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Duke Plus  "feedback and general discussion of Duke Plus"

#811

View PostDeeperThought, on Jul 8 2010, 07:24 AM, said:

Eventually I will add a save point feature to DP, that will allow level designers to specify certain sectors as autosave points. Making it exactly like it is in Attrition would be a mistake, imo.

Ah you mean like some sort of checkpoints?
Sounds cool.
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User is offline   Spike 

#812

duke plus is awsome but there should be more car levels that would be cool
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User is offline   williamjcm 

#813

View PostSpike, on Jul 16 2010, 04:20 PM, said:

duke plus is awsome but there should be more car levels that would be cool

Are you talking about the SkyCar ?
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User is offline   Mike Norvak 

  • Music Producer

#814

THERE´S A PROBLEM. THE NEW EDUKE32 ENGINE THAT COMES WITH DUKEPLUS 2.1 MAKE SOME DARK MAPS LOOKS EVEN MORE DARK. IF THE SHADE LEVEL OF A WALL OR SECTOR IS ABOVE 22-24 POINTS IT TURNS TOTALLY BLACK; I MEAN ALTHOUGH U INCREASE THE GLOBAL BRIGHTNESS THIS DARK SURFACES KEEP IN BLACK

MAKING MY NSA MAP (AS WELL AS OTHER LEVELS) UNPLAYABLE :)


SOMEONE ALREADY HAD REALIZED THAT?

oopsss fuckin CAPS lock....
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User is offline   Spiker 

#815

There was a reason why the shading was changed, however I think it was tweaked or so. If it's still bad with the very last version (cause the one in DP may be not the latest one) then you can fix it by selecting whole your map with ALT in 2d mode, then switching to 3d mode and adjusting shading in the whole map.

This post has been edited by Spiker: 19 July 2010 - 11:00 AM

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User is offline   Mike Norvak 

  • Music Producer

#816

View PostSpiker, on Jul 19 2010, 01:59 PM, said:

There was a reason why the shading was changed, however I think it was tweaked or so. If it's still bad with the very last version (cause the one in DP may be not the latest one) then you can fix it by selecting whole your map with ALT in 2d mode, then switching to 3d mode and adjusting shading in the whole map.


Yeah. maybe that is the only solution, although there are many DP sprites in my map that use shading for other porpuses, so i don´t want to spoil spawners or shooters, and i´m too lazy to tweak every element one by one...

The problem is that if u hav a sector with 21 point in the north and the south walls, and 25 in the east and west wall, side walls look weird, then if u increase shade of the entire map there´re other walls that don´t need any change in its shading.

Also there´re some dark places in other maps with the same trouble, it means people have to tweak all those maps?

May the last Eduke has fixed this, i haven´t tried it yet.
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User is offline   Danukem 

  • Duke Plus Developer

#817

Try the latest eduke and see how it looks. I do NOT recommend changing the map. Thousands of maps are affected by the new shading, and if there's a problem with it then it will probably be fixed. If you change your map, then it will end up looking too bright when the eduke shading is tweaked again.
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User is offline   Stabs 

#818

r_shadescale 1.05

:)
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User is offline   Mike Norvak 

  • Music Producer

#819

View PostDeeperThought, on Jul 19 2010, 04:18 PM, said:

Try the latest eduke and see how it looks. I do NOT recommend changing the map. Thousands of maps are affected by the new shading, and if there's a problem with it then it will probably be fixed. If you change your map, then it will end up looking too bright when the eduke shading is tweaked again.


OK
0

User is offline   Hendricks266 

  • Weaponized Autism

  #820

In trying to make my HRPs mutators compatible with DP, I ran into the .art tiles that DP has in its folder.

I converted all the changed art to tilefromtexture. That way, DP makes little to no footprint. Please use it. :)
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User is offline   Danukem 

  • Duke Plus Developer

#821

View PostHendricks266, on Jul 24 2010, 03:23 PM, said:

In trying to make my HRPs mutators compatible with DP, I ran into the .art tiles that DP has in its folder.

I converted all the changed art to tilefromtexture. That way, DP makes little to no footprint. Please use it. :)


Have you tested DP with your tilefromtextures? It definitely needs to be tested to make sure there are no glitches.
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User is offline   Stabs 

#822

would it be possible to expand on dukeplus's polymer lights, currently the extra makes it pulse but if i say set a pal of 40 - 42 they could contain 3 different types of preset random flickers more similar to a broken light?
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User is offline   Danukem 

  • Duke Plus Developer

#823

DukePlus version 2.11 released!

  • Incorporated Muelsa’s DukeBike into DukePlus, with some enhancements. Try it out using Muelsa’s maps (named DUKEBIKE.map and DUKEBIKE2.map in the dpmaps folder).
  • Added some new lighting effects for level designers (see DPEFFECTS, SE 49).
  • Monster corpses and items float on shallow water instead of becoming invisible under the surface.
  • Karate kicks are easier to aim (they will auto-aim at nearby enemies)
  • Added check point support and a menu disabling option for those making DukePlus based TCs
  • Got rid of edited tiles05.art and tiles08.art, and instead use tilefromtexture for only the needed tiles. This allows compatibility with mods that modify those art files, such as Nuclear Winter and Caribbean Vacation.
  • New pickup sounds for some weapons and items to replace the old Duke beep.
  • Comes with new and improved version of EDuke32

0

User is offline   Gambini 

#824

•Monster corpses and items float on shallow water instead of becoming invisible under the surface.
•Karate kicks are easier to aim (they will auto-aim at nearby enemies)


mmmmh :)

I don´t like those two. The rest is cool as always.
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User is offline   Danukem 

  • Duke Plus Developer

#825

Usually I can discern some rationale for your preferences, but in this case I really have no idea why those would be objectionable. The water effect is one of the best things I have done in months, imo.
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User is offline   Stabs 

#826

if its like how bodies float in shadow warrior it should be good, i have the perfect part for it :)

Ive been playing around with those lights quite a bit and the only thing i could see it using is with pal 1, if you set a minus shade value the light should stay on mostly and flicker now and then, naturally this would make little difference at values of 100 or 100- because its blinking so fast
, that glow map hack got me thinking how you could make walls with breaking light textures work with lights

if the lights in a sector with a wall / ceiling with an extra 4911, make hitag of the wall the tile it changes to when shot, and the lotag is the amount shade added to it when shot, because a light texture should be fullbright but when broken goes back to the shade of everything around it, when the 4911 wall texture is broken and changes to its broken state defined by hitag thats when the SE49 starts to use the pal 1 flashing values, just a thought :)
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User is offline   Danukem 

  • Duke Plus Developer

#827

I'm confused. Since we are talking about Polymer lights here, why would you want the wall texture or shades to change? When the light is broken, you want the model to switch to a broken version and the SE 49 to die. What am I missing?
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User is offline   Stabs 

#828

Sector conatins one SE49, one wall or ceiling with a breakable texture with an extra value of 4911, the hitag of this wall is its broken version tile #. the lotag is how much shade to add to the wall when broken.

When i make a light out of textures i like to turn it up to a shade of 0 so it looks bright, because i use a uniform shade of 27 for everything when shot i would want the texture to add 27 points of shade, hence a lotag of 27 and just use the polymer light hitting it to make it look like its flashing.

Anyway basically what happens is there is an SE49 looking for a wall with an extra of 4911 and a tile matching its hitag, once those conditions are met, ( shooting the light texture which would changes it tile, which would match the hitag ) the SE49 in that sector changes to a pal 1, starting the flash effect, you would only need to enter the shade in mapster.

I think it might work, its based of the glow map flash effect, i hope i explained this well enough.

EDIT : I dont think this would work with ceiling or floor as they share lotag / hitag

This post has been edited by DanM: 01 August 2010 - 08:54 PM

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User is offline   Danukem 

  • Duke Plus Developer

#829

View PostDanM, on Aug 1 2010, 09:45 PM, said:

When i make a light out of textures


Ah that's what I didn't understand. We had just been working with SE 49 lights from light models and I was still thinking of those.

I have a strong hunch this would be a bad move. It involves mixing up the old shade based lighting system with the Polymer lighting system, and it's getting complicated, making me worry about bugs (even without your edit).

If you want a light model that becomes a broken version and then changes the associated SE 49 to the flickering light after being shot, that's fine, but I don't think it's a good idea to be messing with wall/floor shades and textures for this.
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User is offline   Stabs 

#830

ive been thinkin about it more and its probably not a good idea, its just some crackpot idea i got of the glow fix you made and had to share, heres another one, heh

If a SE49 has a pal 3 which makes it have a 0 hitag, could it be linked through its extra to a dp touchplate / chain / light switch sprite? i could control when lights come on pal 0 and off pal 3 then i could make the classic scary hallway effect where the lights turn off one by one, getting closer to you, the chains are good because i can control timing perfectly .

i could make certain lights like the big light hitag of 5000 that lights up the pool on the roof of the hotel in nine one one turned off at the start and when you first come out into the street it should give a bit of an fps boost, you dont need to be up there so it shouldn't matter if its off.

That would be cool if you could make a breaking light like that, i don't think i would make every light breakable, all that flashing will probably look bad, but used in situation with a scripted explosion (like the commander fight in the cinema when he blows up the wall, lights could start flashing.) it could do a lot to increase the destructive atmosphere, id probably just hide a C4 Canister above the light hidden in the roof so it will be affected by it

the extra bit for the dukebike which makes it invulnerable and makes the player cop all the damage, you could really screw yourself in this level iam working on at the moment if you loose your bike,

I also need the sector of death to work with the invulnerable bike, so if you jump of the bike and it goes flying of a cliff into the ocean and it has this SE as soon as it hits the water the screen should fade out and say "you have lost the bike, mission failed" or some crap like that.

cheers for this stuff DT if your keen on doing it its a bit of task this one.
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User is offline   Mike Norvak 

  • Music Producer

#831

Hey DT could u make a bullet breakable version of the crate? (like in Half Life) and maybe add Extra flag options like be destructible by explosions and non moveable?
0

User is offline   Danukem 

  • Duke Plus Developer

#832

View PostNorvak, on Aug 3 2010, 12:54 PM, said:

Hey DT could u make a bullet breakable version of the crate? (like in Half Life) and maybe add Extra flag options like be destructible by explosions and non moveable?


OK. There should be 3 tags. One for destructible (bullets, explosions, or whatever), one for non-moveable, and one for the item (if any) that it contains.
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User is offline   Mike Norvak 

  • Music Producer

#833

View PostDeeperThought, on Aug 3 2010, 02:59 PM, said:

OK. There should be 3 tags. One for destructible (bullets, explosions, or whatever), one for non-moveable, and one for the item (if any) that it contains.


Sounds great, i know this will have many usefull porpuses...
0

User is offline   Sobek 

  • There's coffee in that nebula!

#834

Wow, D+ has really grown since I last used it (it's been a couple of months, life sucks sometimes). 40mb... Crikey. Is that mostly because of new sounds, or is it because of custom content for the included user maps? I'm really looking forward to trying out some of these new features, and the ability to pulse or flicker Polymer lights is really going to come in handy.
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User is offline   Danukem 

  • Duke Plus Developer

#835

The increase in size is mostly due to the Dukebike stuff, which took more space than in the Dukebike mod itself, because I included some Duke skins. I did that to make it to work properly even without the HRP (it's bad enough that some people still use the software renderer and then complain about models not working, I didn't want non-HRP users to complain about the bike with no rider).

This post has been edited by DeeperThought: 04 August 2010 - 09:15 PM

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User is offline   Stabs 

#836

remade the muzzle flashes from the shotgun and mp5, i think you'll agree these are much better & smaller now so they are not so distracting

Attached Image: mp5fire1.png Attached Image: shotgunmuzzleflash.png

also i was playing around with the new eduke with hud lighting and the cruizer, double barrel, and mp5 all needed their zadd modified to work correctly with the new eduke, and then they would not look right in polymost, however the shotgun in attrition viewed correctly either way so there is something to look into there.
0

#837

About the dukebike, I think it's a little unrealistic that you can use any type of weapon when you're on board.

You should be able to only use the pistol (one handed), the shotgun, the double barreled shotgun and the chaingun/MP5. Weapons that do not take two hands, should be done also to balance the game because The dukebike give an extra armor and is too easy defeat the enemies.

This post has been edited by Fantinaikos: 22 August 2010 - 03:29 AM

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User is offline   Danukem 

  • Duke Plus Developer

#838

View PostDanM, on Aug 22 2010, 03:27 AM, said:

also i was playing around with the new eduke with hud lighting and the cruizer, double barrel, and mp5 all needed their zadd modified to work correctly with the new eduke, and then they would not look right in polymost, however the shotgun in attrition viewed correctly either way so there is something to look into there.


Thanks for the muzzle flashes. I will check them out soon.

As for the zadd issue, for now I will assume that something has not yet been implemented fully in the recently added Polymer HUD, and that it will be fixed. Getting models positioned properly in the HUD can be a very tedious process, and it's not something I want to mess with again except as a last resort.
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User is offline   Plagman 

  • Former VP of Media Operations

#839

Ah, I only checked the HUD models from the stock HRP. So you're saying that some Duke Plus HUD models display differently between Polymost and Polymer as of right now? If so that's definitely something I need to correct and you shouldn't change anything in your DEFs to address that as of right now.
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User is offline   Danukem 

  • Duke Plus Developer

#840

Here are examples of the problem:

Polymer
Posted Image
Posted Image

Polymost
Posted Image
Posted Image

Since the HRP models all display correctly, the issue is probably CON related. I use a zoom of 131072 for those models with rotatesprite, which is double the default zoom.

This post has been edited by DeeperThought: 22 August 2010 - 01:45 PM

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