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Duke Plus  "feedback and general discussion of Duke Plus"

User is offline   Micky C 

  • Honored Donor

#661

Are you getting confused between Deeperthought's Duke Nukem: Weapon of Mass Destruction and Nuclear Showdown? IIRC Nuclear Showdown was made by James, who's now working on the AMC TC.

I get what you're saying though and I agree that it would be nice to have the screen bounce when you fire weapons, and especially nice to have those bombdarts for the pistol. Good times...
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User is offline   Danukem 

  • Duke Plus Developer

#662

View PostNfelli64, on Mar 13 2010, 08:52 PM, said:

i still dont see why deeperthought hasnt put in the things from nuclear showdown mod into dukeplus. Like when you feel the power of the weapons (ex. when you fire a weapon, the screen bounces up a little) and the arcade machines (ex. when you could make playable arcade machines)

i would really like to see that stuff with dukeplus and the hrp/polymer (since nuclear showdown wasnt compatible with hrp) <_<


I did my own screen-jumping recoil in my DNWMD mod before Nuclear Showdown existed, although James has done it better since then (especially in AMC TC). One day, DavoX pointed out to me that if you are competent with a gun, the recoil may move the gun up but it's not going to move your head up (which is what seems to be happening when the whole screen moves). That kind of killed it for me, and I have never desired to add the screen-jumping recoil since.

As for playable arcade machines: I did think about doing that a long time ago, but it's never been a high priority. If a good, reliable mapper had an idea for a level where playing arcade games was a big part of it (maybe a big old fashioned arcade complex and you get the keycards by playing games?) then I would be motivated to do it, but I have plenty to keep me busy in the mean time.

EDIT: Something you may not realize is that the arcade games would take place in parts of the map which are specifically built for that purpose, which means they would not work in old maps, only in levels designed for the arcade game code.

This post has been edited by DeeperThought: 13 March 2010 - 09:33 PM

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User is offline   Jblade 

#663

Quote

One day, DavoX pointed out to me that if you are competent with a gun, the recoil may move the gun up but it's not going to move your head up (which is what seems to be happening when the whole screen moves). That kind of killed it for me, and I have never desired to add the screen-jumping recoil since.

This is true, but I added it not for realism but more just to make it feel a little more visceral; you don't get anywhere near the same level of feedback when you shoot ingame compared to real life so adding things like making the screen bob a little gives back some of that feeling (at least to me, I live in the UK so I've never fired a weapon)
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User is offline   Stabs 

#664

id like to see a good hand-to-hand system put in, or at least add the fists when your shrunk when you select the mighty boot weapon, perhaps those fists could be adapted for punching
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#665

View PostDanM, on Mar 15 2010, 01:02 AM, said:

id like to see a good hand-to-hand system put in, or at least add the fists when your shrunk when you select the mighty boot weapon, perhaps those fists could be adapted for punching

Your life will be complete one you get that wont it. <_<
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User is offline   Stabs 

#666

lol we aussies we love to piss up & punch-on and i could make a duke episode about dukes australian cousin, Dink Ninkum
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User is online   Lunick 

#667

View PostDanM, on Mar 15 2010, 12:40 AM, said:

lol we aussies we love to piss up & punch-on and i could make a duke episode about dukes australian cousin, Dink Ninkum


Brilliant Idea <_<
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User is offline   dopefish 

#668

View PostDr. Kylstein, on Mar 6 2010, 09:15 AM, said:

That's probably a case sensitivity issue. I think it's funny that not only is Windows case-insensitive, but Windows-users are case-insensitive. <_< On Linux, if you say "DUKEPLUS_RESOURCES/GRAPHICS" there had better be a "DUKEPLUS_RESOURCES/GRAPHICS" and not "DUKEPLUS_RESOURCES/graphics" or "DUKEPLUS_RESOURCES/Graphics". I strongly recommend that mod makers stick to all lowercase filenames so that there's no confusion. (If I recall, EDUKE.CON and GAME.CON are hardcoded as uppercase though.)


well that's embarrassing. i probably should have mentioned i was using linux; it's something i take for granted nowadays <_<

to solve the problem, in the "DUKEPLUS_RESOURCES/GRAPHICS/WEAPONS/" directory i not only had to rename both "lasergun_pickup.MD3" and "lasergun_1.MD3" to lasergun_pickup.md3 and lasergun_1.md3, but i also had to rename "lasergun_1.JPG" to lasergun_1.jpg because although the errors went away after the first two, the gun was showing up as invisible before i renamed the third file (the skin).
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User is offline   DerKs 

#669

Hi there,

I'm new to the eDuke32 port and DukePlus and I've got a little problem I hope we can solve together:

For about 4 weeks now I'm using Win7 Professional. Before (using WinXP) I played my Duke Nukem 3D: Atomic Edition using JonoF's Port which now causes problems running on Win7 (at least at my PC). After that I tried eDuke32 and Duke Plus since I've wittnessed all the cool new stuff. I downloaded all the files together with the "Eternity" Mod as one of those "easy install packs" and later updated to the latest versions of DukePlus 2.07 and eDuke32 2.0.0 devel 20100311.

My Problem is as follows: I can't ride the Skycar.

When I try to enter the Skycar used in "Scar City" my vision shrinks from full screen to a little screen at the lower right of the sight which makes it impossible to fly it. When I try to enter the one in the "Duke Plus Community Build Project" map the only thing that happens is Duke saying "Rockin" and nothing more. I'm standing on top of the Skycar which seems invisible until I'm moving in anydirection. Also the current weapon gets holstered.

What am I doing wrong? What do you need to know in addition to help me?

Hope to read from you soon <_<

Greetings from Germany
Chriss
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User is offline   Plagman 

  • Former VP of Media Operations

#670

Try disabling Polymer before the skycar sequences.
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User is offline   Gambini 

#671

I experience the same problem using polymer.
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User is offline   DerKs 

#672

Hey,

disabling Polymer worked out so far, thanks a lot! But is it correct that Duke's looking out on top of the Skycar? Attached you find a screenshot of how it looks for me ...

Attached thumbnail(s)

  • Attached Image: duke0000.jpg

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User is offline   Spiker 

#673

It's because you use God mode<_<
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User is offline   Gambini 

#674

lol he´s ridding a cabriolet skycar under the rain <_<
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User is offline   DerKs 

#675

View PostSpiker, on Apr 1 2010, 10:06 AM, said:

It's because you use God mode<_<

Really? Ouch ...

... jepp got to admit that this screenshot was made using godmode 'caus I just wanted to skip ahead to the scenerie which gives me the Skycar to try out Gambini's/ Plagman's hint <_<

This post has been edited by DerKs: 01 April 2010 - 05:53 AM

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User is offline   supergoofy 

#676

4-03-10
Duke Plus 2.09 Released

	* various bug fixes and tweaks

Not many changes this time, just some minor bug fixes and tweaks.  I can't say what they are, because I haven't been keeping track.  But bug fixes are always a good thing.  I never got around to writing an official post about version 2.08, but it was the same sort of update.

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User is offline   king karl 

#677

would it be possible to make it so jibs dont dissapear? or make an option in the duke plus menu?

and i duno but i feel like the blood on walls and floors usta look more realistic but now the wall one looks like the original again and the floor one just seems kinda grainy. i think the one you once used was from sd duke? it felt alot mroe gory
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#678

It would be great if you could make Duke start in the Skycar, either fully controllable or or with Locators.
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User is offline   Danukem 

  • Duke Plus Developer

#679

View PostSalaciusCrumb, on Apr 16 2010, 02:11 PM, said:

It would be great if you could make Duke start in the Skycar, either fully controllable or or with Locators.


You can make him start in a crashing skycar, guided by locators. I haven't coded a way to make him start in a controllable skycar though.

Here are the instructions from the manual:

Quote

Making a Skycar crash sequence. A crash sequence will only work at the start of a map. Place tile #6410 in the air, along with the player start position. Place a series of LOCATORS, creating a path for the crashing skycar to follow. The final locator in the sequence should have a lotag of 0, with previous ones counting up. Give the skycar a lotag equal to that of the first locator in the sequence. For example, if you have placed 16 locators, then give the first locator and the skycar both a lotag of 15. The next locator will have a lotag of 14, and so on until you get down to 0. The locators can be as far away from each other as you like. However, keep in mind that the crashing skycar cannot make tight turns. If you have placed the sprites correctly, then the map will begin with Duke in the skycar as it follows the path and random explosions surround it. When it reaches the lotag 0 locator, it will crash, Duke will get out and say “That’s the second time those alien bastards have shot up my ride!”. Ironically, Duke cannot be harmed while in the crashing skycar, although he can be harmed in the controllable skycar.


Attached is a map that demonstrates the effect.

Attached File(s)


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#680

Yup, I know that effect :P I thought of more like when you are an in a space map, you are heading into a hangar on autopilot as some kind of intro.
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User is offline   Danukem 

  • Duke Plus Developer

#681

View PostSalaciusCrumb, on Apr 17 2010, 06:39 AM, said:

Yup, I know that effect :P I thought of more like when you are an in a space map, you are heading into a hangar on autopilot as some kind of intro.



I'll add that if you plan to make a map using it.
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User is offline   necroslut 

#682

Just a suggestion; wouldn't it look better if duke held stuff at the bottom of the screen instead of in the center? That way it would be less obvious that he's not holding them in his hands and they wouldn't block the view. Also, now it looks like he pours the soda into his eyes when he drinks it.
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User is offline   chicken 

  • Fashionable Modeler

#683

I got a strange phenomenon when i enter the skycar. The screen is black, just the little target window for the bomb is active.
eduke version is new, Dukeplus is new...
Can you help me with this?

Edit: Polymer only!

Attached thumbnail(s)

  • Attached Image: duke0000.jpg


This post has been edited by chicken: 29 April 2010 - 09:38 AM

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User is offline   Danukem 

  • Duke Plus Developer

#684

View Postchicken, on Apr 29 2010, 10:20 AM, said:

Edit: Polymer only!


It's because Polymer doesn't yet support the command I use to draw the bomb view in a separate window. I should add ifvarn rendmode 4 to that line so it doesn't try to draw the window in Polymer.
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User is offline   DuduKrazy 

#685

i have a similar problem regarding the skycar in polymer, except that i can't ride that thing at all. i only hear "Rockin'" and nothing happens at all after this.
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User is offline   gibfrag 

  • Honored Donor

#686

make non-Hrp/open gl graphics. so it can look like original game!!!
this should not be hard at all.
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User is offline   gibfrag 

  • Honored Donor

#687

the blue assault troopers mess up sometimes, mainly when sitting on toilet. they show up as normal green/red then when you kill them they turn blue. also, as i said before, why not make weapons\art for non polygraphic. so then if you want the game to be modern, but have original look, you dont have to have 3d double barrel, id say, just add a new graphic for new weapons you added. mainly for double barrel, use bloods. or try and make one that looks like the shotgun pigcops hold. i would be willing to help. i'm not saying get rid of graphics/code, i'm saying you should make it to where if you dont use polygraphic, you won't see black, you'd see 8-bit sprites :P
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User is offline   gibfrag 

  • Honored Donor

#688

View PostDeeperThought, on Mar 13 2010, 09:27 PM, said:

I did my own screen-jumping recoil in my DNWMD mod before Nuclear Showdown existed, although James has done it better since then (especially in AMC TC). One day, DavoX pointed out to me that if you are competent with a gun, the recoil may move the gun up but it's not going to move your head up (which is what seems to be happening when the whole screen moves). That kind of killed it for me, and I have never desired to add the screen-jumping recoil since.

As for playable arcade machines: I did think about doing that a long time ago, but it's never been a high priority. If a good, reliable mapper had an idea for a level where playing arcade games was a big part of it (maybe a big old fashioned arcade complex and you get the keycards by playing games?) then I would be motivated to do it, but I have plenty to keep me busy in the mean time.

EDIT: Something you may not realize is that the arcade games would take place in parts of the map which are specifically built for that purpose, which means they would not work in old maps, only in levels designed for the arcade game code.


add shadow warrior code, for remote control cars. but the cars would be on arcade, hiden from player on level, only veiwable on screen, unless you noclip, you wouldnt find it.
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User is offline   Danukem 

  • Duke Plus Developer

#689

View PostMr.Gerolf, on May 1 2010, 07:38 PM, said:

why not make weapons\art for non polygraphic. so then if you want the game to be modern, but have original look, you dont have to have 3d double barrel, id say, just add a new graphic for new weapons you added. mainly for double barrel, use bloods. or try and make one that looks like the shotgun pigcops hold. i would be willing to help. i'm not saying get rid of graphics/code, i'm saying you should make it to where if you dont use polygraphic, you won't see black, you'd see 8-bit sprites :P


I have answered this many times, in different threads. The short answer is: it's more work than you think (not just graphics), and I have other things I would rather do with my time. I might do it eventually, but I'm not promising anything.

As for remote controlled cars: Generally speaking, I add new map related features only when someone is actually making or going to make a map that will use it. The next thing I need to add is the skycar level start that I promised for Salacious Crumb.
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User is offline   Mikko 

  • Honored Donor

#690

Was just playing DanM's skycar map and came here to complain about two things of which the black screen/polymer compatibility issue has already been addressed.

But anyways, wouldn't it make more sense for the car to have its own health system, maybe a health gauge that slowly regenerates (better than getting off to pick toolkits or health packs)? As far as the maps that already utilize the car go, such a system is not really necessary because the flight sections are relatively short but in maps with longer flight sections (such as in the above-mentioned map) it'd make sense.

Technically it should be doable. The AMC TC has a mech that has its own health gauge that slowly regenerates. You can also set its initial health to whatever level you wish.
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