Duke Plus "feedback and general discussion of Duke Plus"
#1591 Posted 21 July 2016 - 02:12 AM
EDIT: I tried the newest version of DukePlus and it doesn't even run. Here is my log file:
Apparently it doesn't find DNE.CON, which means you tried to integrate DNE into DukePlus but you didn't finish the process, so that's probably why it doesn't run.
This post has been edited by FistMarine: 21 July 2016 - 02:18 AM
#1593 Posted 21 July 2016 - 03:19 AM
FistMarine, on 21 July 2016 - 02:12 AM, said:
eduke32.log said:
Btw.:
#1595 Posted 21 July 2016 - 10:32 AM
EDIT: I'm currently uploading the corrected version, with the "include DNE.con" removed, Thumbs.db removed from the dukebike folder and the dukebike maps added in. Unless someone uncovers a major problem, this is probably the last time I will upload an update for DukePlus in a while. I need to have access to a more optimized renderer before it would be worthwhile to put out a DNE release.
This post has been edited by Trooper Dan: 21 July 2016 - 10:41 AM
#1596 Posted 21 July 2016 - 11:26 AM
Trooper Dan, on 21 July 2016 - 10:32 AM, said:
eduke32.log said:
#1597 Posted 21 July 2016 - 11:48 AM
LeoD, on 21 July 2016 - 11:26 AM, said:
That should be harmless but I'll fix it. The DNE specific content is being kept separate, even in the DNE edition.
#1598 Posted 21 July 2016 - 01:17 PM
Trooper Dan, on 21 July 2016 - 11:48 AM, said:
#1599 Posted 21 July 2016 - 01:33 PM
e2b03b449bb189bde7716c97b2b5acd9 *DukePlus240.zip
#1600 Posted 22 July 2016 - 12:44 AM
First one happens when you drive the bike and hit a slope from other way, you will fall from bike but remain in "sitting on bike animation", that is until you use movement keys to reset to normal Duke movement. What's funny is during that "sitting on bike" time, you can hold jump button to get up in the sky. It's pretty funny glitch but only works with small slopes.
The second one is really strange, the color correction menu appeared messed up when I wanted to access main menu. It is hard to reproduce but I think you have to press F11 (to access Color Correction menu) and then when you press ESC to access main menu, the color correction menu will appear instead but in messed up form. I suspect it's an EDuke32 bug right there and I reported a similar bug few weeks ago related to glitched menu but hasn't been looked at.
This post has been edited by FistMarine: 22 July 2016 - 12:49 AM
#1601 Posted 24 July 2016 - 04:55 PM
Attached File(s)
-
eduke32.log (21.49K)
Number of downloads: 258
#1602 Posted 24 July 2016 - 05:10 PM
Jamesfff, on 24 July 2016 - 04:55 PM, said:
[EDIT] Although all CON files appear to be correct (in size), the existence of this file:
Using group file "DukePlus/DUKEPLUS_RESOURCES.zip".
indicates that there's some very old shit lying around. Did you really do a clean install?
This post has been edited by LeoD: 24 July 2016 - 05:33 PM
#1603 Posted 24 July 2016 - 05:59 PM
LeoD, on 24 July 2016 - 05:10 PM, said:
Yeah there is no such file if you actually do a clean install. The pistol etc. display fine on my end with latest Polymer HRP. Weapons display fine in polymost also, although their positions are somewhat different.
#1604 Posted 25 July 2016 - 10:17 AM
#1605 Posted 25 July 2016 - 01:01 PM
FistMarine, on 25 July 2016 - 10:17 AM, said:
It's reasonable to want a separate def file that loads when not using the HRP. Unfortunately, I can't see a way of doing it right now that won't cause a lot of users to fuck things up and then complain about it.
The sticking point is that I want DukePlus to be able to run normally (i.e. using HRP content and models) without using a .bat file to start it. Right now it does that because I have "setdefname dukeplus.def" at the top of DUKEPLUS.CON. And it knows to use DUKEPLUS.CON because that is included by EDUKE.CON, which will always override other parameters and load if present. I tried making a .bat that uses a different CON to start (with a different associated def file), but the presence of EDUKE.CON overrides the parameter I give it. And if I remove EDUKE.CON, then I think I would need two separate .bat files (one for HRP and one for no-HRP), which I want to avoid.
To make a long story short, your best option right now is simply to make your own personal edit of dukeplus.def in which you comment out the model definitions for the laser gun and the battlelord minigun. That will do exactly what you want.
#1606 Posted 25 July 2016 - 04:59 PM
LeoD, on 24 July 2016 - 05:10 PM, said:
[EDIT] Although all CON files appear to be correct (in size), the existence of this file:
Using group file "DukePlus/DUKEPLUS_RESOURCES.zip".
indicates that there's some very old shit lying around. Did you really do a clean install?
Attached File(s)
-
eduke32.log (6.4K)
Number of downloads: 270
#1607 Posted 25 July 2016 - 05:53 PM
EDIT:
Quote
Intel Intel® HD Graphics 4000 4.0.0
Yeah I'm thinking it's the graphics driver....
EDIT2: And just to verify, you are using the latest DukePlus downloaded from THIS page, right?
#1608 Posted 25 July 2016 - 06:01 PM
Jamesfff, on 25 July 2016 - 04:59 PM, said:
Quote
Compiled Apr 12 2016 21:22:40
LeoD, on 24 July 2016 - 05:10 PM, said:
This post has been edited by LeoD: 25 July 2016 - 06:05 PM
#1609 Posted 25 July 2016 - 06:07 PM
#1610 Posted 25 July 2016 - 06:14 PM
Trooper Dan, on 25 July 2016 - 06:07 PM, said:
Where does that parameter
Quote
come from, btw.? Jamesfff, you should check the link or batch file you're using to start DukePlus.
#1611 Posted 26 July 2016 - 06:57 AM
Trooper Dan, on 25 July 2016 - 01:01 PM, said:
The sticking point is that I want DukePlus to be able to run normally (i.e. using HRP content and models) without using a .bat file to start it. Right now it does that because I have "setdefname dukeplus.def" at the top of DUKEPLUS.CON. And it knows to use DUKEPLUS.CON because that is included by EDUKE.CON, which will always override other parameters and load if present. I tried making a .bat that uses a different CON to start (with a different associated def file), but the presence of EDUKE.CON overrides the parameter I give it. And if I remove EDUKE.CON, then I think I would need two separate .bat files (one for HRP and one for no-HRP), which I want to avoid.
To make a long story short, your best option right now is simply to make your own personal edit of dukeplus.def in which you comment out the model definitions for the laser gun and the battlelord minigun. That will do exactly what you want.
OK I guess I will have to edit the def file for now. Maybe in next version you could add an option to the DukePlus menu to toggle between the sprites and models for these 2 weapons? I think that would be the best option at the moment.
#1612 Posted 26 July 2016 - 01:10 PM
FistMarine, on 26 July 2016 - 06:57 AM, said:
The menu I made is very dumb with hardcoded numbers for menu item positions and no scrolling. It's hard to add new items, especially when the window gets full, and I hate to do it just for two things like that. This is a good example of why I stopped developing DukePlus...it was time for me to move on to other projects and do things better. The most I will do is supply an alternative def file with some simple instructions on how to rename it and use it and how to comment things out. Remember, after this release, I will only support the Polymer/PolymerNG version and I'm not going to mess around with trying to simultaneously support 8-bit art and HD.
#1613 Posted 26 July 2016 - 04:28 PM
LeoD, on 25 July 2016 - 06:14 PM, said:
Where does that parameter
come from, btw.? Jamesfff, you should check the link or batch file you're using to start DukePlus.
I do not remember what it was now that had me using that parameter, but updating EDuke32 solved the HUD weapons glithches. The graphics glitch with the fencing is still there, though. It wasn't there with prior versions of EDuke32 though, and I only noticed it after updating DukePlus.
#1614 Posted 26 July 2016 - 11:44 PM
Trooper Dan, on 26 July 2016 - 01:10 PM, said:
Well, commenting things out of the def file isn't difficult because I can easily comment out the model definitions for the laser pistol and battlelord minigun. However I would like to have two def files supplied by default (one normal and other with models commented out) just to help newbies out there who prefer the old 8-bit art and don't know how to edit the files. And with that, people can choose between the HRP and 8-bit versions of these weapons without having to edit the file themselves. Isn't that a better idea? And for menu idea earlier, I don't think it would have hurt to have an additional option in DukePlus Weapon Options menu called "Models for Laser Pistol and Battlelord Minigun" or something like that.
This post has been edited by FistMarine: 27 July 2016 - 06:00 AM
#1615 Posted 27 July 2016 - 01:58 AM
FistMarine, on 26 July 2016 - 11:44 PM, said:
Already done, will be included with next upload.
#1616 Posted 27 July 2016 - 05:59 AM
#1617 Posted 28 July 2016 - 10:26 PM
#1619 Posted 24 October 2016 - 04:40 AM
I only have a couple issues with it:
1) I wonder whether it'd be too hard to make the new guns use arm models that match the ones in the HRP more closely? The difference is not much but it creates some inconsistency which would be best to avoid. The arms in the Duke Plus guns seem more yellowish and less poly than those from the HRP.
2) I would prefer it if the Shrinker and Devastator's secondary modes worked like the Freezer... Instead of selective fire, make the Alt Fire command actually fire the secondary mode. Would make for faster gameplay. But then the mind blast would probably need another animation.
3) Packaging. Is it possible to zip all those new monster and sound files?
Other than that, I'm having a lot of fun with this mod. It really is a Brutal Doom equivalent for Duke. Pig Cops are quite dangerous with it! I love the Cruizer shotgun as well, the model is great and the gun packs a punch compared to the standard one, lol.
#1620 Posted 24 October 2016 - 05:10 AM
Anyways Trooper Dan, did you consider my suggestions from few months ago to get included in next upcoming update? For instance I would really like to see some more recently released DP levels added into the DukePlus Hallway, as well as unused first From Base to Base map. I know the reason why this one remains unused is because the second FBTB map replaced the first when was initially added in older versions. IMO it wasn't a good idea because the second FBTB map is sequel to the first one and story-wise, it doesn't make sense to jump directly into the second map without having played the first. It doesn't hurt to have both included.
This post has been edited by FistMarine: 24 October 2016 - 05:14 AM