Duke Plus "feedback and general discussion of Duke Plus"
#91 Posted 07 June 2009 - 06:16 PM
#92 Posted 07 June 2009 - 11:42 PM
I mean those monsters (bosses) whose death ends the level.
Yesterday i captured a battlelord and had to release him again and kick him to death because i ran out of ammo.
#93 Posted 08 June 2009 - 01:49 PM
#94 Posted 08 June 2009 - 02:00 PM
This post has been edited by supergoofy: 08 June 2009 - 02:01 PM
#95 Posted 08 June 2009 - 02:12 PM
Headless_Horseman, on Jun 8 2009, 02:49 PM, said:
Yeah, there seems to be a bug. I was already about to start working on that, so here I go...
Hopefully I'll have a fix later today.
#96 Posted 08 June 2009 - 03:24 PM
Replace your CON files with these:
http://deeperthought...m/dp/dpcons.rar
Boring technical details follow:
Monsters using "advanced AI" follow a trail of invisible sprites spawned by the player in order to track him (generally speaking, this works a lot better than the hardcoded following routine). If a monster was not yet latched onto the trail, it would attempt to acquire the trail by checking each individual trail sprite in the array to see if it was accessible from the monster's position, until it found a trail sprite it could reach. The monster would check EVERY trail sprite EVERY single tic until it was latched on, or until the monster fell asleep. Monsters that spawned which were not in view of the player or his trail would therefore cause a huge drag on CPU.
The fix was to make each monster check only one trail sprite per tic, then save its position in the array until next tic. Since the maximum size of the trail array was 100 (and it was usually full), this means the monsters now take about 1% of the cpu that they did before when acquiring a trail.
#97 Posted 08 June 2009 - 03:36 PM
#98 Posted 09 June 2009 - 06:31 AM
#100 Posted 09 June 2009 - 07:19 AM
This post has been edited by Fantinaikos: 09 June 2009 - 07:23 AM
#101 Posted 09 June 2009 - 07:36 AM
Headless_Horseman, on Jun 9 2009, 07:31 AM, said:
Are you sure that wasn't just a random crash? I use that gun a lot and it never crashes. The build of EDuke32 I use is more recent than the last released snapshot so I can't be sure though.
#102 Posted 09 June 2009 - 10:48 AM
I also have to mention that the Advanced AI fix greatly improve the overall performance of DukePlus on my PC : just tried the Tribute To Action 2 map, that is filled with sprites and respawns and everything just runs greatly !
#103 Posted 09 June 2009 - 11:55 AM
Fantinaikos, on Jun 9 2009, 08:19 AM, said:
Thats a good idea in principal, but the chaingun is held at or below the hip, so you wouldn't really see anything in the HUD. You could probably raise it up or re-gig it to work somehow. Firing proximity mines into a corridor during deathmatch would be very cool.
#104 Posted 09 June 2009 - 01:13 PM
[img=http://img19.imageshack.us/img19/4707/battlelordchaingun1.png]
#105 Posted 09 June 2009 - 02:20 PM
Fantinaikos, on Jun 9 2009, 02:13 PM, said:
[img=http://img19.imageshack.us/img19/4707/battlelordchaingun1.png]
Are you saying you want the battlelord to drop his weapon when he dies, so the player can pick it up and use the minigun/mortar launcher as a subweapon of chaingun?
#106 Posted 09 June 2009 - 02:23 PM
Quote
YESSSHHH, YESSSHHH. (Bison's trumpet)
#107 Posted 09 June 2009 - 02:47 PM
DeeperThought, on Jun 9 2009, 03:20 PM, said:
Yeppers. Sounds like a pretty cool idea if you ask me.
And as Fantanaikos mentioned earlier, the Chain/Mortar gun that Hellbound made is a separate model, so should be pretty easy to make a HUD version and a Pick-up.
This post has been edited by Tea Monster: 09 June 2009 - 02:49 PM
#108 Posted 10 June 2009 - 03:16 AM
http://www.mediafire.com/?sharekey=8d207c5...04e75f6e8ebb871
For the mortar model, is in the "projectile" folder with the skin and a glow skin.
#109 Posted 10 June 2009 - 01:45 PM
#111 Posted 10 June 2009 - 04:13 PM
Captain Awesome, on Jun 10 2009, 02:45 PM, said:
Yes. And that's easy to do, because I already have code for Duke moving slow when carrying heavy objects.
#112 Posted 13 June 2009 - 01:51 PM
#113 Posted 13 June 2009 - 05:15 PM
#114 Posted 13 June 2009 - 08:36 PM
Duke Plus is great. I hope you don't mind if I use a similar method of wall jumping in my TC (not a direct rip or anything.)
Actually, now that I think about it, I may have it switch to third person actually and code some separate animations, though, if I'm going to require it.
#115 Posted 13 June 2009 - 10:48 PM
BlackDays, on Jun 13 2009, 09:36 PM, said:
But which tile numbers are "characters" depends on the mod/TC, and EDuke32 is a general platform for TCs, so I doubt that will happen. I've already added the feature to DP.
BlackDays, on Jun 13 2009, 09:36 PM, said:
No problem. In fact, you can rip the code if you want, as long as you give credit.
#116 Posted 13 June 2009 - 10:51 PM
- A new level has been added to the Duke Plus hub: Tribute to Action II, by Dan Mason.
- The lighting demo has been removed along with the fake dynamic lightning system to make room for Polymer, the upcoming renderer which has true dynamic lightning.
- Various bug fixes since version 2.00
- Optimization to the advanced monster AI option; framerate is improved in some situations.
- New option in the Effects menu for disabling character models when the HRP is used.
- Added some basic support for Polymer (currently, the player can use flares and glowbugs have been made into dynamic lights)
- Added several new Duke taunts and other Duke one liners.
- Added a new rain sound for light rain.
That new map by DanM is really great and a lot of fun. Check it out!
Edit: I'm re-uploading to fix a minor bug (I left some spawned characters out of the no model option, so they would still use models)
This post has been edited by DeeperThought: 14 June 2009 - 07:48 AM
#117 Posted 15 June 2009 - 07:48 AM
The other con files are the same.
[edit]
it seems that you reuploaded DukePlus.rar
now it's ok
This post has been edited by supergoofy: 15 June 2009 - 08:12 AM
#118 Posted 15 June 2009 - 09:48 AM
supergoofy, on Jun 15 2009, 08:48 AM, said:
now it's ok
I also included an updated version of TTA2, the excellent new map by Dan M.
#119 Posted 15 June 2009 - 01:25 PM
#120 Posted 16 June 2009 - 05:01 AM
I'll find somewhere more appropiate for it to go.
This post has been edited by XenoMatriX: 18 June 2009 - 06:43 AM