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Duke Plus  "feedback and general discussion of Duke Plus"

User is offline   Plagman 

  • Former VP of Media Operations

#841

Ah; can you verify that setting the default zoom makes it look exactly the same between rendmode 3 and 4? I think I just forgot to do anything with the zoom argument in Polymer...
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User is offline   Danukem 

  • Duke Plus Developer

#842

View PostPlagman, on Aug 23 2010, 08:59 AM, said:

Ah; can you verify that setting the default zoom makes it look exactly the same between rendmode 3 and 4? I think I just forgot to do anything with the zoom argument in Polymer...


Yeah, I checked on one of the weapons and it looks exactly the same between rendmodes when zoom is set to 65536.
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User is offline   Plagman 

  • Former VP of Media Operations

#843

OK, I think I got it right this time. Let me know if you keep seeing discrepancies.
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User is offline   Odin 

#844

Forgive me if this was already answered, but are there any plans to add sprites for the modeled weapons (e.g. the double-barreled shotgun)? I'm not a big fan of the HRP and Polymer loves crashing for me (I should make a thread about that actually).
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User is offline   Danukem 

  • Duke Plus Developer

#845

View PostOdin, on Aug 27 2010, 09:23 AM, said:

Forgive me if this was already answered, but are there any plans to add sprites for the modeled weapons (e.g. the double-barreled shotgun)? I'm not a big fan of the HRP and Polymer loves crashing for me (I should make a thread about that actually).



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.
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User is offline   Knivesron 

#846

hey ive been playing duke plus since like 1.5 and absolutly love it. i think it really adds to duke nukem 3d. i like the slower running.
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

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User is offline   Inspector Lagomorf 

  • Glory To Motherland!

#847

View PostKnivesron, on Aug 31 2010, 05:30 PM, said:

hey ive been playing duke plus since like 1.5 and absolutly love it. i think it really adds to duke nukem 3d. i like the slower running.
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.
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User is offline   Danukem 

  • Duke Plus Developer

#848

View PostKnivesron, on Aug 31 2010, 02:30 PM, said:

hey ive been playing duke plus since like 1.5 and absolutly love it. i think it really adds to duke nukem 3d. i like the slower running.
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.
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User is offline   Stabs 

#849

I could probably manage the up keep and uploading of something like that provided i had ftp space, that would just leave you with con additions and def stuff
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User is offline   Knivesron 

#850

"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"
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
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User is offline   williamjcm 

#851

View PostKnivesron, on Aug 31 2010, 11:30 PM, said:

--leaning, like in most good modern fps games they have ability to lean around corners etc.

No, Duke isn't supposed to be a realistic game. Duke is a fun game.

View PostKnivesron, on Aug 31 2010, 11:30 PM, said:

--ide like to have more tactical weapons also. like a m4 or ak or sumthing would be nice

I thought of a M4A1 rifle instead of the MP5. But we need a proper model.

View PostKnivesron, on Aug 31 2010, 11:30 PM, said:

--proper reloading animation on the pistol

The pistol reloading animation is from the HRP (or from the 8-bit art, if you don't use HRP).

View PostKnivesron, on Aug 31 2010, 11:30 PM, said:

--possibly even a prone option.

What's the point ? We don't need stealth in Duke. Only Run n' Gun.
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User is offline   Micky C 

  • Honored Donor

#852

View PostKnivesron, on Sep 1 2010, 05:52 PM, said:

you should have the option in the duke plus menu to turn it on and off.


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.
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User is offline   Vdaxzter 

#853

Hello everyone,

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.
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User is offline   NF64 

  • Touched by the Banhammer

#854

have you tried to roll back your driver? :D
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User is offline   Vdaxzter 

#855

View PostNfelli64, on Sep 4 2010, 12:58 AM, said:

have you tried to roll back your driver? :D


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.
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User is offline   NF64 

  • Touched by the Banhammer

#856

View PostVdaxzter, on Sep 4 2010, 04:27 AM, said:

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.

I dont use ATI, so I wouldn't know :D
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User is offline   Vdaxzter 

#857

View PostNfelli64, on Sep 4 2010, 01:35 AM, said:

I dont use ATI, so I wouldn't know :D


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?
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User is offline   NF64 

  • Touched by the Banhammer

#858

View PostVdaxzter, on Sep 4 2010, 04:42 AM, said:

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?

The most recent.
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User is offline   Vdaxzter 

#859

View PostNfelli64, on Sep 4 2010, 01:46 AM, said:

The most recent.


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.
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User is offline   Awesomebob 

#860

View PostVdaxzter, on Sep 4 2010, 12:59 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.

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.
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User is offline   codefreak5 

#861

So I try to run DukePlus one day, and right in the middle of startup, it just... stops. Right at the part where it says 'Initializing 24.0M cache'...
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.
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User is offline   Danukem 

  • Duke Plus Developer

#862

No, it has nothing to do with the warnings. The warnings are all about sync issues, which only affect multiplayer (and sync isn't even supposed to matter for multiplayer any more).

Does this happen every time you try to run it?
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User is offline   codefreak5 

#863

Yes. I can play "normal" Duke 3D without a problem, it's just DP that doesn't work.
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User is offline   Danukem 

  • Duke Plus Developer

#864

View Postcodefreak5, on Sep 7 2010, 01:43 PM, said:

EDuke32 2.0.0devel 20100714


What happens when you try using THIS build of EDuke32?
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User is offline   codefreak5 

#865

THAT build of EDuke32 worked. Thanks!
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#866

I have a question, probably very simple. How do you turn off the new autosave. I'm sure most love it, but I am very organized with my saving and it overwrites the first slot (my save against the Boss Battlelord). Thanks.

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

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User is offline   Danukem 

  • Duke Plus Developer

#867

View PostThe Big Daddy C-Master, on Sep 11 2010, 12:49 PM, said:

I have a question, probably very simple. How do you turn off the new autosave. I'm sure most love it, but I am very organized with my saving and it overwrites the first slot (my save against the Boss Battlelord). Thanks.

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.
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#868

View PostDeeperThought, on Sep 11 2010, 03:56 PM, said:

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.

I'm talking about Duke Plus 3d, it autosaved on certain points few and far between.
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User is offline   Danukem 

  • Duke Plus Developer

#869

I don't see how that's possible. There is no autosave feature in DukePlus, except for something that can be added to maps, but it has not been added to any maps.

What map were you playing when this happened?
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User is offline   LeoD 

  • Duke4.net topic/3513

#870

Well, somehow it is possible. It has happened to me as well a couple of times recently while playing some old user maps. Attrition definetely not involved. But I thought it was due to the latest eduke32 build. I'll try to reproduce it.
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