king karl, on 20 July 2012 - 04:23 PM, said:
Duke Plus "feedback and general discussion of Duke Plus"
#1291 Posted 20 July 2012 - 04:31 PM
#1292 Posted 21 July 2012 - 08:52 PM
LeoD, on 20 July 2012 - 04:31 PM, said:
yes thats the first thing i did, still none (although im quite convinced that i heard one once!
#1293 Posted 21 July 2012 - 10:45 PM
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).
#1294 Posted 22 July 2012 - 01:42 PM
king karl, on 21 July 2012 - 08:52 PM, said:
#1295 Posted 22 July 2012 - 01:50 PM
#1296 Posted 22 July 2012 - 02:26 PM
#1297 Posted 22 July 2012 - 02:26 PM
Trooper Dan, on 22 July 2012 - 01:50 PM, said:
Btw. the mortar seems to be somewhat bigger than its sprite:
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:
This post has been edited by LeoD: 22 July 2012 - 02:28 PM
#1298 Posted 22 July 2012 - 02:35 PM
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
#1299 Posted 22 July 2012 - 03:10 PM
Marked, on 22 July 2012 - 02:35 PM, said:
Marked, on 22 July 2012 - 02:35 PM, said:
#1300 Posted 22 July 2012 - 03:23 PM
This post has been edited by Marked: 22 July 2012 - 03:28 PM
#1301 Posted 22 July 2012 - 04:28 PM
Marked, on 22 July 2012 - 02:35 PM, said:
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.
#1302 Posted 22 July 2012 - 04:58 PM
This post has been edited by Marked: 22 July 2012 - 05:09 PM
#1303 Posted 23 July 2012 - 02:27 AM
- 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.
#1304 Posted 23 July 2012 - 07:26 AM
The Ultimate Doomer, on 23 July 2012 - 02:27 AM, said:
- 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.
#1305 Posted 23 July 2012 - 06:46 PM
how to fix, just delete all my duke plus stuff and do a fresh install?
#1306 Posted 23 July 2012 - 06:56 PM
king karl, on 23 July 2012 - 06:46 PM, said:
how to fix, just delete all my duke plus stuff and do a fresh install?
You are using Polymer, right?
#1307 Posted 23 July 2012 - 09:54 PM
#1308 Posted 29 July 2012 - 05:22 AM
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.
#1309 Posted 29 July 2012 - 06:07 AM
king karl, on 29 July 2012 - 05:22 AM, said:
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
#1310 Posted 20 August 2012 - 07:26 AM
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
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
This post has been edited by splitterface: 20 August 2012 - 07:31 AM
#1311 Posted 20 August 2012 - 08:05 AM
This post has been edited by Player Lin: 20 August 2012 - 08:09 AM
#1312 Posted 20 August 2012 - 08:26 AM
splitterface, on 20 August 2012 - 07:26 AM, said:
splitterface, on 20 August 2012 - 07:26 AM, said:
#1313 Posted 20 September 2012 - 06:13 AM
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.
#1314 Posted 20 September 2012 - 06:35 AM
necroslut, on 20 September 2012 - 06:13 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?
#1315 Posted 20 September 2012 - 05:45 PM
Trooper Dan, on 20 September 2012 - 06:35 AM, said:
Yeah, I'm attaching it. That command doesn't seem to do anything.
Attached File(s)
-
dukesav5.zip (1.81MB)
Number of downloads: 294
This post has been edited by necroslut: 20 September 2012 - 05:48 PM
#1317 Posted 22 September 2012 - 08:06 PM
#1318 Posted 22 September 2012 - 09:09 PM
Trooper Dan, on 22 September 2012 - 08:06 PM, said:
Actually that's been fixed for a while now. Was very happy when it was
#1319 Posted 22 September 2012 - 10:02 PM
Micky C, on 22 September 2012 - 09:09 PM, said:
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.
#1320 Posted 05 October 2012 - 07:39 AM
Trooper Dan, on 22 September 2012 - 08:06 PM, said: