Duke Plus "feedback and general discussion of Duke Plus"
#1111 Posted 30 March 2011 - 03:40 AM
Depp should include a DP coded eduke32.debug from now on, could be useful. I hope not to be a silly idea.
#1112 Posted 30 March 2011 - 08:18 AM
Fantinaikos, on 30 March 2011 - 03:40 AM, said:
Depp should include a DP coded eduke32.debug from now on, could be useful. I hope not to be a silly idea.
The latest DukePlus comes with EDuke32 r1855, and it does NOT crash for me. Are you saying it crashes for you on startup every time? Is anyone else having this problem?
#1113 Posted 30 March 2011 - 12:29 PM
#1114 Posted 04 April 2011 - 04:37 AM
#1115 Posted 04 April 2011 - 08:56 AM
LeoD, on 04 April 2011 - 04:37 AM, said:
Thanks for the bug report. It's broken if you use advanced AI, because I forgot to do certain things when changing them from the hardcoded recons to my own recons to make them work properly. Looks like I'll have to upload another update soon.
#1116 Posted 04 April 2011 - 09:07 AM
#1117 Posted 05 April 2011 - 12:05 PM
Number of downloads: 567
#1118 Posted 07 April 2011 - 02:47 PM
DeeperThought, on 05 April 2011 - 12:05 PM, said:
Only four downloads so far. Did they all switch to attrition?
This contains some snippets which might fit in DukePlus: 'This is Duke' - at the phone, plus drinking and burping sounds when drinking the cans from the vending machine.
#1119 Posted 07 April 2011 - 03:59 PM
#1120 Posted 07 April 2011 - 04:25 PM
E.C.S, on 07 April 2011 - 03:59 PM, said:
I don't think people pay much attention unless the update has new content. It was just a bug fix. Also, if you don't promote something, then it doesn't get much attention. That's fine, because there's nothing new to promote here.
One thing that is sad --and this has nothing to do with DukePlus in particular, or Duke modding in particular-- is that even a big release only gets attention for a short period of time. When new maps or mods are released, they get comments for a few days or maybe a week. It doesn't matter if you worked on it for 3 weeks or 3 years. In a more perfect world, players would continue to find releases long after they had stopped being promoted, and post some words of encouragement. It really does make a big difference to the motivation of hobbyist developers. And the same goes for the development of the platform (e.g. EDuke32).
#1121 Posted 07 April 2011 - 04:40 PM
I'm looking forward to the first quality release not having anything to do with Duke. WGR2 would have been much better off as a completely standalone project instead, IMO.
#1122 Posted 07 April 2011 - 04:52 PM
Plagman, on 07 April 2011 - 04:40 PM, said:
You do realize that WGR2 has a page on Mod Database, and it is standalone, right? I'm not sure what you mean by "completely" standalone, though.
Also, most mods and user maps are available outside the forums here. They have Mod DB pages, they have their own sites (I have my mods hosted here, for example), and then there is the Duke Nukem Repository which has user maps with searchable map listings and forums.
#1123 Posted 07 April 2011 - 05:44 PM
#1124 Posted 07 April 2011 - 05:55 PM
Plagman, on 07 April 2011 - 05:44 PM, said:
Well actually it is categorized as an "Indy Game" at Mod DB, even though it is really a Duke TC, but I see your point.
WG and I were able to finish it because we weren't creating all the resources. Without Duke and all the ripped stuff from Hexen, Doom, etc., there was no way we could have done it.
#1125 Posted 07 April 2011 - 06:06 PM
#1126 Posted 07 April 2011 - 06:48 PM
DeeperThought, on 07 April 2011 - 04:25 PM, said:
Well, they can be found easily at DNR/MSDN IMO. But I would not join another forum only to post a comment once in a month over there. It would be helpful if the reviews from DNR or MSDN would get cross-posted here so that people become aware of all releases and get a starting point for discussions. Maybe a last map you've played thread should be started over here, too.
DeeperThought, on 07 April 2011 - 04:25 PM, said:
I admit that I tend to be silent if someone else has already nailed down my opinion in better words. And sometimes I'm simply disgusted by the overuse of awesome or the likes in certain comments. After that my own opinion would often sound too bad. Currently the most rewarding thing might be the download counter on DNR but cross-posted releases will have lower numbers of course.
#1127 Posted 07 April 2011 - 08:37 PM
LeoD, on 07 April 2011 - 06:48 PM, said:
I consider you to be a regular who posts a lot, and you have been very helpful in finding bugs lately. My comment was really just bemoaning the fact that projects have to be constantly promoted and/or updated, or they tend to get forgotten. It wasn't intended as a criticism of anyone, or an expression of ignorance about what I need to do.
#1128 Posted 08 April 2011 - 11:40 PM
What would have benefited WGR2 very much in regards to the moddb page is a news article in regards to the latest version.
The latest posting of news is about "WGR1 - WGR2 conversion."
If someone was to create a news article that is nicely worded, containing pictures and some video about the latest/final? release of WGR2 then it should get a mention on the front page of moddb which would generate a ton of downloads.
I think that is what is really missing from the WGR2 page.
On a smaller note the Eduke32 engine page I set up at moddb is ranked 21 out of 293 (as of this posting) of all engines listed on their website which is pretty good if you ask me.
This post has been edited by The Commander: 08 April 2011 - 11:40 PM
#1129 Posted 18 April 2011 - 10:45 PM
When I want to place a model (basically the new cars) from the DukePlus content, they aren´t shown, when I want to choose them by pressing "V" twice.
Aren´t they defined in the .def files or am I doing something wrong?
#1130 Posted 18 April 2011 - 10:47 PM
blizzart, on 18 April 2011 - 10:45 PM, said:
When I want to place a model (basically the new cars) from the DukePlus content, they aren´t shown, when I want to choose them by pressing "V" twice.
Aren´t they defined in the .def files or am I doing something wrong?
models can't be shown through that selector unless they have a sprite to represent them in the art files.
#1131 Posted 19 April 2011 - 12:12 AM
#1132 Posted 19 April 2011 - 01:09 AM
DeeperThought, on 19 April 2011 - 12:12 AM, said:
Ah ok. Thanks. I know that I can go to the models by pressing G and typing the number of the sprite. I just thought it would be nice to see a little preview (or sprite in the art-file) pic.
#1133 Posted 24 April 2011 - 02:28 PM
#1134 Posted 24 April 2011 - 03:07 PM
Gambini, on 24 April 2011 - 02:28 PM, said:
There's a ghost in the machine.
Are you looking for an older version?
#1135 Posted 24 April 2011 - 03:31 PM
Quickly!
#1136 Posted 24 April 2011 - 04:17 PM
Gambini, on 24 April 2011 - 03:31 PM, said:
Quickly!
I don't have 1.6
I have 1.15 then it jumps to 1.7
#1137 Posted 24 April 2011 - 04:34 PM
Forge, on 24 April 2011 - 04:17 PM, said:
I have 1.15 then it jumps to 1.7
My mistake. I had it in the wrong folder.
I'll upload it here:
Duke Stuff
#1139 Posted 09 May 2011 - 09:22 PM
XenoMatriX, on 27 June 2009 - 07:35 AM, said:
For example, if you place 5 pigcops or healthkits e.t.c, and gave them all the same number in the "extra" or "yvel" slot or something like that, upon the launch of the map the game would randomly choose one of the sprites and place it, the other 4 would remain invisible. This would be similar to how the difficulty settings work, displaying only the enimies for that particular setting.
I hope that makes sense.
A feature like this would make the re-play value alot higher, would it possible to do?
This is a good idea btw.
#1140 Posted 10 May 2011 - 01:59 PM
The added blood effects greatly slam the frame rate down for me as shown in these screen shots. I don't know if it is because my machine is lacking or if it has to do with Nvidia breaking OpenGL performance on fermi geforce cards or what. But anyway before the hrp v5 update the frame rate would go as low as 5 or less per second sometimes even less than 1FPS and about 10 or less just from looking in the direction of the blood even if it wasn't on screen or animated. The frame rate is still slammed with polymost but it is so high to begin with that it remains above 60.
I too have eduke32.exe stop/crash when starting up or when loading a level with Duke Plus. Stops about I guess 85% of the time at start up always when loading dukeplus.def. eduke32.debug.exe seems to work fine though.
Also the Duke Plus batch file seems to break all my hrp installations. When I try to start any of the eduke32.exes they stop when trying to load duke3d.def seems they can't find it. Once again the debug executable seems to work fine.
The problems I posted here may be related.