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Duke Plus "feedback and general discussion of Duke Plus"
#841 Posted 23 August 2010 - 07:59 AM
#842 Posted 23 August 2010 - 09:25 AM
Plagman, on Aug 23 2010, 08:59 AM, said:
Yeah, I checked on one of the weapons and it looks exactly the same between rendmodes when zoom is set to 65536.
#843 Posted 26 August 2010 - 08:21 AM
#844 Posted 27 August 2010 - 08:23 AM
#845 Posted 27 August 2010 - 10:07 AM
Odin, on Aug 27 2010, 09:23 AM, said:
Yeah it has been answered, and the answer is it may never happen. But you don't need the HRP or Polymer for DukePlus. As long as you aren't using the software renderer, those modeled weapons will work fine. It may look a little strange to have a few weapon models among the sprite weapons, but it's not that bad imo.
#846 Posted 31 August 2010 - 01:30 PM
some things i think you should try and add some time (my 2 cents)
--leaning, like in most good modern fps games they have ability to lean around corners etc.
--the option to change the models of the guns. i know you have a few already but i think it would be good if you had an option to use the old laser pistol
--a second laser pistol. you have all the models there why not make the newer laser pistol have a different alt fire like a constant beam. lasers in real life dont shoot balls, its a high enegy focused light.
-- the bfg ground model is way to big it like shrinks when you pick it up (its a cool model and every thing tho)
--ide like to have more tactical weapons also. like a m4 or ak or sumthing would be nice
--i think some of the hud models need to be moved to the right a little bit especially the mp5, i think it looks a bit silly having it in the middle.
--proper reloading animation on the pistol
--possibly even a prone option.
they are just some of my ideas i think would improve duke plus alot.
so far awsome work on dp ill be playing it for many months ahead
This post has been edited by Knivesron: 31 August 2010 - 01:32 PM
#847 Posted 31 August 2010 - 07:09 PM
Knivesron, on Aug 31 2010, 05:30 PM, said:
some things i think you should try and add some time (my 2 cents)
--leaning, like in most good modern fps games they have ability to lean around corners etc.
--the option to change the models of the guns. i know you have a few already but i think it would be good if you had an option to use the old laser pistol
--a second laser pistol. you have all the models there why not make the newer laser pistol have a different alt fire like a constant beam. lasers in real life dont shoot balls, its a high enegy focused light.
-- the bfg ground model is way to big it like shrinks when you pick it up (its a cool model and every thing tho)
--ide like to have more tactical weapons also. like a m4 or ak or sumthing would be nice
--i think some of the hud models need to be moved to the right a little bit especially the mp5, i think it looks a bit silly having it in the middle.
--proper reloading animation on the pistol
--possibly even a prone option.
they are just some of my ideas i think would improve duke plus alot.
so far awsome work on dp ill be playing it for many months ahead
Most of these would fit a modern shooter better than Duke Nukem 3D.
#848 Posted 31 August 2010 - 07:27 PM
Knivesron, on Aug 31 2010, 02:30 PM, said:
some things i think you should try and add some time (my 2 cents)
--leaning, like in most good modern fps games they have ability to lean around corners etc.
--the option to change the models of the guns. i know you have a few already but i think it would be good if you had an option to use the old laser pistol
--a second laser pistol. you have all the models there why not make the newer laser pistol have a different alt fire like a constant beam. lasers in real life dont shoot balls, its a high enegy focused light.
-- the bfg ground model is way to big it like shrinks when you pick it up (its a cool model and every thing tho)
--ide like to have more tactical weapons also. like a m4 or ak or sumthing would be nice
--i think some of the hud models need to be moved to the right a little bit especially the mp5, i think it looks a bit silly having it in the middle.
--proper reloading animation on the pistol
--possibly even a prone option.
they are just some of my ideas i think would improve duke plus alot.
so far awsome work on dp ill be playing it for many months ahead
Lately I've been taking a break from Duke modding, but I've been struggling with the problem of what to do with DukePlus. As more modern elements get added, it becomes less of an enhancement for the original game and more of a TC. There is a case to be made for splitting it into two mods: classic DukePlus, which would be fully compatible with the original 8-bit art, but still have lots of map effects, options, and other features that don't require models or OpenGL. Then there could be, uh... Duke++, which would be designed for the Polymer HRP, and have new modeled weapons, the Dukebike, the models and textures currently exclusive to DanM's DNE, etc. That would make sense, BUT, I've got too many mods to manage as it is.
#849 Posted 31 August 2010 - 11:51 PM
#850 Posted 01 September 2010 - 12:22 AM
i see your point but, with the duke plus menu you have options to change things you need to have it so if you want to play original duke you have the option there. eg use cruizer shot gun. you can turn on or off to have the cool reloading shotty.
i must admit i havent played any of the duke plus maps since i clocked it back in 1.5 but i use duke plus on the like 4000 maps ive downloaded and it just makes it more fun.
i dont think adding lean and prone would take away but you should have the option in the duke plus menu to turn it on and off.
in my opinion i think duke would be ultimate if it had the americas army movement and aiming physics. even if you Could aim up the iron sights of the guns would be ultimate
#851 Posted 01 September 2010 - 01:22 AM
Knivesron, on Aug 31 2010, 11:30 PM, said:
No, Duke isn't supposed to be a realistic game. Duke is a fun game.
Knivesron, on Aug 31 2010, 11:30 PM, said:
I thought of a M4A1 rifle instead of the MP5. But we need a proper model.
Knivesron, on Aug 31 2010, 11:30 PM, said:
The pistol reloading animation is from the HRP (or from the 8-bit art, if you don't use HRP).
Knivesron, on Aug 31 2010, 11:30 PM, said:
What's the point ? We don't need stealth in Duke. Only Run n' Gun.
#852 Posted 01 September 2010 - 02:36 AM
Knivesron, on Sep 1 2010, 05:52 PM, said:
IIRC DT isn't likely to do that for 2 reasons; 1, coding options in the menu is somewhat tedious and makes the code overly complicated. 2, He's expressed the view of wanting to remove options, to make the mod simpler for the user and overall more tidy. There are arguments on both sides but ultimately the decision is up to him.
#853 Posted 03 September 2010 - 11:51 PM
I am trying Duke Plus for the first time but am having a serious problem. When I start the game, all places on the menu where there should be text are just occupied by solid white rectangles. I tried to take a screenshot but for some reason my computer is not capturing anything but a black screen. I have the latest version of Duke Plus, but no idea how to solve this problem. Duke Nukem: Atomic Pack works perfectly fine without Duke Plus, only when I try to use Duke Plus do I get this problem. Here are my system specs:
Windows 7 64-bit
Radeon Hd 4870 1gb
6gb ram
Intel Core 2 Quad 3.00 Ghz
Thanks in advance.
#855 Posted 04 September 2010 - 12:27 AM
Nfelli64, on Sep 4 2010, 12:58 AM, said:
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I haven't, mainly because I didn't think the driver would affect the text but I will try to roll back. Do you use ATI? If so, which driver are you using to get this to work? Thanks.
#856 Posted 04 September 2010 - 12:35 AM
Vdaxzter, on Sep 4 2010, 04:27 AM, said:
I dont use ATI, so I wouldn't know
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#857 Posted 04 September 2010 - 12:42 AM
Nfelli64, on Sep 4 2010, 01:35 AM, said:
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Well, are you using a recent driver for the graphics card you do use (I would guess Nvidia), or is it a really old driver?
#858 Posted 04 September 2010 - 12:46 AM
Vdaxzter, on Sep 4 2010, 04:42 AM, said:
The most recent.
#859 Posted 04 September 2010 - 12:59 AM
Nfelli64, on Sep 4 2010, 01:46 AM, said:
Thanks for your suggestion it solved the problem. For anyone else who may also be having this problem, use Catalyst driver 10.3. Thanks again, Nfelli64.
#860 Posted 05 September 2010 - 06:53 AM
Vdaxzter, on Sep 4 2010, 12:59 AM, said:
10.5 and 10.6 work to fix the white squares and don't leave your driver too outdated for other games. Just don't try polymer, you will crash and no amount of rolling back will fix that.
#861 Posted 07 September 2010 - 12:43 PM
Forget it, I'll show you.
EDuke32 2.0.0devel 20100714
Using C:/DUKE3D/ for game data
Windows XP (build 5.1.2600) Service Pack 3w/ nedmalloc.dll
Initializing DirectDraw...
Searching for game data...
Using C:/DUKE3D/DukePlus/ for game data
Using 'DUKE3D.GRP' as main game data file.
Compiling: EDUKE.CON (36 bytes)
Including: DukePlus/dpcons/DUKEPLUS.CON (405850 bytes)
Using DEF file: dukeplus.def.
Wrote eduke32.cfg
Wrote settings.cfg
Using config file 'DukePlus/dp.cfg'.
Including: DEFS.CON (35992 bytes)
Including: USER.CON (45482 bytes)
Including: DukePlus/dpcons/DEFSPLUS.CON (54212 bytes)
Including: DukePlus/dpcons/USERPLUS.CON (58099 bytes)
Including: DukePlus/dpcons/LIGHTS.CON (25797 bytes)
Including: DukePlus/dukebike/DUKEBIKE.CON (87216 bytes)
DukePlus/dukebike/DUKEBIKE.CON: In actor `DUKEBIKE':
DukePlus/dukebike/DUKEBIKE.CON:1013: warning: found local gamevar `cameradist' used within an actor; expect multiplayer synchronization issues.
DukePlus/dukebike/DUKEBIKE.CON:1013: warning: found local gamevar `cameradist' used within an actor; expect multiplayer synchronization issues.
Including: DukePlus/dpcons/HUDPLUS.CON (67030 bytes)
Including: DukePlus/dpcons/PLAYERPLUS.CON (125278 bytes)
Including: DukePlus/dpcons/MONSTERPLUS.CON (226937 bytes)
DukePlus/dpcons/MONSTERPLUS.CON: In actor `TANK':
DukePlus/dpcons/MONSTERPLUS.CON:9990: warning: found local gamevar `rendmode' used within an actor; expect multiplayer synchronization issues.
DukePlus/dpcons/MONSTERPLUS.CON:9997: warning: found local gamevar `rendmode' used within an actor; expect multiplayer synchronization issues.
DukePlus/dpcons/DUKEPLUS.CON: In event `EVENT_CHEATGETJETPACK':
DukePlus/dpcons/DUKEPLUS.CON:17081: warning: found `setplayer' within a local event.
DukePlus/dpcons/DUKEPLUS.CON:17082: warning: found `setplayer' within a local event.
Found 6 warning(s), 0 error(s).
Resizing code buffer to 124513*4 bytes
Script compiled in 323ms, 124505*4b, version 1.4+
3005/11264 labels, 749/2048 variables
307 quotes, 46 strings, 40 events, 428 actors
Initialized 24.0M cache
And an error reporting screen comes up. Yes, I downloaded the most recent DP and EDuke, No, error reporting doesn't work, No, I have no idea what's going on in that log or why it's all going ka-blooey on me. Probably has something to do with those warnings and such up there.
Please tell me what's going on, and how to fix it.
#862 Posted 07 September 2010 - 01:26 PM
Does this happen every time you try to run it?
#863 Posted 08 September 2010 - 06:07 PM
#866 Posted 11 September 2010 - 11:49 AM
Also after the lastest version some of my keys have functions even though I didn't assign them. For example, rolling the mouse button back makes me dodge to the side and back even though I have it set for medkit (although it still does that). What would likely be the cause of that?
Great job on these btw.
This post has been edited by The Big Daddy C-Master: 11 September 2010 - 11:55 AM
#867 Posted 11 September 2010 - 11:56 AM
The Big Daddy C-Master, on Sep 11 2010, 12:49 PM, said:
Great job on these btw.
DukePlus does not have an autosave feature. Did you mean to post in the War of Attrition thread? In that case, bring up the Attrition menu (assign a key to it in the keyboard setup, if you have not done so) and the option is there.
#868 Posted 11 September 2010 - 12:38 PM
DeeperThought, on Sep 11 2010, 03:56 PM, said:
I'm talking about Duke Plus 3d, it autosaved on certain points few and far between.
#869 Posted 11 September 2010 - 01:41 PM
What map were you playing when this happened?