Duke4.net Forums: Duke Plus - Duke4.net Forums

Jump to content

  • 57 Pages +
  • « First
  • 32
  • 33
  • 34
  • 35
  • 36
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic

Duke Plus  "feedback and general discussion of Duke Plus"

User is offline   Helixhorned 

  • EDuke32 Developer

#991

View PostDeeperThought, on Oct 5 2010, 04:21 AM, said:

Shades -1 to -127 are valid and useful values for a number of purposes and there should be a way to enter them in mapster.

Um, you can, in F8-mode. It's just that you enter the positive number first, then press '-'. Has always been like this AFAIK.
0

User is offline   Mblackwell 

  • Evil Overlord

#992

View PostCraigFatman, on Oct 4 2010, 12:17 PM, said:

Oh, imo we shouldn't commercialize modding in any way. ;) Maybe what we need to do is to bring 8-bit modding into fashion, seeing that few of various big-ass EDuke32 mods support old rendering modes and some good designs are being discontinued.

Nonetheless, DukePlus seems to be a Polymost-fashioned mod; some of its features cannot be remade in software mode to the full (e.g. the skycar with its tilt/pitch control).


Why wouldn't you donate money to a project that takes a lot of time out of someone's life, that you also enjoy? Not saying someone should have to give money, just that it makes putting aside time to work on projects easier and gives people that little extra incentive.

This post has been edited by Mblackwell: 12 October 2010 - 11:52 AM

0

User is offline   Jamesfff 

#993

View PostKillerBudgie, on Oct 10 2010, 05:27 PM, said:

Go here for the latest EDuke32 and see if that solves your problem.



Still crashing at same location at same trigger - DukeDC level 9 (Nuke Proof) right after activating dipswitches to open red key area).
0

User is online   Danukem 

  • Duke Plus Developer

#994

View PostJamesfff, on Oct 12 2010, 12:53 PM, said:

Still crashing at same location at same trigger - DukeDC level 9 (Nuke Proof) right after activating dipswitches to open red key area).


Have you verified that it only crashes there when using DukePlus? Sorry if you answered that already in an earlier post.
0

#995

View PostMblackwell, on Oct 12 2010, 11:51 PM, said:

Why wouldn't you donate money to a project that takes a lot of time out of someone's life, that you also enjoy? Not saying someone should have to give money, just that it makes putting aside time to work on projects easier and gives people that little extra incentive.

If we start donating to everyone who mods for Duke to keep fair, it will hard to control such an 'economy'. So, we're merely enthusiasts, for great justice.
Another solution is a centralized funding system which pays tax money to everyone who produces new information, but it will defy current copyright states...

This post has been edited by CraigFatman: 12 October 2010 - 04:59 PM

0

User is online   Danukem 

  • Duke Plus Developer

#996

View PostCraigFatman, on Oct 12 2010, 05:58 PM, said:

If we start donating to everyone who mods for Duke to keep fair, it will hard to control such an 'economy'. So, we're merely enthusiasts, for great justice.
Another solution is a centralized funding system which pays tax money to everyone who produces new information, but it will defy current copyright states...


It would be unfortunate (not to mention strange!) if the DukePlus thread became a communism versus capitalism debate. But you might be interested to know that my views are completely antithetical to yours. Not all games and mods are equally good, and people should be free to choose which games or mods they want to support, or to support none at all. It's worth noting that in the kind of system you seem to favor, commercial games like Duke Nukem 3D would not even exist. There is nothing just about insisting on equality of compensation in the name of fairness, by (to use your example) forcing everyone to pay taxes for the production of "new information" whether they have any desire for that information or not.

I have never asked for nor received any monetary compensation for any of the modding I have done, but your posts have seriously made me consider it.

This post has been edited by DeeperThought: 12 October 2010 - 10:06 PM

0

#997

View PostDeeperThought, on Oct 13 2010, 08:01 AM, said:

It would be unfortunate (not to mention strange!) if the DukePlus thread became a communism versus capitalism debate. But you might be interested to know that my views are completely antithetical to yours. Not all games and mods are equally good, and people should be free to choose which games or mods they want to support, or to support none at all. It's worth noting that in the kind of system you seem to favor, commercial games like Duke Nukem 3D would not even exist. There is nothing just about insisting on equality of compensation in the name of fairness, by (to use your example) forcing everyone to pay taxes for the production of "new information" whether they have any desire for that information or not.

I have never asked for nor received any monetary compensation for any of the modding I have done, but your posts have seriously made me consider it.


so you would consider taking money for a game that you didnt create? it sounds gay lol. if you wanted to earn money you shouldnt create mods. mods are to me a way to have fun out of a game. its not something you really create. rather something you edit into what you want. and why the heck would i pay for a mod?
0

User is online   Danukem 

  • Duke Plus Developer

#998

View PostJhect, on Oct 13 2010, 03:09 PM, said:

so you would consider taking money for a game that you didnt create? it sounds gay lol. if you wanted to earn money you shouldnt create mods. mods are to me a way to have fun out of a game. its not something you really create. rather something you edit into what you want. and why the heck would i pay for a mod?


No one is asking you to pay for a mod, and I would not consider taking money for a game that I did not create. Some people do, however, accept donations to help support the creation of original content, such as code, levels, etc.

Many mods do contain original content, in case you hadn't noticed.

I'm not asking for donations. End of story.

This post has been edited by DeeperThought: 13 October 2010 - 02:34 PM

0

#999

Quote

so you would consider taking money for a game that you didnt create? it sounds gay lol. if you wanted to earn money you shouldnt create mods. mods are to me a way to have fun out of a game. its not something you really create. rather something you edit into what you want. and why the heck would i pay for a mod?


;)

Have you evered modded a game in a way? Even if you "just" create a new enemy in eduke, you have to CREATE the art/model+animations+sounds, write the code etc! I don't know what mods you played, but a thing like WGR2 isn't just "editing" something into a game. It's some serious work and takes a lot of time of the creators of this, which provide that content to you FOR FREE. So any form of donation is okay for me.
0

User is online   Reaper_Man 

  • Once and Future King

#1000

I'd donate to DT.
0

#1001

View PostBrOiler1985, on Oct 15 2010, 07:09 AM, said:

;)

Have you evered modded a game in a way? Even if you "just" create a new enemy in eduke, you have to CREATE the art/model+animations+sounds, write the code etc! I don't know what mods you played, but a thing like WGR2 isn't just "editing" something into a game. It's some serious work and takes a lot of time of the creators of this, which provide that content to you FOR FREE. So any form of donation is okay for me.


thats not really much of a matter. and you dont need to make an animation to make a new enemy. and you really cant compare dukeplus with WGR... in a mod you dont have to create things yourself. the coding that has been done in dukeplus is mostly just using codes that he didnt create himself. even the maps and new animations were created by someone else... sure he spends a lot of time modding with duke nukem. but is it money worth? so it doesnt really matter if he create new things.
0

User is online   Danukem 

  • Duke Plus Developer

#1002

View PostJhect, on Oct 15 2010, 05:44 AM, said:

the coding that has been done in dukeplus is mostly just using codes that he didnt create himself.


First of all, I wish this whole donation thing had never been brought up. I only responded at all because of some statements that I just couldn't let pass. And now you are adding to it.

Do you want to know how much of the code in DukePlus was written by me? Obviously not, since you are content to make ignorant statements without checking the facts. Nevertheless, I'll give you some idea. The total size of the scripts from the original game is about 235K. The total size of the scripts from DukePlus is about 1.1MB. Of the additional code, I wrote about 90% of myself (the exceptions include the core of the map mirroring code, which was contributed by Plagman, and most of the Dukebike code, which was written by Muelsa, and a few other odds and ends). The fact is, I have written most of the script code in DukePlus, and even the stuff I didn't write I changed quite a bit.

View PostJhect, on Oct 15 2010, 05:44 AM, said:

even the maps and new animations were created by someone else... sure he spends a lot of time modding with duke nukem. but is it money worth? so it doesnt really matter if he create new things.


Most of the maps included with DukePlus were created by level designers from the community who spent long hours making them specifically for this mod. Without those maps, it wouldn't be half the mod that it is.

But here's the main point. Whether a modder (be it a scripter or level designer or modeler or source code writer etc.) decides to put a button on their web page for accepting donations, is their business and not yours. Duke 3D mods are free and are going to stay that way, but if someone thinks they can get a few $ from appreciative players to help support their hobby, then why the hell shouldn't they try? No one is going to make you pay a dime. It's nothing you need to be concerned about.
0

User is offline   Jblade 

#1003

Quote

the coding that has been done in dukeplus is mostly just using codes that he didnt create himself.

ahahahah sorry but this is hilarious. If anything the vast majority of mods nowadays use at least 1 section of code created by DT, if not more. He's contributed more to the coding community than anybody else has barring the major people behind Eduke32.
0

User is online   Danukem 

  • Duke Plus Developer

#1004

Thanks James.

Now everyone should try Imagination World 2. It's a fun TC with lots of awesome stuff, such as some of the best weapons and weapon models I have seen in a Duke mod.
0

#1005

Quote

hats not really much of a matter. and you dont need to make an animation to make a new enemy. and you really cant compare dukeplus with WGR... in a mod you dont have to create things yourself. the coding that has been done in dukeplus is mostly just using codes that he didnt create himself. even the maps and new animations were created by someone else... sure he spends a lot of time modding with duke nukem. but is it money worth? so it doesnt really matter if he create new things.
Report Post


I'm speechless. Really speechless. I hate that people think everything comes out of nowhere. But these people will always be there, sad enough. But thats my last word on this, since this is the Duke Plus-Thread.

Keep up that awesome work DT!
0

User is offline   CruX 

#1006

View PostJhect, on Oct 15 2010, 05:44 AM, said:

the coding that has been done in dukeplus is mostly just using codes that he didnt create himself. even the maps and new animations were created by someone else... sure he spends a lot of time modding with duke nukem. but is it money worth? so it doesnt really matter if he create new things.


If it wasn't for DT, I would've given up trying to script with eDuke a long time ago. And, apart from myself, he's the only one that's bothered to help you with your coding hitches. Way to look like an ungrateful douchenozzle.
0

User is offline   Jamesfff 

#1007

View PostDeeperThought, on Oct 12 2010, 05:24 PM, said:

Have you verified that it only crashes there when using DukePlus? Sorry if you answered that already in an earlier post.



Have found that it also crashes there without DukePlus.. I posted my first note on this here only because only because of some warnings I noticed while checking the log file after the original crash.
0

#1008

lol you guys are going the wrong way about this conversation. the only thing i want you to know, is that mods are free. and btw i hate crappy made 3dmodels. i hate it with all of my heart. i prefer good looking 2d animations. so please stop making those ugly mods based on ugly models -.- its a waste of time.
yea come on rage me. just understand what the hell i said this time...
my english is not perfect but understandable.
0

User is offline   Inspector Lagomorf 

  • Glory To Motherland!

#1009

View PostJhect, on Oct 15 2010, 05:15 PM, said:

my english is not perfect but understandable.


Apparently not well enough, because in spite of your perception that we're "going the wrong way about this conversation", your words show you to be tactless and otherwise a very unlikeable person. Words can be deceiving, however; I'd be eager to see you try to prove me wrong.

Until then, take your shit-talking elsewhere.
0

#1010

No need to feed the troll men.
0

User is offline   blizzart 

#1011

Maybe this has been posted before, but I have an idea for DukePlus:

Is it possible to make vertically gust spawners?
0

User is online   Danukem 

  • Duke Plus Developer

#1012

View Postblizzart, on Oct 20 2010, 03:14 AM, said:

Maybe this has been posted before, but I have an idea for DukePlus:

Is it possible to make vertically gust spawners?


It's a good idea, and one of those things that I'm surprised mappers haven't asked for.

The way it works is, if someone is actually making a map and it looks like they have a good shot at finishing it, and they request a new feature, and the proposed feature sounds good etc., then I will add it. This one definitely meets the "good etc." criteria.
0

User is offline   blizzart 

#1013

View PostDeeperThought, on Oct 20 2010, 04:39 PM, said:

It's a good idea, and one of those things that I'm surprised mappers haven't asked for.

The way it works is, if someone is actually making a map and it looks like they have a good shot at finishing it, and they request a new feature, and the proposed feature sounds good etc., then I will add it. This one definitely meets the "good etc." criteria.


It was just an idea to make some neat fire effects or chimneys.
0

User is offline   king karl 

#1014

i think the footsetep sounds need improvment, especialy the "walking on metal" ones.....they continue for a breif second after i stop but also they make soudns anytime you move....even if you arnt walking....example.....on an excalater...or a slippery ice surface
0

User is offline   blizzart 

#1015

DT, is there a tutorial around, how to make map hubs?

I´m just asking because I couldn´t find anything in the DPEFFECTS - guide.
0

User is online   Danukem 

  • Duke Plus Developer

#1016

View Postblizzart, on Oct 29 2010, 12:34 AM, said:

DT, is there a tutorial around, how to make map hubs?

I´m just asking because I couldn´t find anything in the DPEFFECTS - guide.


No, but the only thing you need to know is how those red X sprites work. Give them a nonzero lotag, and give each a hitag equal to the level number you want it to take the player to. The stars pasted outside the doors work the same way.

The level definitions can be found in USERPLUS.CON. Here they are:

definevolumename 4 DUKE PLUS LEVELS

definelevelname 4 0 dpmaps/hallway.map 00:10 00:05 DUKE PLUS HUB
definelevelname 4 1 dpmaps/WCTime.map 08:00 05:00 WONDERFUL CHRISTMAS TIME
definelevelname 4 2 dpmaps/TTA2.map 00:30 00:08 TRIBUTE TO ACTION II
definelevelname 4 3 dpmaps/blackend.map 06:32 03:16 BLACKENED
definelevelname 4 4 dpmaps/DPeffects.map 02:02 01:01 DP EFFECTS
definelevelname 4 5 dpmaps/project-zero.map 24:00 18:00 PROJECT ZERO
definelevelname 4 6 dpmaps/Desertbase.map 12:00 08:00 DESERT BASE
definelevelname 4 7 dpmaps/Blown_Fuses.map 16:00 08:30 BLOWN FUSES
definelevelname 4 8 dpmaps/Skycar1.map 03:00 01:30 SKYCAR DEMO
definelevelname 4 9 dpmaps/castle.map 03:00 01:30 HAUNTED CASTLE
definelevelname 4 10 dpmaps/sunshine.map 15:00 09:00 SUNSHINE COMPLEX
definelevelname 4 11 dpmaps/Dukecide.map 06:45 05:30 DUKECIDE
definelevelname 4 12 dpmaps/dpcbp.map 18:00 09:50 DP COMMUNITY BUILD PROJECT
definelevelname 4 13 dpmaps/FBTB2.map 18:00 09:50 FROM BASE TO BASE 2
definelevelname 4 14 dpmaps/scar-city.map 10:00 04:00 SCAR CITY
definelevelname 4 15 dpmaps/hfstc.map 10:00 04:00 HAVE FUN STORMING THE CASTLE
definelevelname 4 16 dpmaps/NsA.map 10:00 04:00 NIGHTSHADE ARMY


So the X that goes to DP EFFECTS has a hitag of 4, for example. Obviously you don't want a hitag 0 X because that would just load the hub again.
0

User is offline   blizzart 

#1017

View PostDeeperThought, on Oct 29 2010, 09:58 AM, said:

No, but the only thing you need to know is how those red X sprites work. Give them a nonzero lotag, and give each a hitag equal to the level number you want it to take the player to. The stars pasted outside the doors work the same way.

The level definitions can be found in USERPLUS.CON. Here they are:

definevolumename 4 DUKE PLUS LEVELS

definelevelname 4 0 dpmaps/hallway.map 00:10 00:05 DUKE PLUS HUB
definelevelname 4 1 dpmaps/WCTime.map 08:00 05:00 WONDERFUL CHRISTMAS TIME
definelevelname 4 2 dpmaps/TTA2.map 00:30 00:08 TRIBUTE TO ACTION II
definelevelname 4 3 dpmaps/blackend.map 06:32 03:16 BLACKENED
definelevelname 4 4 dpmaps/DPeffects.map 02:02 01:01 DP EFFECTS
definelevelname 4 5 dpmaps/project-zero.map 24:00 18:00 PROJECT ZERO
definelevelname 4 6 dpmaps/Desertbase.map 12:00 08:00 DESERT BASE
definelevelname 4 7 dpmaps/Blown_Fuses.map 16:00 08:30 BLOWN FUSES
definelevelname 4 8 dpmaps/Skycar1.map 03:00 01:30 SKYCAR DEMO
definelevelname 4 9 dpmaps/castle.map 03:00 01:30 HAUNTED CASTLE
definelevelname 4 10 dpmaps/sunshine.map 15:00 09:00 SUNSHINE COMPLEX
definelevelname 4 11 dpmaps/Dukecide.map 06:45 05:30 DUKECIDE
definelevelname 4 12 dpmaps/dpcbp.map 18:00 09:50 DP COMMUNITY BUILD PROJECT
definelevelname 4 13 dpmaps/FBTB2.map 18:00 09:50 FROM BASE TO BASE 2
definelevelname 4 14 dpmaps/scar-city.map 10:00 04:00 SCAR CITY
definelevelname 4 15 dpmaps/hfstc.map 10:00 04:00 HAVE FUN STORMING THE CASTLE
definelevelname 4 16 dpmaps/NsA.map 10:00 04:00 NIGHTSHADE ARMY


So the X that goes to DP EFFECTS has a hitag of 4, for example. Obviously you don't want a hitag 0 X because that would just load the hub again.


Thanks DT,

maybe you got me wrong, IRRC there was a map hub system where you could go from one map to another and back. So it looks like you are just loading another part of the map instead of a whole new map (just like in Half-Life).

Is it possible to make a own hub file (con file), so that I don´t need to overwrite the Userplus.con.
0

User is online   Danukem 

  • Duke Plus Developer

#1018

View Postblizzart, on Oct 29 2010, 01:17 AM, said:

maybe you got me wrong, IRRC there was a map hub system where you could go from one map to another and back. So it looks like you are just loading another part of the map instead of a whole new map (just like in Half-Life).


That's a completely different system, and I do have code for it, but I haven't added the code to DukePlus.

What you want is the map caching mod that I made in January 2009, which I have attached. It comes with instructions and some samples.

I think doing it that way is a good idea if you want to make a large level and have it run well in Polymer. Unfortunately, it requires that all of the connected maps be defined as part of an episode. That's the main reason I never added it to DP. There's currently no way around this, because CON does not allow the detection of maps or any other files that aren't defined.

Attached File(s)



This post has been edited by DeeperThought: 29 October 2010 - 01:16 AM

0

User is offline   blizzart 

#1019

View PostDeeperThought, on Oct 29 2010, 11:13 AM, said:

That's a completely different system, and I do have code for it, but I haven't added the code to DukePlus.

What you want is the map caching mod that I made in January 2009, which I have attached. It comes with instructions and some samples.

I think doing it that way is a good idea if you want to make a large level and have it run well in Polymer. Unfortunately, it requires that all of the connected maps be defined as part of an episode. That's the main reason I never added it to DP. There's currently no way around this, because CON does not allow the detection of maps or any other files that aren't defined.


Aaah thank you!!!

That´s what I was looking for. I always thought you also added it to DukePlus.
0

User is online   Danukem 

  • Duke Plus Developer

#1020

I am releasing DukePlus version 2.14

There is no changelog with this version because I don't have time to make one and because it is the accumulations of lots of little things over the last few months, most of which I don't remember. The majority of the changes are bugfixes and optimizations that came about because of my work on Attrition (which uses most of the same code). One highlight is the addition of dynamic lights that can be switched on/off, along with glowmaps on linked models. The effect is explained in DPEFFECTS.html under SE effects 49 & 50.

The new version has only been uploaded to my Fissile Materials site at this time. I'll put it on Mod DB later.
0

Share this topic:


  • 57 Pages +
  • « First
  • 32
  • 33
  • 34
  • 35
  • 36
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks not owned by Voidpoint, LLC are the sole property of their respective owners. Play Ion Fury! ;) © Voidpoint, LLC

Enter your sign in name and password


Sign in options