Duke Plus "feedback and general discussion of Duke Plus"
#272 Posted 20 July 2009 - 09:36 AM
Spiker, on Jul 20 2009, 10:28 AM, said:
I made a video for Dukecide, but then the map and code was changed right after I made it, so I was going to make another one, but I never got around to it.
If anyone has good videos for the remaining maps, post links here and I'll put them up on the page.
This post has been edited by DeeperThought: 20 July 2009 - 09:36 AM
#273 Posted 20 July 2009 - 09:39 AM
#274 Posted 20 July 2009 - 10:14 AM
#275 Posted 20 July 2009 - 01:31 PM
Played with the Advanced AI on so that's why the boss killed me a few times
#276 Posted 20 July 2009 - 03:30 PM
Mikko_Sandt, on Jul 20 2009, 02:31 PM, said:
The video has been added to the DP levels page.
#277 Posted 20 July 2009 - 03:49 PM
#278 Posted 02 August 2009 - 02:06 AM
# Duke Plus Community Build Project, an epic new level that took months of hard work by several mappers (see the txt file for details)
# Haunted Castle, a new level by Mia Max, designed only for the HRP
# Scar City, a new level by Spiker
# From Base To Base, a new level by Carthief
# All of these new maps are accessible from the Duke Plus Levels episode. Play them now!
Also:
# Added Quick Pipebomb key (replaces AIM DOWN, which we don’t need because we all use mice to aim). Very convenient, can be used while holding any weapon except the pipebomb itself
# Some bug fixes
EDIT: Note that the included version of DPCBP is updated from the one released last week. You should only use the map and CONs from the current version of DukePlus.
This post has been edited by DeeperThought: 02 August 2009 - 02:15 AM
#279 Posted 02 August 2009 - 07:53 AM
Haunted Castle is very sweet even without the HRP (I usually play without it), although sometimes I've been wondering how to get to some places (like after the first cutscene). The final room is just awesome with that green slime waves !
Just a note : horizontal chains are supposed to be breakable only with pistol (the don't break with RPG, very odd) ?
Base To Base : man, this map is a really FPS killer ! It runs very choppy even without the HRP ! I reduced via menu the snow intensity to 50% and there was a little improvemente, but perhaps I'll have to kill the snow completely. I liked the map idea (using enemies as bots allies), but I still have to finish it.
This post has been edited by Headless_Horseman: 02 August 2009 - 07:56 AM
#282 Posted 03 August 2009 - 12:41 AM
#283 Posted 03 August 2009 - 01:56 AM
just a feature request, is it possible to get the next sprite over from #507 an invisble blocking one that also stops bullets just so i can add bounding boxes to some models.
#284 Posted 03 August 2009 - 04:04 PM
#285 Posted 04 August 2009 - 03:04 PM
As i've got a lot of bug when i've tried a game on V.1.7,i've never retried...
Now i've retried and it work pretty well (Yes maybe DT do nothing for that,but it's maybe cause this time,i exchanged my dp.cfg with the other players)
We got always some tiny lag,like when we Mantling,and we don't tried to pick up Item...(But this feature Work well too in Infestation In time,so there is no reason that this not work in DP)
But i've got always some bug...(I don't have touch to USERPLUS.con)
-I'm pretty sure that jumpad don't work in MP,i must retried,cause i first tried Spacejump in Cooperative instead of Dukematch,but after restart the game in DM (without restarting Eduke32,it's why i'm not sure)
-In the same game,we got first Chaingun (like i don't know if in mp game,DP load userplus.con information or DP Menu,i can't says if it was activated or not)and we died,and when we repick the chaingun sprite,we got a MP5 (in the same game)...
but we got only out of synch when we tried the space jump map...But there is a lot of feature that we don't tried...Like the random attribute...
We gonna tried all feature of DP in MP...
And i have a question,in multiplayer game,DP pick information like if the player can mantling or not,in USERPLUS.con,or in the menu (that is stored in dp.cfg?i'm not sure...)
But we got always a tiny lag (a strangious lag,different from Physic and from Internet lag)but i think it's du to all the con code... :/
#286 Posted 04 August 2009 - 05:32 PM
This map is really interesting, really original, a little stingy in terms of health/ammo (i had to kill six enemies with the mighty kick having only 2% of health, yeah i did it) but still a great map. Would like to say more, but i didnt finish it yet.
edit: Nevermind, i already finished the level. Took me 46 minutes. AWESOME WAVES EFFECT!
This post has been edited by Gambini: 04 August 2009 - 05:58 PM
#287 Posted 04 August 2009 - 06:48 PM
Gambini, on Aug 4 2009, 06:32 PM, said:
Yes, that is really impressive, but only people who play to the end of the map will see it.
#288 Posted 10 August 2009 - 01:08 PM
This post has been edited by Mikko_Sandt: 10 August 2009 - 01:08 PM
#289 Posted 10 August 2009 - 01:21 PM
So basically, if you are using a Polymer build, it is more likely to happen.
Also, i really like the new DukePlus, i think Tribute To Action II is my favorite of the new maps - feels like it could have been in a duke game as a real level, the others are really awesome awesome too.
One thing i find odd is how Project Zero still crashes, does anybody know what's causing it, it's done it since at least DukePlus 1.8 if i remember correctly. Usually it happens just as you can see the first room of the building from outside, but i can't find anything wrong in there.
I did also point this out when i first noticed it.
This post has been edited by High Treason: 10 August 2009 - 01:21 PM
#290 Posted 13 August 2009 - 11:29 PM
#291 Posted 13 August 2009 - 11:56 PM
Gambini, on Aug 3 2009, 05:04 PM, said:
how do i modify cstat stuff?
#292 Posted 13 August 2009 - 11:57 PM
zchri9, on Aug 14 2009, 12:29 AM, said:
I don't really see the point of doing that right now. Putting aside the technical complications (like the fact that there is no true zoom capability in EDuke32 yet), the enemies and gameplay in Duke 3D aren't well suited to it. The main problem is this. On the rare occasion that one comes up against enemies far enough away that zoom is desirable, any experienced player will use the pistol(s), which automatically hit any enemy in the crosshair, regardless of distance. Which means, in order for iron sights to be useful, either that classic hardcoded pistol feature would have to be removed (NO), or the iron sights would have to work (exclusively?) with the pistol(s), (which doesn't make much sense). If Duke Plus were a TC, then it would be a different story. But since it is an enhancement of the original game that is supposed to preserve the core gameplay, I feel limited in what I can do. Maybe I'm overthinking it, but I don't want to waste effort on a what seems like a useless feature.
#293 Posted 14 August 2009 - 03:32 AM
DeeperThought, on Aug 13 2009, 11:57 PM, said:
Sorry mate, I was just playing Duke3D with Duke Plus and I right clicked for iron sights!
Anyway, after doing that it just came to mind to have ironsights in Duke3D, figured it'd be a good idea for a Duke Plus addition.
This post has been edited by zchri9: 14 August 2009 - 03:35 AM
#294 Posted 14 August 2009 - 04:16 AM
DeeperThought, on Aug 14 2009, 02:57 AM, said:
Auto-aim is for wimps. Iron sights will work with auto aim disabled.
#295 Posted 16 August 2009 - 07:33 PM
Flacken.WS made alt-pals for the Pig Cop gibs, to match with the HRP skins. Make sure you have code so that the palette of the Pig Cop is passed to the gibs it spawns.
I also included the newer, higher-resolution crate texture.
dp_piggibs.7z DEF code included.
This post has been edited by Hendricks266: 16 August 2009 - 07:36 PM
#296 Posted 19 August 2009 - 07:54 AM
Hendricks266, on Aug 16 2009, 08:33 PM, said:
Flacken.WS made alt-pals for the Pig Cop gibs, to match with the HRP skins. Make sure you have code so that the palette of the Pig Cop is passed to the gibs it spawns.
I also included the newer, higher-resolution crate texture.
dp_piggibs.7z DEF code included.
Thanks! I'll use these in the next update.
#297 Posted 30 August 2009 - 05:58 PM
#298 Posted 30 August 2009 - 06:21 PM
#299 Posted 05 September 2009 - 12:12 PM
1. are you able to create sprites of the DP guns? my com is slow so that will help a bit....
2. this one is my most importanat....i dont use the hrp but i wanted to make it so you can walk around a sprite (like a monster)
and be able to SEEM like its really there....for example if i wanted to make a montser do nothing but make it so he doesnt always face me.
a bad example (what is happening now) is if you have duke guys look like they are having a conversation but when walk around them they look like they are not facing each other.
in the hrp they just look at where ever you face them so thats good but not in software....
thanks if you can do that
#300 Posted 05 September 2009 - 12:25 PM
i hear in almost every duke site
is it something like a lighting syster or somethng?

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