Duke Plus "feedback and general discussion of Duke Plus"
#31 Posted 11 May 2009 - 12:17 AM
#32 Posted 11 May 2009 - 02:00 AM
moggimus, on May 10 2009, 11:38 PM, said:
Bah, of course thats it!
Ok, actually, I'm pretty sure I don't have any updated version of Duke. are you talking about version 1.4 for eduke or for Duke Nukem itself?, because I ran the eduke that came in the DukePlus.zip.
#34 Posted 11 May 2009 - 08:20 AM
necroslut, on May 11 2009, 01:17 AM, said:
This is why tech support people often recommend doing clean installs. It usually fixes the problem and it's easier than figuring out what it is.
In this case, it only takes a minute. Just extract dukeplus.rar into an empty folder, add a copy of duke3d.grp, and you are good to go. I would recommend this to anyone who is having inexplicable problems before posting.
#35 Posted 11 May 2009 - 08:24 AM
This post has been edited by KillerBudgie: 11 May 2009 - 08:24 AM
#36 Posted 11 May 2009 - 08:45 AM
KillerBudgie, on May 11 2009, 09:24 AM, said:
That map is nearing completion. DPCBP and a new map by Mia Max will both be included in the next update. There is no release date but I am tentatively predicting it will be around June 1st.
#37 Posted 11 May 2009 - 09:08 AM
DeeperThought, on May 11 2009, 07:20 PM, said:
Don't forget Duke3d and Eduke32 config files.
#38 Posted 11 May 2009 - 09:20 AM
Mikko_Sandt, on May 11 2009, 10:08 AM, said:
I didn't forget, I purposefully omitted them. If someone is having an unexplained problem, the config files might have something to do with it. For example, a bad Mod Dir setting can make it impossible to save games.
#39 Posted 11 May 2009 - 10:07 AM
DeeperThought, on May 11 2009, 05:45 PM, said:
The 'Haunted Castle' map and the DPCBP will probably be the biggest f*** off maps everyone will be playing once the next update is released. I can't wait to play them myself.
This post has been edited by KillerBudgie: 11 May 2009 - 10:09 AM
#41 Posted 11 May 2009 - 02:03 PM
#42 Posted 11 May 2009 - 02:34 PM
Alan, on May 11 2009, 02:27 AM, said:
It does fine when run normal.
Perhaps, since I'm running EDuke32 as a global command.
The log is output in the current working directory, usually one's home directory.
I've found that -game_dir only works with absolute paths, and that DUKEPLUS_RESOURCES.zip needs to be extracted in order to work. Also, when EDuke32 starts up, make a note of the addsearchpath statements in the messages window. Only files in those paths will be usable, and the DukePlus folder needs to be one of them.
This post has been edited by Dr. Kylstein: 11 May 2009 - 02:38 PM
#43 Posted 11 May 2009 - 02:40 PM
Dr. Kylstein, on May 11 2009, 03:34 PM, said:
I've found that -game_dir only works with absolute paths, and that DUKEPLUS_RESOURCES.zip needs to be extracted in order to work. Also, when EDuke32 starts up, make a note of the addsearchpath statements in the messages window. Only files in those paths will be usable, and if the DukePlus folder needs to be one of them.
Alan was talking about getting the HRP to work with DP, he wasn't having any problem with DP itself AFAIK. But thanks for the information. I didn't realize that the resources were not loading in linux because of the zip. The only reason I started zipping them was for the HRP uninstaller, but now I'm thinking it isn't worth it.
#44 Posted 11 May 2009 - 03:59 PM
DeeperThought, on May 11 2009, 06:40 PM, said:
I have no idea how that works. I thought EDuke32 only loaded archives that it is instructed to load, which is what happens on my system.
#45 Posted 11 May 2009 - 04:17 PM
Dr. Kylstein, on May 11 2009, 04:59 PM, said:
It also automatically loads archives that are inside the selected game directory. At least that's how it works for me and others who aren't using linux.
#46 Posted 11 May 2009 - 10:30 PM
Dr. Kylstein, on May 12 2009, 12:34 AM, said:
Why would you have to extract it? It loads it fine if it's in the specified game_dir. What does your log say about it?
#47 Posted 12 May 2009 - 05:19 AM
Dr. Kylstein, on May 11 2009, 06:34 PM, said:
Thanks! I was expecting it to show up in the ~/.eduke32 folder.
At any rate...
EDuke32 1.5.0devel 20090131 Application parameters: -game_dir DukePlus -forcegl addsearchpath(): Added /home/alan/ addsearchpath(): Added /home/alan/.eduke32/ Initializing SDL system interface (compiled against SDL version 1.2.12, found version 1.2.12) Loading libGL.so.1 Loading libGLU.so.1 Using "x11" video driver Using config file 'eduke32.cfg'. Scanning for GRP files... Using group file 'duke3d.grp' as main group file. Using group file 'autoload/duke3d.grp/duke3d_hrp.zip'. Using group file 'autoload/duke3d.grp/eduke32_mus.zip'. Using group file 'autoload/duke3d.grp/maphacks.zip'. Compiling: EDUKE.CON (27 bytes) Including: dpcons/DUKEPLUS.CON (552873 bytes) Using DEF file: dukeplus.def. Wrote eduke32.cfg Wrote eduke32_binds.cfg Using config file 'DukePlus/dp.cfg'. Including: DEFS.CON (35992 bytes) Including: USER.CON (45482 bytes) Including: DukePlus/dpcons/DEFSPLUS.CON (39370 bytes) Including: DukePlus/dpcons/USERPLUS.CON (53154 bytes) Including: DukePlus/dpcons/LIGHTS.CON (21535 bytes) DukePlus/dpcons/LIGHTS.CON: In actor `SECTOR_CONTROLLER': DukePlus/dpcons/LIGHTS.CON:405: warning: `nullop' found without `else' DukePlus/dpcons/LIGHTS.CON:405: warning: empty `else' branch Including: DukePlus/dpcons/HUDPLUS.CON (60751 bytes) Resizing code buffer to 32768*4 bytes Including: DukePlus/dpcons/PLAYERPLUS.CON (106730 bytes) Resizing code buffer to 65536*4 bytes Resizing code buffer to 131072*4 bytes dpcons/DUKEPLUS.CON: In event `EVENT_PROCESSINPUT': dpcons/DUKEPLUS.CON:25538: warning: found `ifsound' outside of a local event. dpcons/DUKEPLUS.CON:25546: warning: found `ifsound' outside of a local event. Found 4 warning(s), 0 error(s). Resizing code buffer to 102120*4 bytes Script compiled in 172ms Compiled code size: 102112*4 bytes, version 1.4+ Pointer bitmap size: 12765 bytes 2778/11264 labels, 642/2048 variables 287/16384 quotes, 46 quote redefinitions 33/88 event definitions, 388 defined actors Initialized 32.0M cache RTS file DUKE.RTS was not found Initializing OSD... 0 joystick(s) found Setting video mode 800x600 (32-bpp windowed) OpenGL Information: Version: 2.1.8087 Release Vendor: ATI Technologies Inc. Renderer: ATI Radeon X1200 Series Cache contains 0 bytes of garbage data Initializing music... Initializing sound... Initializing MultiVoc... - 32 voices, 512 byte mixing buffers Executing "DukePlus/dp_binds.cfg" UDP net deinitialized successfully. Uninitializing MultiVoc... Wrote DukePlus/dp.cfg Wrote DukePlus/dp_binds.cfg
#48 Posted 12 May 2009 - 06:15 AM
This post has been edited by DeeperThought: 12 May 2009 - 06:16 AM
#49 Posted 12 May 2009 - 07:13 AM
Dukeplus is a nice addon(allthough found the logo on the main menu standing out a bit too much, maybe make it match the menu fonts?)
Two things which i have noticed in particular.
There seems to be a bug when just using one pistol and the "DNSTUFF" cheat, it will either start firing slowly and can't be reloaded, or it will fire without ever being reloaded.
The second is the hi-res blood, for me it looks more like splatters of dark liquid than blood.
Otherwise a pretty nice mod
#50 Posted 12 May 2009 - 08:15 AM
By the way, I've asked this before on the 3dr forums before:
http://forums.3drealms.com/vb/showthread.p...5831#post835831
Has this been this looked into? I haven't played it long enough (or figured much use of the MP5 while I'm on sloped/stair areas) to encounter this yet, but I'm curious if it is fixed or anything like that
#51 Posted 12 May 2009 - 08:58 AM
DeeperThought, on May 12 2009, 10:15 AM, said:
Yeah, the HRP works now. What's needed to make both work?
#52 Posted 12 May 2009 - 09:08 AM
Alan, on May 12 2009, 09:58 AM, said:
At least now we know the general cause: the "include duke3d.def" line at the top of dukeplus.def is failing to include the duke3d.def inside of duke3d_hrp.zip.
One explanation is that you have a different file named "duke3d.def" loose in your Duke directory, and that file is not including what the HRP one includes. If so, delete it.
The only other explanation I can think of is that it is not finding the duke3d.def that is inside your duke3d_hrp.zip. I don't know why that would be, but I suppose you could try copying the duke3d.def from the HRP into the root level of your Duke folder.
#53 Posted 12 May 2009 - 11:35 AM
#54 Posted 12 May 2009 - 12:29 PM
Alan, on May 12 2009, 12:35 PM, said:
It doesn't need to be explicitly stated. The autoload folder is among those that it is supposed to look in. It should also be looking at the root level and in the selected game directory. This is the way it works for everyone else. I don't have duke3d.def in my DukePlus folder or at the root. The only copy I have is in the HRP inside the autoload folder, and it works. It works for most everyone else, too. Try this:
include autoload/duke3d.def
EDIT: Are you absolutely sure that you don't have a duke3d.def lying around somewhere?
This post has been edited by DeeperThought: 12 May 2009 - 12:34 PM
#55 Posted 12 May 2009 - 02:08 PM
#56 Posted 12 May 2009 - 03:09 PM
Alan, on May 12 2009, 03:08 PM, said:
That's insane. Well, I guess your only option is to do it the old-fashioned way, like in the days before the autoload folder. Place duke3d_hrp.zip at the root level, and add
-gduke3d_hrp.zip to the command line of the dukeplus.bat
#57 Posted 13 May 2009 - 01:13 AM
Just thought I'd let you know.
This post has been edited by Hail_Duke: 13 May 2009 - 01:21 AM
#58 Posted 13 May 2009 - 08:35 AM
Hail_Duke, on May 13 2009, 02:13 AM, said:
Just thought I'd let you know.
I could make it an option, but I hate adding more stuff to the menu and I would rather make the feature work flawlessly so it doesn't have to be optional.
I could make the bodies stop absorbing shots after a certain number of hits. Trouble is, people won't know that and then they'll report it as a bug when it happens and will still get stuck in situations like your because they won't know about the hit limit (same problems if I make the bodies jib after a certain number of shots).
I wish I could make the bullets hit the bodies and still pass through them, but I don't think that is currently possible.
This post has been edited by DeeperThought: 13 May 2009 - 08:36 AM
#59 Posted 13 May 2009 - 09:17 AM
This post has been edited by Dr. Kylstein: 13 May 2009 - 09:18 AM
#60 Posted 13 May 2009 - 09:26 AM
Quote
Problem is, sometimes you just need to fire at something, but the corpse itself, which is some distance away, presents itself as an obstacle
This post has been edited by Hail_Duke: 13 May 2009 - 09:28 AM