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Duke Plus "feedback and general discussion of Duke Plus"
#661 Posted 13 March 2010 - 09:23 PM
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...
#662 Posted 13 March 2010 - 09:27 PM
Nfelli64, on Mar 13 2010, 08:52 PM, said:
i would really like to see that stuff with dukeplus and the hrp/polymer (since nuclear showdown wasnt compatible with hrp)
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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
#663 Posted 14 March 2010 - 03:14 AM
Quote
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)
#664 Posted 14 March 2010 - 04:02 AM
#665 Posted 14 March 2010 - 05:23 AM
DanM, on Mar 15 2010, 01:02 AM, said:
Your life will be complete one you get that wont it.
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#666 Posted 14 March 2010 - 05:40 AM
#667 Posted 14 March 2010 - 12:20 PM
DanM, on Mar 15 2010, 12:40 AM, said:
Brilliant Idea
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#668 Posted 14 March 2010 - 12:55 PM
Dr. Kylstein, on Mar 6 2010, 09:15 AM, said:
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well that's embarrassing. i probably should have mentioned i was using linux; it's something i take for granted nowadays
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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).
#669 Posted 31 March 2010 - 10:43 AM
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
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Greetings from Germany
Chriss
#672 Posted 31 March 2010 - 11:31 PM
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 ...
#675 Posted 01 April 2010 - 05:51 AM
Spiker, on Apr 1 2010, 10:06 AM, said:
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
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This post has been edited by DerKs: 01 April 2010 - 05:53 AM
#676 Posted 05 April 2010 - 11:25 AM
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.
#677 Posted 09 April 2010 - 07:35 PM
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
#678 Posted 16 April 2010 - 01:11 PM
#679 Posted 16 April 2010 - 02:07 PM
SalaciusCrumb, on Apr 16 2010, 02:11 PM, said:
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
Attached is a map that demonstrates the effect.
Attached File(s)
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xmas2k1.zip (98.9K)
Number of downloads: 471
#680 Posted 17 April 2010 - 05:39 AM
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#681 Posted 17 April 2010 - 07:18 AM
SalaciusCrumb, on Apr 17 2010, 06:39 AM, said:
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I'll add that if you plan to make a map using it.
#682 Posted 23 April 2010 - 07:05 AM
#683 Posted 29 April 2010 - 09:20 AM
eduke version is new, Dukeplus is new...
Can you help me with this?
Edit: Polymer only!
This post has been edited by chicken: 29 April 2010 - 09:38 AM
#684 Posted 29 April 2010 - 12:50 PM
chicken, on Apr 29 2010, 10:20 AM, said:
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.
#685 Posted 29 April 2010 - 01:06 PM
#686 Posted 30 April 2010 - 05:55 PM
this should not be hard at all.
#687 Posted 01 May 2010 - 06:38 PM
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#688 Posted 01 May 2010 - 06:42 PM
DeeperThought, on Mar 13 2010, 09:27 PM, said:
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.
#689 Posted 01 May 2010 - 07:50 PM
Mr.Gerolf, on May 1 2010, 07:38 PM, said:
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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.
#690 Posted 03 May 2010 - 08:18 AM
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.