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Duke Plus "feedback and general discussion of Duke Plus"
#751 Posted 19 June 2010 - 09:04 AM
#752 Posted 19 June 2010 - 11:36 AM
evilfish6666, on Jun 19 2010, 10:04 AM, said:
There is a model but it doesn't look very much like the battlelord cannon and it has a few other issues so I haven't been using it. There might be some commented out defs for it in dukeplus.def, but I'm not going to be of much help.
#754 Posted 23 June 2010 - 08:06 PM
#755 Posted 23 June 2010 - 08:13 PM
salmonface, on Jun 23 2010, 09:06 PM, said:
I don't know why it crashes on Linux, sorry. I don't use Linux myself and don't know much about it.
The "SOUND (#-1) NOT DEFINED!" message appears in the log because I have coded some weapons to make no sound at certain times when they would have made sounds in the unmodified game. It is perfectly harmless and has nothing to do with any crashing or other problems you may be experiencing.
#756 Posted 23 June 2010 - 08:46 PM
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Edit
Sorry for the false alarm, I think it has something to do with the sound drivers as it works perfectly with
sound fx turned off. I'm through with linux and going back to windows
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This post has been edited by salmonface: 24 June 2010 - 06:30 PM
#757 Posted 24 June 2010 - 04:19 AM
DeeperThought, on Jan 22 2010, 02:27 PM, said:
Original 8-bit sprite (source unknown)
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My upsized/filtered shit version
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Your new and improved version
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Screenshot with your version
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Hi DeeperThought
After firing rpg cause creatures with bodies disappear after a while. I do not want to disappear. Please include help .. (Sorry bad english.. I'm a Turkish)
#758 Posted 24 June 2010 - 08:17 AM
But the bodies themselves should not disapper under the current code...
#759 Posted 24 June 2010 - 08:40 AM
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After
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Is gradually lost body parts. I do not want to disappear. Is there a file to turn off this feature?
#760 Posted 24 June 2010 - 02:29 PM
Pehaps you can do it yourself with CON coding, but you need to wait DT for that.
#762 Posted 28 June 2010 - 12:20 PM
#763 Posted 28 June 2010 - 02:51 PM
Two recommendations: Please change hall to its old style, I liked it more and it looked more realistically in its older form. If you had problems with unsufficient space for another maps, you should just make it longer.
Second idea: Make pigcop tanks driveable. Dont add them as separate thing, but make enemy pigcop tanks driveable. I have idea. If you want to drive pigcop tank, you have to use nuke button on its back and there will be percentage propability of killing its driver (enemy pigcop) without destroying tank itself. And then you could drive it. It would have limited armor (maybe also ammunition).
This post has been edited by t800: 29 June 2010 - 12:15 AM
#764 Posted 28 June 2010 - 03:19 PM
t800, on Jun 29 2010, 10:51 AM, said:
So you would be fine with the fact that you are driving a pig tank around that still has the art and model of a pig in it right?
#765 Posted 28 June 2010 - 03:24 PM
#766 Posted 28 June 2010 - 03:42 PM
http://archwhile.wordpress.com
#767 Posted 28 June 2010 - 11:05 PM
i think its very very usefull and you should add it to the duke plus mod!
what you think about it? duke plus will be awesome with autosave system!
This post has been edited by djdori11: 28 June 2010 - 11:06 PM
#768 Posted 28 June 2010 - 11:28 PM
Mr. Green, on Jun 29 2010, 01:42 AM, said:
But why did they choose Jonofs port for base? EDuke32 is way better than JfDuke.
#769 Posted 29 June 2010 - 12:07 AM
#770 Posted 29 June 2010 - 07:38 PM
Just had a random little question if I might... It was to do with Shooters. I don't have access to an EDuke32 install to test it, but I was wondering what behavior a shooter would exhibit when set to only target enemies, and placed with multiple enemies around it.
Will it just target one at a time until it kills it and moves on to the next, or will it fire randomly at different enemies?
Please tell me it fires randomly
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#771 Posted 30 June 2010 - 06:26 AM
Anyway, I've been having a severe problem with DukePlus. I recently reinstalled the most recent versions of eDuke and the HRP; no problems. But then I downloaded the most recent version of DP, and it brings the entire game down. It takes 3x as long to load the game with Duke Plus activated. And that's just to get to the main menu. To load the levels, it can and has taken up to 7 full minutes. But once the levels load, I can't do anything. Any action I take is delayed for several minutes before Duke actually does it. 9 times out of 10 the game doesn't carry out the command at all. I can't even bring up the main menu to quit. I always have to use the Start key and call up Task Manager to end it. And it doesn't matter if I'm using 8-bit, 16-bit, or 32-bit. It crashes all the same.
And again, this is only when DP is activated. Otherwise the game runs perfectly, HRP or not.
I'm certain that my video card specs are a little at fault, but there's no way that's the main reason, considering that DP won't even run in software mode.
I'm wondering what I'm doing wrong?
This post has been edited by Ninety-Six: 30 June 2010 - 06:27 AM
#772 Posted 30 June 2010 - 06:42 AM
Ninety-Six, on Jul 1 2010, 02:26 AM, said:
*sigh* these are the official forums, you were redirected from the old ones.
Anyway, now that you are here it would help if you post the "eduke32.log" AFTER you have experienced all these issues that you say.
Also, what is your full system specs? I find it very doubtful that DP! is causing this.
#773 Posted 30 June 2010 - 06:52 AM
The Commander, on Jun 30 2010, 07:42 AM, said:
Anyway, now that you are here it would help if you post the "eduke32.log" AFTER you have experienced all these issues that you say.
Also, what is your full system specs? I find it very doubtful that DP! is causing this.
Well, before I can post an eDuke log on that, suddenly eDuke stopped working, itself. Something about a DirectSoundCreate failure.
As for the specs, I'm not quite sure where I'd find I complete list of it, unless I'm to type it all out manually?
#775 Posted 30 June 2010 - 07:16 AM
The Commander, on Jun 30 2010, 08:05 AM, said:
OS: Windows XP Service Pack 3
RAM/CPU: Intel®
Pentium® 4 CPU 1.80GHz
1.79 GHz, 512 MB of RAM
Video Card: I'm not certain if this is correct, but NVIDIA GeForce4 MX 440 with AGP8X/AGP/SSE2 (from an eDuke log. I'm assuming (I inherited this computer) that that's my video card.)
#776 Posted 30 June 2010 - 07:33 AM
Ninety-Six, on Jul 1 2010, 03:16 AM, said:
Yeah, your PC is really old and slow, I have one of a similar set up behind me and it struggles to run the HRP let alone DukePlus with it, only thing I can suggest is to remove your (not delete) HRP from the autoload folder and try play DukePlus without but you still need to run it in 32bit.
EDIT: Also, this mod here may run a lot better for you.
http://forums.duke4....?showtopic=1942 (I believe it can now be ran in classic mode as well)
This post has been edited by The Commander: 30 June 2010 - 07:35 AM
#777 Posted 30 June 2010 - 07:36 AM
Ninety-Six: You can find out your specs as well by pressing windows key + R and typing dxdiag. For even more info you can download something like CPU-Z, but if the game works fine aside from when using DP I doubt your hardware is at fault here. Of course I could be wrong.
This post has been edited by Sangman: 30 June 2010 - 07:36 AM
#778 Posted 30 June 2010 - 07:49 AM
Sangman, on Jun 30 2010, 08:36 AM, said:
Ninety-Six: You can find out your specs as well by pressing windows key + R and typing dxdiag. For even more info you can download something like CPU-Z, but if the game works fine aside from when using DP I doubt your hardware is at fault here. Of course I could be wrong.
This is what I'm wondering. Because yeah, the HRP runs fine. I actually just got done playing the first two levels of Episode 1 to test it out. Ran flawlessly. Short load times, never lagged a single time, and overall was as smooth as the original game. So yeah, I'm wondering if DP has higher specs, too. And if so, what they are.
Also, thanks for the dxdiag command.
This post has been edited by Ninety-Six: 30 June 2010 - 07:50 AM
#779 Posted 30 June 2010 - 07:55 AM
Add it as an attachment.
This post has been edited by The Commander: 30 June 2010 - 07:55 AM
#780 Posted 30 June 2010 - 08:00 AM
The Commander, on Jun 30 2010, 08:55 AM, said:
Add it as an attachment.
Aye aye, Commander.
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