsplitterface, on 20 August 2012 - 07:26 AM, said:

erm... in the latest eduke32 builds dukeplus isnt working at all anymore ;)
Can't confirm that. Post your log file as attachment.

View Postsplitterface, on 20 August 2012 - 07:26 AM, said:

btw another random question.. will dukeplus ever be updated again?
DukePlus isn't on top of Trooper Dan's list anymore. Other than bug fixes I'd only expect (texture) additions for new maps on which someone is actually working (like Mia Max' Frauenstein).
0

User is offline   necroslut 

#1313

While I don't think you really update this anymore, thought I'd drop a couple of bug reports anyway just in case.
I was playing through Project Zero, and after one of the Dukebots got shrunk, he didn't grow back correctly afterwards. He reverted to his original width, but not the full height leaving him running around "squished".
Also, after drinking a couple of sodas Duke decided to drop and step on the next can instead of drinking it. After this picking up objects didn't work anymore, neither did the gravity gun, leaving the map unfinishable without cheats as you need to do the fusebox thing as well as stack boxes to climb on.
0

User is offline   Danukem 

  • Duke Plus Developer

#1314

View Postnecroslut, on 20 September 2012 - 06:13 AM, said:

Also, after drinking a couple of sodas Duke decided to drop and step on the next can instead of drinking it. After this picking up objects didn't work anymore, neither did the gravity gun, leaving the map unfinishable without cheats as you need to do the fusebox thing as well as stack boxes to climb on.


That's bizarre and disturbing. Do you still have a saved game where the bug is happening? If so, what happens if you type "setvar holding -1" into the console in that game?
0

User is offline   necroslut 

#1315

View PostTrooper Dan, on 20 September 2012 - 06:35 AM, said:

That's bizarre and disturbing. Do you still have a saved game where the bug is happening? If so, what happens if you type "setvar holding -1" into the console in that game?

Yeah, I'm attaching it. That command doesn't seem to do anything.

Attached File(s)



This post has been edited by necroslut: 20 September 2012 - 05:48 PM

0

User is offline   LeoD 

  • Duke4.net topic/3513

#1316

I have a problem with Billy Boy's Oranges map. There's a glass pane which can't be broken (by explosives) when using DukePlus. Therefore the map can't be finished. It is located behind the blue keylock. Could you please have a look into that?
Attached Image: OrangesDukePlusUnbreakable.jpgAttached Image: OrangeMap.jpg
0

User is offline   Danukem 

  • Duke Plus Developer

#1317

I opened the map in windowed mode, had some trouble finding the exact spot, checked the screenshots again, and mapster crashed (which I had forgotten it does when it loses focus). I was just trying to see whether the glass sprite was hightagged and whether it had any other tags on it which might have special DP functions. Sorry but I'm busy with other stuff and dealing with crash bugs that still haven't been fixed is enough to stop me for now.
0

User is offline   Micky C 

  • Honored Donor

#1318

View PostTrooper Dan, on 22 September 2012 - 08:06 PM, said:

mapster crashed (which I had forgotten it does when it loses focus)


Actually that's been fixed for a while now. Was very happy when it was Posted Image
0

User is offline   Danukem 

  • Duke Plus Developer

#1319

View PostMicky C, on 22 September 2012 - 09:09 PM, said:

Actually that's been fixed for a while now. Was very happy when it was Posted Image


Oops I had forgotten to use the latest build. I downloaded one a few days ago but I didn't put it in the DP folder.
0

User is offline   LeoD 

  • Duke4.net topic/3513

#1320

View PostTrooper Dan, on 22 September 2012 - 08:06 PM, said:

I opened the map in windowed mode, had some trouble finding the exact spot, ...
After re-reading the EDukeWiki's troubleshooting page ;) :

Attached thumbnail(s)

  • Attached Image: OrangesDPUnbreakableCoords.jpg

0

Share this topic:


  • 57 Pages +
  • « First
  • 42
  • 43
  • 44
  • 45
  • 46
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks not owned by Voidpoint, LLC are the sole property of their respective owners. Play Ion Fury! ;) © Voidpoint, LLC

Enter your sign in name and password


Sign in options