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Duke Plus  "feedback and general discussion of Duke Plus"

User is offline   Stabs 

#1021

I am not even sure if your going to use them but the mp5 and shotgun muzzle flash are the old ones still, i really like the new muzzle flash i made for the mp5, its not as distracting
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User is offline   DavoX 

  • Honored Donor

#1022

DanG, If I update the Stadium project nothing will happen, right? :(
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User is online   Danukem 

  • Duke Plus Developer

#1023

View PostDanM, on Nov 4 2010, 01:18 AM, said:

I am not even sure if your going to use them but the mp5 and shotgun muzzle flash are the old ones still, i really like the new muzzle flash i made for the mp5, its not as distracting


Sorry, they got left out by mistake. I'll include them when I get a chance. I'm not using my own computer for a while and I don't even have them right now.

@DavoX: Nothing bad should happen, but I don't even know what DP effects you are using in your map.
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User is offline   Stabs 

#1024

here they are, save you tracking them down here,

also i was testing one of my maps with duke bots, and this strange AI bug came up, the enemies would not shoot me untill they were in my face, but would shoot at me like normal if i used a jetpack, the dukebots would not attack the monsters very often either.

I deleted the dukebots and the ai went back to normal.

Attached File  muzzleflashes.zip (57.25K)
Number of downloads: 575
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User is online   Danukem 

  • Duke Plus Developer

#1025

View PostDanM, on Nov 5 2010, 02:13 AM, said:

also i was testing one of my maps with duke bots, and this strange AI bug came up, the enemies would not shoot me untill they were in my face, but would shoot at me like normal if i used a jetpack, the dukebots would not attack the monsters very often either.
Attachment muzzleflashes.zip


That sucks, and I can't look into it right now. What happens if you play a regular map, like E1L1, and use the DP menu to spawn the bots?
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User is online   Danukem 

  • Duke Plus Developer

#1026

View PostDanM, on Nov 5 2010, 02:13 AM, said:

also i was testing one of my maps with duke bots, and this strange AI bug came up, the enemies would not shoot me untill they were in my face, but would shoot at me like normal if i used a jetpack, the dukebots would not attack the monsters very often either.

I deleted the dukebots and the ai went back to normal.


I still haven't had a chance to check on this problem, but I did remember something relevant today.

If you were using a different EDuke32 snapshot before this problem arose, then try switching back to that snapshot and see if it goes away. It reminds me of a problem that happened a few years ago when TX changed to a different compiler. The hitscan function got messed up so actors couldn't see each other properly. It's a bit complicated to explain, but the same sort of snapshot issue could account for the problem you described, including the part about ai going back to normal when the bots are deleted.
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User is offline   LeoD 

  • Duke4.net topic/3513

#1027

shotgunmuzzleflash.png is 257x257. Shouldn't it be 256x256?
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User is offline   Stabs 

#1028

not to worry dt, commander is having similar problems in his mod, which is not even using dukeplus, we think it could be how clipboxes affect the ai
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#1029

My AI just seem to act a lot more "dumber" than they used to and won't fire till they are close by the player, I can't say this is due to the new clipbox additions or something I have screwed myself.
I would say it's something I have changed recently as I have done a bit of overhauling on my code.
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User is offline   Helixhorned 

  • EDuke32 Developer

#1030

Hey, if you find blatant hitscan errors caused by the clipshape stuff, I'd be grateful. Without using them it should behave exactly like before.
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User is online   Danukem 

  • Duke Plus Developer

#1031

I cannot use EDuke32 until I get home in several days. Would someone please try playing without clipshapes.map so we can confirm whether clipshapes are causing the problem?
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User is offline   LkMax 

#1032

If you want suggestions to update the mod, may I have some good ones:
- When giving cash to strippers Duke health rises;
- Add some babe-save system like in Duke 64 or like in Nuclear Showdown Mod (where guns and itens are send in reward);
And maybe...
- Explosions with smoke and partilce effects like in manhttan project (well... that one can be harder but really worth):
http://www.gamergeddon.com/wp-content/gall...n-project-9.jpg

Also, add Duke It Out in DC support is a interesting idea. I modified USERPLUS.con to enable the extra episode. You could make it official. :blink: just need to add this code to the con file (and /gDC.grp in a launcher or batch, of course).

//Duke It Out In DC
definevolumename 5 DUKE IT OUT IN DC

definelevelname 5 0 DUKEDC1.map 02:54 01:02 HELL TO THE CHIEF
definelevelname 5 1 DUKEDC2.map 03:55 00:59 MEMORIAL SERVICE
definelevelname 5 2 DUKEDC3.map 03:32 01:49 NUKED FILES
definelevelname 5 3 DUKEDC4.map 23:15 06:46 SMITHSONIAN TERROR
definelevelname 5 4 DUKEDC5.map 03:26 00:44 CAPITOL PUNISHMENT
definelevelname 5 5 DUKEDC6.map 03:51 01:47 METRO MAYHEM
definelevelname 5 6 DUKEDC7.map 03:00 01:21 BROWN WATER
definelevelname 5 7 DUKEDC8.map 06:15 03:09 DREAD OCTOBER
definelevelname 5 8 DUKEDC9.map 02:38 01:17 NUKE PROOF
definelevelname 5 9 DUKEDCSL.map 16:45 05:10 TOP SECRET
definelevelname 5 10 blank.map 00:00 00:00

music 6 inhiding.mid FATCMDR.mid NAMES.MID subway.mid invader.mid gotham.mid
		watrwld1.mid Thecall.mid restrict.mid spook.mid blank.mid


This post has been edited by LkMax: 28 November 2010 - 04:16 AM

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User is online   Danukem 

  • Duke Plus Developer

#1033

View PostLkMax, on Nov 27 2010, 07:51 PM, said:

- When giving cash to strippers Duke health rises;


I believe that something on Duke may rise when he interacts with strippers, but I see no reason why his health would. Besides, that would unbalance some maps by giving the player another source of healing.

View PostLkMax, on Nov 27 2010, 07:51 PM, said:

- Add some babe-save system like in Duke 64 or like in Nuclear Showdown Mod (where guns and itens are send in reward);


I've answered this many times before. To make a long story short, I'm against it, unless some mapper wants to add it as an optional effect for a new map he is going to release.

View PostLkMax, on Nov 27 2010, 07:51 PM, said:

And maybe...
- Explosions with smoke and partilce effects like in manhttan project (well... that one can be harder but really worth):


I'm sure the explosions could be better, but, they already use upgraded graphics, particles and smoke. I'm not sure what else I would add, given the assets I have to work with.


View PostLkMax, on Nov 27 2010, 07:51 PM, said:

Also, add Duke It Out in DC support is a interesting idea. I modified USERPLUS.con to enable the extra episode. You could make it official. :blink: just need to add this code to the con file (and /gDC.grp in a launcher or batch, of course).


Including Duke it Out in DC would use up one of the episode slots. I want to leave those free for people to add whatever episodes they want (such as you have done). Also it would mean I would have to include tiles014.art, which would break compatibility with various maps and add-ons.

I did include Duke in DC with my Attrition mod (although the maps only show up as random missions), where I believe it does fit in well.

This post has been edited by DeeperThought: 27 November 2010 - 08:10 PM

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User is offline   LkMax 

#1034

View PostDeeperThought, on Nov 28 2010, 02:06 AM, said:

I believe that something on Duke may rise when he interacts with strippers, but I see no reason why his health would. Besides, that would unbalance some maps by giving the player another source of healing.

lol
Yeah, maybe. I read this idea somewhere and I thought it was a good idea, but you have a point, indeed.

Quote

I've answered this many times before. To make a long story short, I'm against it, unless some mapper wants to add it as an optional effect for a new map he is going to release.

Ok, I see I'll have to do it by myself... :-\

Quote

I'm sure the explosions could be better, but, they already use upgraded graphics, particles and smoke. I'm not sure what else I would add, given the assets I have to work with.

I don't understand, for example, why you make the smoke so transparent. It is neither realistic nor "eyecandy". The effects were improved, sure, but could be better in some ways. The 'wall puff' could be bigger and less transparent too, or more similar to what it was in sd_duke.

------------------

Oh, I forgot to report a little bug: The "double jump starts jetpack" option automatically desactivate always when I start a new game. I had to modify directly in the userplus file to make the standard value as "true".
By the way, nice work on the physics simulation for the new jetpack. =)

This post has been edited by LkMax: 28 November 2010 - 04:48 AM

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User is offline   djdori11 

#1035

i suggest u 2 add autosave system :rolleyes:
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User is offline   blizzart 

#1036

View Postdjdori11, on Dec 2 2010, 08:49 PM, said:

i suggest u 2 add autosave system :rolleyes:


Isn´t that already added in the latest version?
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User is online   Danukem 

  • Duke Plus Developer

#1037

View Postblizzart, on Dec 2 2010, 11:38 PM, said:

Isn´t that already added in the latest version?


It's added as something that mappers can put in their maps. You can specify a sector as an autosave sector. No maps actually use the feature yet, though.

I believe this is better than making the game autosave after a certain amount of time has passed or after the player has killed a group of enemies (I use that method in Attrition, but only because that mod uses old maps that I am not editing).
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User is offline   djdori11 

#1038

View PostDeeperThought, on Dec 2 2010, 11:56 PM, said:

It's added as something that mappers can put in their maps. You can specify a sector as an autosave sector. No maps actually use the feature yet, though.

I believe this is better than making the game autosave after a certain amount of time has passed or after the player has killed a group of enemies (I use that method in Attrition, but only because that mod uses old maps that I am not editing).

cant you just add autosave option to the game on the dukeplus menu? i think its awesome..
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User is offline   Mike Norvak 

  • Music Producer

#1039

View PostDeeperThought, on Dec 3 2010, 01:56 AM, said:

It's added as something that mappers can put in their maps. You can specify a sector as an autosave sector. No maps actually use the feature yet, though.

I believe this is better than making the game autosave after a certain amount of time has passed or after the player has killed a group of enemies (I use that method in Attrition, but only because that mod uses old maps that I am not editing).


It reminds me i used that effect in the last nsa map i sent u. I don´t know if u include the correct map version, i´ll check it.

EDIT: nope, there´s no "C" sprites in the map that comes with dukeplus. Here´s the correct version:

This post has been edited by Norvak: 03 December 2010 - 09:04 AM

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User is online   Danukem 

  • Duke Plus Developer

#1040

View PostNorvak, on Dec 3 2010, 08:58 AM, said:

It reminds me i used that effect in the last nsa map i sent u. I don´t know if u include the correct map version, i´ll check it.

EDIT: nope, there´s no "C" sprites in the map that comes with dukeplus. Here´s the correct version:


I have now added the new version to my dpmaps folder.
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User is online   Danukem 

  • Duke Plus Developer

#1041

Posted Image

I'm adding civilians to DukePlus. Here we have a model that James used in his Imagination World TC (don't remember what game it came from originally). Most of the animation did not get imported, so Tea Monster was kind enough to re-rig it and create a whole new set of animations, which you see frames of here. With a few minor skin adjustments, I have been able to take advantage of the new highpalmap system. What you see here is all the same skin with different pals. Pal 23 is a bit messed up, but the rest look good.
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#1042

Cool. But how are they useful xD
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User is offline   Micky C 

  • Honored Donor

#1043

View PostJhect, on Jan 19 2011, 05:03 AM, said:

Cool. But how are they useful xD


Perhaps in the future additional code can be added to make them useful for specific purposes, but I can't really think of anything like that at the moment, unless they have running animations in which case there could be a scenario in which Duke has to lead the civilians to an evacuation point or something.

Also congrats on utilising the highpalookup system DT as they really do look amazing; I would have assumed they were different skins if you hadn't said anything. On the other hand this means that the civilians can only have different pals when using polymer, but I guess that wouldn't be a problem in the future as polymer will be the standard openGL renderer. I bet this also means the alternate Duke skins for the Dukebike can be deleted, as well as many other alternate skins and kick sprites. I'm only now starting to see the full potential of this thing, even if it's the wrong thread to post about it in.
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User is offline   Shawneth 

#1044

I really look forward to cilvilians, but in that case, I have one major requests.

The main request is to have some option to get rid of that 'Duke team icon above team monsters' heads. It's helpful, but an option to remove it would be awesome. It's not a bad thing, but like, oh, you shuld know be now...

http://forums2.duke4...tyle_emoticons/default/dry.gif
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User is offline   Stabs 

#1045

woohoo dead ppl can litter my citys finally http://forums2.duke4...tyle_emoticons/default/laugh.gif

I could use them as randoms too, perhaps the player can loose health as a penalty for shooting them

This post has been edited by DanM: 18 January 2011 - 02:34 PM

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User is offline   Shawneth 

#1046

I haven't built any maps since the summer, but when this comes out, I will never be done the fun; make 'em sprites as well!
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User is offline   Sobek 

  • There's coffee in that nebula!

#1047

View PostDeeperThought, on Jan 19 2011, 05:46 AM, said:

Posted Image

I'm adding civilians to DukePlus. Here we have a model that James used in his Imagination World TC (don't remember what game it came from originally). Most of the animation did not get imported, so Tea Monster was kind enough to re-rig it and create a whole new set of animations, which you see frames of here. With a few minor skin adjustments, I have been able to take advantage of the new highpalmap system. What you see here is all the same skin with different pals. Pal 23 is a bit messed up, but the rest look good.


Ooh... That's fantastic, and it gives me an idea (argh, everything gives me ideas!). But I'm wondering... What do they do at the moment? Just walk around the environment randomly, or can you use waypoints of some kind to direct their movement?

Because I have a space station as part of an introductory level, and I think some random 'civilians' (re-skinned to be ensigns or officers or something) would be a great addition to add some life to the station. Also, is it just females, or are there (planned?) males too?

Very interested.
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User is offline   ReaperMan 

#1048

I'm looking forward to killing civilians. http://forums2.duke4...tyle_emoticons/default/unsure.gif
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User is online   Danukem 

  • Duke Plus Developer

#1049

View PostSobek, on Jan 18 2011, 07:16 PM, said:

Ooh... That's fantastic, and it gives me an idea (argh, everything gives me ideas!). But I'm wondering... What do they do at the moment? Just walk around the environment randomly, or can you use waypoints of some kind to direct their movement?

Because I have a space station as part of an introductory level, and I think some random 'civilians' (re-skinned to be ensigns or officers or something) would be a great addition to add some life to the station. Also, is it just females, or are there (planned?) males too?

Very interested.


I will code them to do the typical things that civilians do in first person shooters. Level designers will be able to specify some aspects of their behavior using tags in mapster, and I will eventually add mission related features to them.

I have plenty of male models, but currently I only have idle animations for them.
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User is offline   djdori11 

#1050

hey, im using duke plus and i saw a problem..
that teleporting aliens when they are teleport they dont go back.. im using enchanged ai.. (btw, enchanged ai makes game difficulty hard?)
sorry for bad english
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