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Duke Plus  "feedback and general discussion of Duke Plus"

User is online   Danukem 

  • Duke Plus Developer

#1201

View PostMia Max, on 19 June 2011 - 11:20 PM, said:

Hmmm... It would be awesum if some car models can explode. There is already a burned out car model in the list...
BTW, the new models are great. Finally we can make forests!



Most of the cars do explode if you hit them with rockets. A few of the larger ones do not, but that's because the burned car model does not fit them.
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User is offline   Mia Max 

#1202

Oh, sorry. Didn't know that this already works.
I barely play maps :D
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User is offline   Helixhorned 

  • EDuke32 Developer

#1203

Btw, I love how the clipshape system automatically lets you cling to tall cars and such. That calls for some "cliff-hanging"-puzzles. :D
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User is offline   ReaperMan 

#1204

Any chance you might add a working snack and pinball machine?

This post has been edited by ReaperMan: 22 June 2011 - 03:26 PM

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User is offline   darkcaleb 

#1205

hey Deeperthought is it possible you could put 3d skybox support?
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User is offline   LkMax 

#1206

View PostReaperMan, on 22 June 2011 - 03:26 PM, said:

Any chance you might add a working snack and pinball machine?

haha, I saw a mod that adds some different playable arcade machines... Nuclear Showdown, I think.

View Postdarkcaleb, on 23 June 2011 - 04:00 AM, said:

hey Deeperthought is it possible you could put 3d skybox support?

WTH is 3D Skybox?
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User is online   Danukem 

  • Duke Plus Developer

#1207

snack machine: could be done easily if I had some snack sprites and models (maybe I can find some)

pinball machine and arcade games: the best method is to connect the machines to areas in the map where the games take place (like in Nuclear Showdown); but that means the machines will only work with maps specifically designed for them; they would not work in E1L1 for example

3d skyboxes: Can these work in Polymer? I'm not interested in adding any more stuff that does not work in Polymer.
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User is offline   Mia Max 

#1208

Is it possible to give Duke Plus mappers some space for custom textures?
For example, everyone would get tile numbers for 10 textures and a maximal space of 1 MB.
Everyone would get a list for his own tile numbers (for example: me 8000 - 8010, another one 8010 - 8020 and so on).
I think, currently there aren't more than 20 Duke Plus mappers who already integrated maps in Duke Plus and it would be a file size of 20 MB.
Of course, everyone would have to write his own DEF file.
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User is offline   Bubbles 

#1209

Is the minigun cannon supposed to replace the chaingun? Lately when ever I pick up the chain gun it gives me the minigun even if I have not gotten the minigun yet.
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User is offline   Mblackwell 

  • Evil Overlord

#1210

View PostDeeperThought, on 23 June 2011 - 07:40 AM, said:

3d skyboxes: Can these work in Polymer? I'm not interested in adding any more stuff that does not work in Polymer.


No. Showview doesn't correctly overdraw transparent areas in polymer. So you'll just get big black squares. I have a mod that rather requires the feature as well, so sadness ensues.
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User is offline   CruX 

#1211

View PostMblackwell, on 25 June 2011 - 05:02 AM, said:

No. Showview doesn't correctly overdraw transparent areas in polymer. So you'll just get big black squares. I have a mod that rather requires the feature as well, so sadness ensues.

I think it's also worth it to note that if you use showview to create a skybox, screenwarping will cause some funky glitches in how tiles are displayed, so it'd mess up other elements of DukePlus, as I'm pretty sure the super/hook kicks use rotscnang.

This post has been edited by EmericaSkater: 25 June 2011 - 05:23 AM

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User is online   Danukem 

  • Duke Plus Developer

#1212

View PostBubbles, on 25 June 2011 - 04:37 AM, said:

Is the minigun cannon supposed to replace the chaingun? Lately when ever I pick up the chain gun it gives me the minigun even if I have not gotten the minigun yet.



No, the battlelord's gatling cannon (or "minigun") does not replace any weapon. It is a sub-weapon. Picking up the chaingun should only give you the chaingun, and then when you pick up the minigun you should have that as well. What you describe does not happen to me. So, you need to provide some more context or proof, because right now I have nothing to go on and I can't replicate the bug.
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User is offline   Bubbles 

#1213

Seems it only happens if you get the minigun then die and restart or restart from a saved game. Then when you go pick up the chaingun not having chaingun or battle lord gun you get the battle lord gun instead. This is a polymer problem isn't it?:)
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User is online   Danukem 

  • Duke Plus Developer

#1214

View PostBubbles, on 27 June 2011 - 05:48 PM, said:

Seems it only happens if you get the minigun then die and restart or restart from a saved game. Then when you go pick up the chaingun not having chaingun or battle lord gun you get the battle lord gun instead. This is a polymer problem isn't it?:)


Nah, it couldn't be a polymer related bug. There must be some variables getting set to the wrong values when the player resets. I'll look into it.
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User is offline   blizzart 

#1215

Hi DT,

I´ve just encountered a strange issue. I´ve installed the HRP 5 (by downloading the .zip file), put Duke Plus 2.30 in it and then updated the Eduke version (dunno which, because it´s 3 or 4 weeks ago).

After that, when I start Mapster with your mapster.bat it doesn´t load the DP-content. So DP sprites don´t show up in 3D-mode. I can´t figure put what exactly the problem is, because mapster.log is telling me everything is fine.

Perhaps this problem occured earlier and someone can help me. I can´t share my log file right now, because I´m moving to my new home this week and my pc won´t be ready to use until tomorrow evening. So I also can´t try to setup everything again.

If it is usefull: I start mapster with rendermode 4 by default.



Edit:
Forgot to mention that this problem appaered after I overwrote my old Eduke version with a newer one and moved the tiles.cfg out from the "sample" directory to the main directory.

This post has been edited by blizzart: 29 June 2011 - 04:23 AM

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User is online   Danukem 

  • Duke Plus Developer

#1216

Probably the old mapster.bat does not work with the new mapster because of changes to the command lines. As it happens, I'm going to upload a DP update today anyway, and I will include a working .bat with it.

EDIT: If you tell me what your mapster.bat says then I can tell you whether that is the issue and what to use instead.
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User is offline   blizzart 

#1217

View PostDeeperThought, on 29 June 2011 - 08:13 AM, said:

Probably the old mapster.bat does not work with the new mapster because of changes to the command lines. As it happens, I'm going to upload a DP update today anyway, and I will include a working .bat with it.

EDIT: If you tell me what your mapster.bat says then I can tell you whether that is the issue and what to use instead.


I hope I can have a look this evening. But it was the .bat file which came with the Duke Plus version (2.30) I´ve installed.
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User is offline   blizzart 

#1218

View Postblizzart, on 29 June 2011 - 10:21 PM, said:

I hope I can have a look this evening. But it was the .bat file which came with the Duke Plus version (2.30) I´ve installed.


So I checked it and reinstalled everything (the HRP .zip file and Duke Plus 2.30). Indeed, the problem occurs after I copied a recent Eduke32 version into the dir and overwrote the existing files. No DP content is shown in Mapster. I haven´t tested it ingame.
I can´t tell you what is in the mapster.bat file, but as mentioned above it is the original .bat file which came with DP.
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#1219

I love Duke Plus! I like how it adds new stuff without changing the feel of the game significantly. Definitely some great work. :)
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User is offline   Helixhorned 

  • EDuke32 Developer

#1220

View Postblizzart, on 03 July 2011 - 09:37 PM, said:

So I checked it and reinstalled everything (the HRP .zip file and Duke Plus 2.30). Indeed, the problem occurs after I copied a recent Eduke32 version into the dir and overwrote the existing files. No DP content is shown in Mapster. I haven´t tested it ingame.
I can´t tell you what is in the mapster.bat file, but as mentioned above it is the original .bat file which came with DP.

Did you note the revision numbers before and after? I'm having a hard time for models to show up with DNE/Mapster32, but I can't recall messing with how names are looked up etc. and so I'm wondering what could have introduced that.

edit: had success with
mapster32 -game_dir DukePlus -usecwd edefs.zip emaps.zip ematerials.zip -hdukeplus.def
from the DNE root dir. Things go strangely wrong when not specifying -usecwd, but on Windows it's on by default anyway.
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User is offline   Echelon5 

#1221

Would it be possible to add pickup sounds for the health items?
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User is offline   poop87 

#1222

You know, I think in the next DukePlus, you should make the BFG a sub-weapon rather than a replacement for the devestator.
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User is offline   Mike Norvak 

  • Music Producer

#1223

View Postpoop87, on 28 August 2011 - 08:29 AM, said:

You know, I think in the next DukePlus, you should make the BFG a sub-weapon rather than a replacement for the devestator.


You always could switch beetween devistator and BFG in weapon menu options anyway, unless the map is locking the feature.
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User is offline   DrDuke 

#1224

I have to say i love this mod. its Duke... Plus! i have followed this thread for a long time, and i was wondering...

i sorta liked the Ego bar from duke nukem forever, as well as the optional ego boosts for beating bosses, finding secrets, doing certain things ect.
was wondering if you would ever put something in duke plus as an option for people like me.
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User is online   Danukem 

  • Duke Plus Developer

#1225

There is already a way to give the player max health and other bonuses, although it's not documented (DNE uses it and Imperium uses it).

But an ego bar? I'm not interested in making Duke 3D like DNF. That's not what DukePlus is about.
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#1226

I love this mod duke plus,no glitches,new weapons,nice graphics,etc.Duke nukem eternity used to crash but i made a new bat file and it didnt crash also has duke plus.
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User is offline   Tetsuo 

#1227

View PostDeeperThought, on 28 August 2011 - 10:46 AM, said:

There is already a way to give the player max health and other bonuses, although it's not documented (DNE uses it and Imperium uses it).

But an ego bar? I'm not interested in making Duke 3D like DNF. That's not what DukePlus is about.


How about a HUD redesign and having it fade out when you aren't fighting\when inactive and you are just walking around? I think that would be a nice addition to Duke3D.
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#1228

has there been any progress on dukeplus and attrition?
cuz on the fissile materials site it still says the latest versions are from may2011 :(
or did you change to another site where you upload the latest updates to dukeplus and attrition?
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User is offline   The Commander 

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

#1229

I am pretty sure DeeperThought is much to busy with WGRealms2 at the moment.
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User is offline   SFJake 

#1230

My apologies for the bump. This is about plain DukePlus used in a normal game with random attributes options and all its glory.

Got the latest version.

I met that giant (and I mean huge) Cyclop shooting lasers all over the place, and.. well, I don't remember those. It didn't bother me. Until I threw 150-200 rockets at him and other than screaming in pain, he still would not die.

I had bots just stay there shooting at him for way too long and nothing happened.

This is quite game breaking, to be honest. I wouldn't mind him taking a good beating but it just killed the game right there to me. Previous versions never did that. I don't even know when such a monster was introduced.

Any chance of some changes on this?.. Even some numbers -I- could change to make further appearance of that monster be actually possible to kill... or to remove him entirely at worse, anything to fix this, I'd really love that.

This post has been edited by SFJake: 30 November 2011 - 07:58 PM

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