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#841 |
Re: Duke Plus 1.8
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#842 |
Re: Duke Plus 1.8
Current DukePlus compatibility list:
Duke Nukem 3D Duke It Out In D.C. DukeZONE 2 Arctic Alert map The dream map Duke is 10 episode WGRealms Beerzity map for WGRealms WGSpace episode Clear the Coast map Vacation Cove episode Bedrone map Outpost X FM2X |
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#843 |
Re: Duke Plus 1.8
On top of the other change I requested that you're working on (random variable speed for shooters), I was hoping you might be able to implement a little something else for the sleeper effect.
Can it be made possible to control the speed of the fade in / fade out, and also the fade in/out colour? (fade to white, fade to black, that sort of thing). And also, something I've moaned about on occasion... Could you possibly include the option to lock the player's view during the sleep transition? At present you get the horizontal lock, so you can look straight up or down during the 'wake up' portion of the transition, but not left or right. It'd be nice to be able to lock the player's view at the default straight-forward both during the sleep and wakeup transitions. I'd like to use the sleeper effect + some other moving sector trickery to create a 'cinematic' intro, however the player having free mouse movement is a real bitch, as I'm trying to create a series of effects that are best viewed from an 'on rails' perspective... If the player can turn around and look at all the crap he's passed, it just ruins it. What I'm doing at the moment is putting the player on a moving sector and using a sleeper with a long delay before kicking in, so the player can't move about, and can pass through all of the scripted sequences I've created in front of them... Hope those are possible! ![]()
Last edited by Sobek; 04-21-2009 at 08:10 PM.
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#844 | |
Re: Duke Plus 1.8
Quote:
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DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more. |
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#845 |
Re: Duke Plus 1.8
Fan-damn-tastic!
Really looking forward to it... Those were pretty much the last remaining features I was hoping for in Duke Plus. At one stage I was fiddling with some of the CONS and such and I'm pretty sure I found a way to achieve some of it myself, but the problem there of course is that each new release would require going back in and screwing around with those files. When you take care of it on your end, life just gets easier ![]() Keep up the good work, because without it, I and many others would have some pretty 'stale' mods! |
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#846 |
Re: Duke Plus 1.8
A stupid question perhaps, but is the DukePlus version in the new HRP the latest version of this mod?
I got some problems with Mikko´s Dukecide map there (black squares instead of shotgun and other things).
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GERMAN Duke Forums |
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#847 |
Re: Duke Plus 1.8
Delete the texture cache, and make sure you are using 32 bit mode. Won't work in 8bit. (shotgun is a model)
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I Know Everything There Is To Know About Anything. Duke Nukem Red Alert SVN Ask Me Anything! |
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#848 |
Re: Duke Plus 1.8
I used the HRP DP and Mikko's map was fine.
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WGRealms.com |
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#849 |
Re: Duke Plus 1.8
there is an updated version at: http://deeperthought.dukertcm.com/dp/
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#850 |
Re: Duke Plus 1.8
If you have black squares it is your fault. Black squares are caused by placeholder tiles for which no replacement graphic is rendered. Most likely causes: you turned off models in the video options, you turned off hi-res textures, or you are using the software renderer. Another possibility is that the model and texture files are not found because they are not where they are supposed to be.
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DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more. |
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#851 |
Re: Duke Plus 1.8
maybe if he try to unpack DUKEPLUS_RESOURCES.zip
is he using the "-game_dir DukePlus" command |
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#852 |
Re: Duke Plus 1.8
Unpacking the DUKEPLUS_RESOURCES directory is fine, as long as it stays where it belongs inside the DukePlus directory. In fact, I recommend unpacking that file. The only reason it is zipped is for the HRP uninstaller.
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DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more. |
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#853 | |
Re: Duke Plus 1.8
Quote:
edit: forgot to mention. If you try to use dukeplus and all you change is the video mode settings to XXXX x XXX 8bpp on the game loader setup tab, the modified weapons will be black boxes.
Last edited by Forge; 04-22-2009 at 04:40 AM.
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#854 |
Re: Duke Plus 1.8
I just got done adding all of the new transition effector options. Now you can:
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DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more. |
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#855 |
Re: Duke Plus 1.8
Wow... More than I expected! I love the idea of locking the player's view on their destination. If I use that and put the player on a moving sector, will the view lock stay fixed on where the destination is? Or would that 'break the lock'. Also, does that factor in the Z axis? ie; if I put the destination higher than the player and set their view to lock on to it, will the view actually look up to where it is, or will it look in the correct direction, just straight ahead?
Last edited by Sobek; 04-23-2009 at 06:21 PM.
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#856 | |
Re: Duke Plus 1.8
Quote:
By the way, I added new options for the shooter: randomized shot timing, sound on firing, and destructible by explosions
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DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more. |
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#857 | |
Re: Duke Plus 1.8
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Also, the ability to go 3rd person from fixed cameras ala classic Resident Evil, or maybe just play from the perspective of demo cameras. |
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#858 | |
Re: Duke Plus 1.8
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So I ended up with the current optional dynamic camera mode that replaces the regular F7 view mode.
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DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more. |
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#859 |
Re: Duke Plus 1.8
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#860 | ||
Re: Duke Plus 1.8
Quote:
Quote:
Can't hurt to get some info first ![]()
Last edited by Sobek; 04-23-2009 at 06:21 PM.
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#861 | |
Re: Duke Plus 1.8
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Here, I doubt this will be useful, but: Code:
ifvare player[THISACTOR].movement_lock 0 ifvare extbits 0 setplayer[THISACTOR].movement_lock 15 ifvare player[THISACTOR].movement_lock 15 { setvar temp 1 setvarvar angvar cameraang ifvarand extbits 1 // move forward { ifvarand extbits 4 // also strafing left subvar angvar 256 ifvarand extbits 8 // also strafing right addvar angvar 256 } else ifvarand extbits 2 // move backward { addvar angvar 1024 ifvarand extbits 4 // also strafing left addvar angvar 256 ifvarand extbits 8 // also strafing right subvar angvar 256 } else ifvarand extbits 4 // strafe left { subvar angvar 512 ifvarand extbits 8 setvar temp 0 } else ifvarand extbits 8 // strafe right { addvar angvar 512 ifvarand extbits 4 setvar temp 0 } else setvar temp 0 // not moving at all ifvare temp 1 { cos xvel angvar sin yvel angvar shiftvarl xvel 6 shiftvarl yvel 6 ifp pwalking { shiftvarr xvel 1 shiftvarr yvel 1 } else ifp pducking { shiftvarr xvel 1 shiftvarr yvel 1 } else ifp ponground nullop else { shiftvarr xvel 1 shiftvarr yvel 1 } ifp ponsteroids { mulvar xvel 3 divvar xvel 2 mulvar yvel 3 divvar yvel 2 } getplayer[THISACTOR].posxv digx addvarvar digx xvel setplayer[THISACTOR].posxv digx getplayer[THISACTOR].posyv digy addvarvar digy yvel setplayer[THISACTOR].posyv digy } } movement_lock is set to prevent the player's normal movement from taking place so that the override can work you need additional code to detect whether 3rd person is being used, and to unlock the player when it isn't, and probably other stuff i'm forgetting cameraang is a constantly updated pre-defined gamevar which is the angle of the 3rd person camera (the code I used to modify that and change the position of the camera is not included)
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DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more. |
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#862 |
Re: Duke Plus 1.8
Hi, here's a modified version for DukePlus of the mighty MOD Last Reaction & Water Bases. As I can see, the new enemies runs fine, but feel free to report any bug and fix them if you're able (I'm not a CON programmer, I just did a copy'n'paste work).
Just unpack the RAR file in your DukePlus directory and run the BAT file. http://rapidshare.com/files/22482338...PLUS2.rar.html EDIT : link fixed //_;
Last edited by Headless_Horseman; 04-23-2009 at 08:22 AM.
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#863 |
Re: Duke Plus 1.8
I just got into using monster capsules. They certainly add a new depth to the game, like many of the other features. In fact, I might be able to get some pokomon lovers to try it out. Who knows, they might get hooked like the rest of us...
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#864 |
Re: Duke Plus 1.8
Last Reaction & Water Bases has TILES005.ART . It should not be compatible with duke plus.
To make it compatible you have to merge or replace the tiles that are included in TILES005.ART of both Last Reaction & Water Bases and Duke Plus. And you have also to add additional code. It can be done, but it needs a lot of work to make 100% compatible and to work properly. |
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#865 |
Re: Duke Plus 1.8
Bot crouching and death animation will be screwed up. Lifebars (the ones over actors heads) will be screwed up, as well as the electrical projectile. But if you aren't using bots, lifebars, or altered monsters that use that projectile, then it shouldn't be a problem.
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DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more. |
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#866 |
Re: Duke Plus 1.8
For what I'm seeing, everything runs just fine without tile05 (that it's not included in the archive I made beacuse I know it's conflicting with DP setting). The new monsters code works too (the old drones are a real pain).
Obviously, the modified original enemies of LRWB not work in the same way, but it's no big deal if you use "monster advanced AI", like me. |
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#867 |
Re: Duke Plus 1.8
Still on fixing LRWB so it can decently work unde DukePlus.
I've found two more actor specific for this mod, but they seem not to work perfectly. The first is this, completely non-functional It will boost PLAYERHEALTH to the max, but if you've more than 125 health (the mod enhanced MAXPLAYERHEALTH to 125), you'll lose health until you get to 125. Code:
actor PLUTONIUMHEALTH sizeat 32 32 fall cstat 0 ifmove RESPAWN_ACTOR_FLAG state respawnit else ifp pshrunk nullop else ifphealthl 126 { ifp palive ifpdistl RETRIEVEDISTANCE ifcount 6 ifcanseetarget { addphealth 125 quote 125 state quikget } } else { ifp palive ifpdistl RETRIEVEDISTANCE ifcount 6 ifcanseetarget { addphealth -25 sound DUKE_LONGTERM_PAIN7 quote 125 state quikget } } enda This second actor worked only one time and then become completely non-functional Code:
actor MEDPACK fall sizeat 24 24 ifmove RESPAWN_ACTOR_FLAG state respawnit else ifp pshrunk nullop else ifp palive ifpdistl RETRIEVEDISTANCE ifcount 6 ifcanseetarget ifhitspace { addphealth 10 addinventory GET_FIRSTAID FIRSTAID_AMOUNT addinventory GET_SHIELD SHIELD_AMOUNT addinventory GET_STEROIDS STEROID_AMOUNT quote 126 ifspawnedby MEDPACK state getcode else state quikget quote 126 } enda I've also discovered what modified art is in Tile005 : it's a small roach that randomly roam and is automatically squished by the player, spawning a pool of acid. As soon as i find the actor, I'll post it too. |
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#868 | |
Re: Duke Plus 1.8
Quote:
Code:
eventloadactor PLUTONIUMHEALTH sizeat 32 32 enda actor PLUTONIUMHEALTH sizeat 32 32 fall ifmove RESPAWN_ACTOR_FLAG state respawnit else ifp pshrunk nullop else ifp palive ifpdistl RETRIEVEDISTANCE ifcount 6 ifcanseetarget { getplayer[THISACTOR].i spriteid getactor[spriteid].extra temp ifvarg temp 125 sound DUKE_LONGTERM_PAIN7 setactor[spriteid].extra 125 quote 125 state quikget } enda What do you mean? Was it supposed to respawn?
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DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more. |
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#869 |
Re: Duke Plus 1.8
EDIT : Now everything seems to work properly, apart from the "acid bug" above mentioned. How can I find a thing that spawn a pool of acid and is automatically squished by the player ?
For now, here's the update CON.
Last edited by Headless_Horseman; 04-25-2009 at 02:18 PM.
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#870 |
Re: Duke Plus 1.8
You already know the tile number from looking in tiles05, so just just search his CONs for the tile number. There will be a line that says define BUGNAME TILENUMBER Also, if the player stomps the bug, just search for pstomp (there aren't too many of those in the CONs).
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DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more. |
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#871 |
Re: Duke Plus 1.8
Finally found and fixed the infamous "acid roach" actor (plus some more that were well hidden the cons). Everything seems to work nicely with LRWB under DukePlus, even without the modified tile05.
Now another question : the "Chimera" mod, which is an externsion of LRWB, uses a custom LOOKOUT and PALETTE files (for a modified Nightvision). If I put them in the ZIP file, the game will recognize them ? For now, here's the fixed CON for LRWB : |
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#872 | |
Re: Duke Plus 1.8
Quote:
I doubt it, but why don't you just try it and see? It only takes a few seconds to turn on nightvision and check.
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DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more. |
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#873 |
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Hi, newbie and wanted to say I love this mod. A video of someone playing it on Youtube was one of the main reasons I dug out my old Duke discs and started playing again. And I love playing with the Doubled Monsters and Dukebots. My friends and I have started referring to that setup as "Warzone Mode."
I was wondering if perhaps it would be possible, though, to maybe give the Dukebots different appearances from Duke himself. I realize this would mean new models and textures, and would be purely aesthetic, but I'm the kind of person who just thinks there can be only one Duke. Maybe something like EDF soldiers? This is a very minor thing, I realize, and wouldn't blame you for blowing me off. I'm not experienced when it comes to creating models and textures, so I have no idea how much work they would take. Thanks for the awesome mod, BTW. I've been playing Duke more than any modern shooters lately. |
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#874 | |
Re: Duke Plus 1.8
Quote:
That would be nice, especially if bots are ever used in coop. I don't know what I would use, though. I could find some 8-bit player replacement from a TC, but then it wouldn't have a model for when people use the HRP.
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DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more. |
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#875 | |
Re: Duke Plus 1.8
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EDIT: Reading futher down the topic about it, he gives permission to use the stuff from it so long as he gets credit for it. Quote: I cannot prevent anyone from taking art, maps, con code or whatever from it to use it in their TC, but it would be nice if you give me credits for it.
Last edited by Freedan; 04-28-2009 at 11:48 AM.
Reason: New information found
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#876 | |
Re: Duke Plus 1.8
Quote:
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DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more. |
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#877 |
Re: Duke Plus 1.8
Check the model of the player in duke army 2, but I don't remember if you swim in this TC.
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Download my weapon pak (eDuke32 required) here : Weapon Pak V3 Sorry for my english, I'm french. My Laptop : Intel Centrino Dual Core 2GHz, 3GB of RAM, nVidia GeForce 9300 M G, sound device by Realtek. |
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#878 |
Re: Duke Plus 1.8
I guess these frames could be added manually.
It would require some work, but it's possible. If you want to, I'd give it a shot. |
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#879 |
Re: Duke Plus 1.8
Wouldn't it be much easier just to have a different skin for the Duke bots, but have them use the Duke model?
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DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more. |
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#880 |
Re: Duke Plus 1.8
Yeah, you're right...
Anyway, I'll look into that when i get back home. |
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eduke32 mod |
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