Duke Plus "feedback and general discussion of Duke Plus"
#1021 Posted 04 November 2010 - 12:18 AM
#1022 Posted 04 November 2010 - 04:30 AM
#1023 Posted 04 November 2010 - 09:02 PM
DanM, on Nov 4 2010, 01:18 AM, said:
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.
#1024 Posted 05 November 2010 - 01:13 AM
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.
muzzleflashes.zip (57.25K)
Number of downloads: 575
#1025 Posted 05 November 2010 - 08:11 AM
DanM, on Nov 5 2010, 02:13 AM, said:
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?
#1026 Posted 05 November 2010 - 07:53 PM
DanM, on Nov 5 2010, 02:13 AM, said:
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.
#1027 Posted 06 November 2010 - 03:59 AM
#1028 Posted 07 November 2010 - 10:28 PM
#1029 Posted 07 November 2010 - 10:57 PM
I would say it's something I have changed recently as I have done a bit of overhauling on my code.
#1030 Posted 08 November 2010 - 11:16 AM
#1031 Posted 09 November 2010 - 02:08 PM
#1032 Posted 27 November 2010 - 07:51 PM
- 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. 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
#1033 Posted 27 November 2010 - 08:06 PM
LkMax, on Nov 27 2010, 07:51 PM, 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.
LkMax, on Nov 27 2010, 07:51 PM, said:
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.
LkMax, on Nov 27 2010, 07:51 PM, said:
- 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.
LkMax, on Nov 27 2010, 07:51 PM, said:
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
#1034 Posted 28 November 2010 - 04:41 AM
DeeperThought, on Nov 28 2010, 02:06 AM, said:
lol
Yeah, maybe. I read this idea somewhere and I thought it was a good idea, but you have a point, indeed.
Quote
Ok, I see I'll have to do it by myself... :-\
Quote
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
#1036 Posted 02 December 2010 - 11:38 PM
djdori11, on Dec 2 2010, 08:49 PM, said:
Isn´t that already added in the latest version?
#1037 Posted 02 December 2010 - 11:56 PM
blizzart, on Dec 2 2010, 11:38 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).
#1038 Posted 03 December 2010 - 12:41 AM
DeeperThought, on Dec 2 2010, 11:56 PM, said:
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..
#1039 Posted 03 December 2010 - 08:58 AM
DeeperThought, on Dec 3 2010, 01:56 AM, said:
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
#1040 Posted 03 December 2010 - 09:11 AM
Norvak, on Dec 3 2010, 08:58 AM, said:
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.
#1041 Posted 18 January 2011 - 11:16 AM
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.
#1043 Posted 18 January 2011 - 01:14 PM
Jhect, on Jan 19 2011, 05:03 AM, said:
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.
#1044 Posted 18 January 2011 - 01:52 PM
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
#1045 Posted 18 January 2011 - 02:32 PM
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
#1046 Posted 18 January 2011 - 03:36 PM
#1047 Posted 18 January 2011 - 07:16 PM
DeeperThought, on Jan 19 2011, 05:46 AM, said:
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.
#1048 Posted 18 January 2011 - 07:52 PM
#1049 Posted 18 January 2011 - 09:39 PM
Sobek, on Jan 18 2011, 07:16 PM, said:
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.
#1050 Posted 24 January 2011 - 10:22 AM
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