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Old 11-24-2007, 10:35 PM   #81
Sprite Eater

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Re: Duke Plus
Right after i posted that, thats what i did, i got WinRAR.

Then i found out i need v 1.5 for DukePlus.

I'm usually working when im posting/playing around with EDuke. So im a tad lazy when it comes to using google.

I am Inexperienced when it comes to file types of ANY sort, if its not media format, i have no knowledge of it.
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Old 11-25-2007, 01:05 AM   #82
Usurper

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Re: Duke Plus
Unhiding file extensions is one of the first things I do on a new computer or Windows installation. It'll save you a lot of time down the road.

Hope you found the wiki, but if not: http://wiki.eduke32.com/wiki/Main_Page
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Old 11-27-2007, 02:59 AM   #83
The Commander

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Re: Duke Plus
I hope that this Mod doesnt disaphere in the void of the 3DR fourms. Its an ausome mod
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Old 11-29-2007, 12:12 PM   #84
Commando Nukem

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Re: Duke Plus
Just gotta keep it bumped is all.

Great list of features here. Im still undecided if I want to move over to the mod. There are a few nuances, namely im a bit pressed for time so the move over will slow me down, and I probably won't be able to wait for newer features to come out, since once I put something into the con files i'll have to redo it when a new version comes out, bleh.

The one thing thats causing me issues is all the new attack code. The only major change to an enemy I did was turning to the liztroop into a suicide bomber, which worked well enough in the older code, but in the new code the moment they see me they explode... So, I tried to just replace the entirety of the liztroop code with my own. That worked okay enough, except that the allied bots totally ignore it. Which basically defeats the purpose of having them. Anyone care to explain the way I should do this?
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Old 11-29-2007, 12:16 PM   #85
DeeperThought

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Re: Duke Plus
Quote:
Originally Posted by Commando Nukem View Post
Anyone care to explain the way I should do this?
Post the code that you added to them and I will explain why it made them blow up too soon.
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XP based weapon upgrades, progressive difficulty, and more.
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Old 11-29-2007, 12:28 PM   #86
Commando Nukem

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Re: Duke Plus
Quote:
Originally Posted by DeeperThought View Post
Post the code that you added to them and I will explain why it made them blow up too soon.
Well I pulled it back out and reset stuff back to default. I tend not to leave broken sh*t in place for long. However, this is the original troop attack code.

Code:
state troopshootstate
  ifactioncount 2
  {
    ifcanshoottarget
     ifpdistl 1024
    {
      sound PRED_ATTACK
          resetactioncount
          addkills 1
  debris SCRAP1 8
  debris SCRAP2 4
  debris SCRAP3 7
  state standard_jibs
  spawn EXPLOSION2
  sound RPG_EXPLODE
  hitradius 2048 15 20 25 30
  killit 
      resetactioncount
      ifrnd 128
        ai AITROOPSEEKPLAYER
      ifcount 24
      {
        ifrnd 96
          ifpdistg 2048
            ai AITROOPSEEKPLAYER
          else
          {
            ifpdistg 1596
              ai AITROOPFLEEING
            else
              ai AITROOPFLEEINGBACK
          }
      }
    }
    else
      ai AITROOPSEEKPLAYER
  }
ends
ifpdistl 1024 = go boom! Right?

From what I can tell the distancing stuff has been changed around though. this ifvare... ifvarl... xydist zdist... stuff

Like

Code:
ifvarl xydist 4096
                  ai AITROOPSHOOTING
If I changed that to

Code:
ifvarl xydist 1024
                  ai AITROOPSHOOTING
That would take care of at least one of his attacks, in theory right? Or is there something im missing? well, obviously im missing something since they blow up in place.

That reminds me I should probably replace "AITROOPFLEEING" with "AIROOPSEEKPLAYER" so they don't run around like jackasses.
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Old 11-29-2007, 12:39 PM   #87
DeeperThought

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Re: Duke Plus
Code:
state suicidebomber

setvar temp 0
ifvarn target -1
{
  dist xydist2 THISACTOR target
  ifvarl xydist2 1024 setvar temp 1
}

ifcanshoottarget ifpdistl 1024 setvar temp 1

ifvare temp 0 break
debris SCRAP1 8
debris SCRAP2 4
debris SCRAP3 7
state standard_jibs
spawn EXPLOSION2
sound RPG_EXPLODE
hitradius 2048 15 20 25 30
addkills 1
state specialdeath
killit 

ends

state troopshootstate

  state suicidebomber
  // rest of state as before
The code above should work correctly. They will blow themselves up on the player or the targeted bot when close and when in the shooting state. They will also drop whatever items they have been set to drop, etc. (state specialdeath).

By the way, I really think it would be better if you had them play the animation where they touch a button on themselves first (like when they are turning invisible) before blowing up. I can help you with that later, but I have to go to work.
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Old 11-29-2007, 12:57 PM   #88
Commando Nukem

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Re: Duke Plus
Quote:
Originally Posted by DeeperThought View Post
[CODE]

The code above should work correctly. They will blow themselves up on the player or the targeted bot when close and when in the shooting state. They will also drop whatever items they have been set to drop, etc. (state specialdeath).

By the way, I really think it would be better if you had them play the animation where they touch a button on themselves first (like when they are turning invisible) before blowing up. I can help you with that later, but I have to go to work.
Works splendidly, just need to remove their abbillity to fire the lasers and that will work just about right! That shouldn't be any difficulty for me.

Well initially there was enough time for them to play the fire animation before death, in essence they would via the sprite "press the button" and die. Much like platoon/NAMs suicide bombers. Which is basically exactly what this is supposed to be. Only a lot more agressive (running your ass down!)

----

Thanks for your help on this. Looks like im now commited. The two irks I was having was keeping the dukebots from talking(easy as changing ifrnd to 0! lol) and changing the one enemy in a major way.

That does raise one point of interest however. Is it possible to have the Dukebots camp? IE : They stay at the position they spawn into and only shoot at enemies that come into range. Possibly done via adding in an additional bitfield?

Im gonna need a few of these bots to defend a base in one of my levels, and allthough you can set them to "NOT FOLLOW PLAYER" they tend to just run into the walls.
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Old 11-29-2007, 01:07 PM   #89
DeeperThought

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Re: Duke Plus
Quote:
Originally Posted by Commando Nukem View Post
Im gonna need a few of these bots to defend a base in one of my levels, and allthough you can set them to "NOT FOLLOW PLAYER" they tend to just run into the walls.
Aim at a bot and press space (open) on the bot to select it. This will cause a shadow Duke to appear. Aim at the spot that you want it to patrol (the shadow will move to where you are looking) and press open again. This will set the patrol point. To cancel the patrol and make the bot follow you again, select it and press left + right strafe simultaneously.


Here is a version of the suicide bomber code that makes them push the button first.

Begin by putting this action definition with the other actoin definitions (e.g. right below the one for ATROOPABOUTHIDE):

Code:
action ATROOPABOUTBLOW  74  1  1  1   25
Next, use this code:

Code:
state suicidebomber

setvar temp 0
ifvarn target -1
{
  dist xydist2 THISACTOR target
  ifvarl xydist2 1024 setvar temp 1
}

ifcanshoottarget ifpdistl 1024 setvar temp 1

ifvare temp 0 break
action ATROOPABOUTBLOW

ends

state troopshootstate

ifaction ATROOPABOUTBLOW
{
    ifactioncount 2
    {
    debris SCRAP1 8
    debris SCRAP2 4
    debris SCRAP3 7
    state standard_jibs
    spawn EXPLOSION2
    sound RPG_EXPLODE
    hitradius 2048 15 20 25 30
    addkills 1
    state specialdeath
    killit 
    }
    break
}
else state suicidebomber

// rest of state as before

 ifactioncount 2
  {

// etc.
I don't see why you don't want them to be able to shoot as well, but it's your mod.
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XP based weapon upgrades, progressive difficulty, and more.
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Old 11-29-2007, 01:19 PM   #90
Commando Nukem

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Re: Duke Plus
Quote:
Originally Posted by DeeperThought View Post
Aim at a bot and press space (open) on the bot to select it. This will cause a shadow Duke to appear. Aim at the spot that you want it to patrol (the shadow will move to where you are looking) and press open again. This will set the patrol point. To cancel the patrol and make the bot follow you again, select it and press left + right strafe simultaneously.


Here is a version of the suicide bomber code that makes them push the button first.

Begin by putting this action definition with the other actoin definitions (e.g. right below the one for ATROOPABOUTHIDE):

I don't see why you don't want them to be able to shoot as well, but it's your mod.
Thats excellent. Thank you so much.

Well because the GFX intended to replace the trooper do not pack heat. Hes just a straightup suicide bomber. Which is sortof a tragic waste of all that extra coding you did here since I won't use any of the special weapons... and its just not meant to be a guy who shoots things.


Edit: hmm... That patrol thing doesn't seem to want to work for me.
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Last edited by Commando Nukem; 11-29-2007 at 01:32 PM.
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Old 11-29-2007, 03:53 PM   #91
DeeperThought

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Re: Duke Plus
Quote:
Originally Posted by Commando Nukem View Post
Thats excellent. Thank you so much.
Edit: hmm... That patrol thing doesn't seem to want to work for me.
When was the last time you downloaded Duke Plus? I added that a few days ago, but didn't post anything about it here. You're probably just using an older version without the feature.
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Old 11-29-2007, 05:12 PM   #92
escapist

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Re: Duke Plus
DeeperThought,
Would it be possible to include in your next release of DukePlus features similar to those of ReaperMan's AWOL?
Those effects (especially the drive-able vehicles!) are definitely the most wanted everywhere. It would be a tremendous help for mappers like me who can't code diddly.
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Old 11-29-2007, 06:23 PM   #93
Reaper_Man

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Re: Duke Plus
I think I speak for DT when I say that probably won't happen. From what I understand about his intentions for Duke Plus, and considering how hard it is to extract the vehicles from AWOL, I doubt that would happen.
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Old 11-29-2007, 08:28 PM   #94
DeeperThought

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Re: Duke Plus
Quote:
Originally Posted by Reaper_Man View Post
I think I speak for DT when I say that probably won't happen. From what I understand about his intentions for Duke Plus, and considering how hard it is to extract the vehicles from AWOL, I doubt that would happen.
Actually, I do have plans for vehicles, but they aren't going to be ripped from AWOL in any way. My idea was to have player-controllable versions of the TANK and the RECON (the ones normally controlled by pigcops). I'm not in any big hurry to do this, but it is on my list.

The last thing I added was the ability to make monsters set off activators and master switches when they die. Stuff like that is pretty easy to code and it's quite useful for map making. Vehicles are important, too, but I need some models and hud pics before I can do them.
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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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Old 11-29-2007, 08:35 PM   #95
Commando Nukem

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Re: Duke Plus
Quote:
Originally Posted by DeeperThought View Post
Actually, I do have plans for vehicles, but they aren't going to be ripped from AWOL in any way. My idea was to have player-controllable versions of the TANK and the RECON (the ones normally controlled by pigcops). I'm not in any big hurry to do this, but it is on my list.

The last thing I added was the ability to make monsters set off activators and master switches when they die. Stuff like that is pretty easy to code and it's quite useful for map making. Vehicles are important, too, but I need some models and hud pics before I can do them.
Installed the newer version of the Duke Plus mod, the patrol thing works just fine for my needs. I don't suppose theres a way to define that within a map?

I know this is OT, but since you were helping me earlier I was wondering if you could help me out on this. I remember seeing you wrote a small bit of code that made the Battelords MORTAR weapon something the player could use, and im looking to have the shrinker fire that (Aka turn the shrinker into a grenade launcher), I did a search for it and it seems that thread has fallen off the face of the earth. As I recall all it was, was a block of code added into the enhance.con to make it not autoaim at the player and kill him... I think. Its been awhile.
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Old 11-29-2007, 08:35 PM   #96
Reaper_Man

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Re: Duke Plus
I have been toying with the idea of coding a "vehicle base" system that would be selfcontained, if you're interested I'll try and whip something beta up for you to play around with.
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Old 11-29-2007, 08:37 PM   #97
Lord Misfit

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Re: Duke Plus
TANK and RECON eh? XD

I don't suppose the only-coded-in-mods SCORPIONTANK is on the list though. :P

Not a big deal, just curious actually.
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Old 11-29-2007, 09:18 PM   #98
DeeperThought

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Re: Duke Plus
Quote:
Originally Posted by Reaper_Man View Post
I have been toying with the idea of coding a "vehicle base" system that would be selfcontained, if you're interested I'll try and whip something beta up for you to play around with.
Some quick thoughts about vehicles in DP:

-Vehicles have health (which becomes 100% absorbant armor for the player when he gets inside of it)
-When the player gets in (ifhitspace on the vehicle) he moves to the location of the vehicle, the vehicle actor dies, and he grows in size, clipdist, and changes his action depending on type of vehicle. When he gets out he spawns the vehicle and sets vars on it according to its present condition. It smokes if heavily damaged.
-Vehicle types have the following basic properties: size, clipdist, turning speed, acceleration, top speed, armor
-Each vehicle also has its own weapons that override the player weapons.
-Controls: forward/backward = accelerate/decelerate. Strafe left/right = steer left/right. (Normal turning is disabled). Jump/Duck = fly up/down in RECON, no function in TANK.
-Extra bells and whistles: rear view mirror (using showview command), radar showing enemy and bot positions (easier than it sounds because I already have target sprites for the monsters which can be put into an array)
RECON WEAPONS: machine gun, laser cannon, bombs (nice big ones you can drop from high above). You only get a few bombs.
TANK WEAPON: machine gun, tank gun, mines. Finite numbers of mines and tank gun shots.
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XP based weapon upgrades, progressive difficulty, and more.
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Old 11-29-2007, 10:34 PM   #99
The Commander

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Re: Duke Plus
Quote:
Originally Posted by Reaper_Man View Post
I think I speak for DT when I say that probably won't happen. From what I understand about his intentions for Duke Plus, and considering how hard it is to extract the vehicles from AWOL, I doubt that would happen.
To be honest I didnt find it that hard to extract the Jeep code from Awol and I know stuff all about con editing to be honest
I mean sure my Cop car isnt really utilizing the latest features of Eduke32 but it does what its ment to so I am happy with that. I would like to work out how to slow the turning down but im in no hurry to do that.
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Old 12-01-2007, 04:20 AM   #100
Spiker

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Re: Duke Plus
Where can I find the latest verion of DP?
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Old 12-01-2007, 05:32 AM   #101
Spiker

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Re: Duke Plus
I have a problem with DP rain. When I set extra on waterdrip then in game there is no rain at all when I put waterdrip without any changes then it appers only for moment and then almost imediately disappears and When I run game without DP it is as it should be, so I guess something is wrong with DP It works in sample map so I don't know what's wrong, it should work for sure
Last edited by Spiker; 12-01-2007 at 05:43 AM.
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Old 12-01-2007, 10:26 AM   #102
DeeperThought

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Re: Duke Plus
Quote:
Originally Posted by Spiker View Post
I have a problem with DP rain. When I set extra on waterdrip then in game there is no rain at all when I put waterdrip without any changes then it appers only for moment and then almost imediately disappears and When I run game without DP it is as it should be, so I guess something is wrong with DP It works in sample map so I don't know what's wrong, it should work for sure
The feature has been tested a lot and it works. Make sure that RANDOM is set to 0 in USERPLUS.COM so it's not trying to make random weather. Also make sure tht the other Duke Plus features are working (if they aren't then DP isn't being loaded). If it still doesn't work then send me the map (you can .rar it and attach it here) and I will look at it.

And the download location is the same as before.
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XP based weapon upgrades, progressive difficulty, and more.
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Old 12-01-2007, 11:15 AM   #103
Spiker

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Re: Duke Plus
Random in con is set to 0 and I in fact I never had any need to modify this con. Other features work in the game, although I haven't tried them in mapster yet.

This map is just at the begining and won't be finished soon for sure I also think about diffrent ideas for the map by reading what is to be in future releases of DP and what already is.

To be honest I wanted to use the rain not as rain but under the shower cabin. Nevermind, enter the house and go to the left and right there is a bathroom and the waterdrip. By the way do know how to make water bubbles disappear a bit earlier?

There is a link to Duke Plus on the first page but it refers only to verion 1.0
So Maybe I'm blind but I would be very greatful if you posted new link. And thanks for checking the map.
Attached Files
File Type: rar 11test2.rar (20.4 KB, 7 views)
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Old 12-01-2007, 11:22 AM   #104
Spiker

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Re: Duke Plus
For the swimming pool I used a method from blackend map. It's quite nice the only flaw is that you can't dive in it and it's timeconsuming. Somehow mapster also tends to remove from time to time lowtags from it so I thought I would set them at the end. For the time being please don't jump to this swimming pool
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Old 12-01-2007, 11:32 AM   #105
Usurper

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Re: Duke Plus
After being killed, I waited around to see if the medic could revive the player. He couldn't, but he did try healing him. Maybe an ifdead check would be appropriate.

Really liking this mod.
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Old 12-01-2007, 11:57 AM   #106
DeeperThought

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Re: Duke Plus
Quote:
Originally Posted by Usurper View Post
After being killed, I waited around to see if the medic could revive the player. He couldn't, but he did try healing him. Maybe an ifdead check would be appropriate.

Really liking this mod.
Haha, my mods always have bugs relating to getting killed and restarting games, because I never test that stuff (I usually just quit when I die).

@Spiker: Your map doesn't have any outdoor areas. It doesn't rain indoors. Therefore, it doesn't rain in your map. You need to parallax the ceilings on the areas where it is supposed to be outside, like this:

11test2.rar

Also, here is an example of how to do a swimming pool with the translucent water in Duke Plus (this is a slightly molested version of Gotham, by Daniel Aashage:

!GOTHAM.rar

This link is my one and only link for Duke Plus at this point. I periodically upload new versions there. Sometimes I forget to update the documentation, so the doc might still say it is 1.0
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Old 12-01-2007, 12:24 PM   #107
Spiker

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Re: Duke Plus
I'm aware of that this map don't have any outdoor areas but I have some technical reasons for that and I wanted do that at the end. Tell me if I'm wrong but while reading the documentation I think there was nothing about that it works only in outdoor areas nevermind, thanks for your help.

I really like this new water and I will certainly use it

And few quick questions about DP:
- does it support ogg? previous version didn't if I'm right
- Would you implenent to DP changes made by Hunter_rus?
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Old 12-01-2007, 12:30 PM   #108
Spiker

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Re: Duke Plus
ohhh I've just checked: rain and snow in outdoor areas, sorry
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Old 12-01-2007, 12:34 PM   #109
DeeperThought

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Re: Duke Plus
ogg works if you are using the OpenAL version of EDuke32 which has ogg support. This has nothing to do with Duke Plus itself.

However, if I start to use new commands that aren't supported by the OpenAL version, then it won't work. I think Hunter_Rus will keep the OpenAL version up-to-date, though.
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Old 12-01-2007, 01:54 PM   #110
Spiker

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Re: Duke Plus
DeeperThought but I think that in case of water drips without any modification there is a bug when they are in indoor areas. They just disappear.
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Old 12-01-2007, 01:57 PM   #111
DeeperThought

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Re: Duke Plus
Quote:
Originally Posted by Spiker View Post
DeeperThought but I think that in case of water drips without any modification there is a bug when they are in indoor areas. They just disappear.
If you set EXTRA on the WATERDRIP then that makes it a rain control sprite and it will disappear when the map loads (and of course it will also cause the rain to start outdoors). Normal WATERDRIP without EXTRA set will work normally and will not disappear.
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Old 12-01-2007, 02:14 PM   #112
Spiker

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Re: Duke Plus
You are right it's not DP fault. It happens also without it. Somehow in some cases water drip is not shown when it falls on ground but just when it is in starting position. In some cases you can see it falling so I'm confused nevermind. I can do without stupid water drips. The rain works fine (in outdoor areas) but I don't need it for the time being.
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Old 12-01-2007, 03:25 PM   #113
Usurper

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Re: Duke Plus
I didn't realize you'd implemented the transparent water. Just spent an hour or so testing it out, and I'm really impressed. From the water splashes for shotspark weapons to the kerplunk of the pipebomb, you seem to have gotten all of the details down brilliantly. I built a room full of water and rain/snow expecting the precipitation to fall below the surface, but you thought of that as well.

I once (based on experimentation with the pos(xyz)v player members, coded adjustable underwater currents. Might be a fun addition to the mod.

Slight possible bug: in your demo map, in the room with the goggles, I found the player would begin to mantle on the invisible sides of the platforms if I jumped around.
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Old 12-01-2007, 04:27 PM   #114
DeeperThought

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Re: Duke Plus
Quote:
Originally Posted by Usurper View Post
Slight possible bug: in your demo map, in the room with the goggles, I found the player would begin to mantle on the invisible sides of the platforms if I jumped around.
Oops. I forgot that the hitscan function can "hit" things that aren't seen. I'll have to add a check for cstat.

As for the water: I'm making enhancements. I already have a moving current option (set the XVEL of the SECTOREFFFECTOR to the desired speed of the water and the water moves in the direction that the effector is facing) but I have not uploaded it yet because I'm working on some other stuff as well. Actually, I'm not really working on modding this weekend because I have a lot of real work to do first. I hope to get back into it soon, though.

EDIT: If you want to have a little fun with the weather, load a map that doesn't have any weather in it, and then set the weather variables directly in the console. Start by typing "setvar raining 16" and you will get a tiny rain cloud that follows you around pouring rain on you (negative values for raining will make it snow). Then you can expand the cloud with "setvar rainradius 10240" to make it a bigger distance. There is also rainpal and raincstat.
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New map effects and various optional extras for Duke 3D.

DUKE NUKEM: ATTRITION
XP based weapon upgrades, progressive difficulty, and more.
Last edited by DeeperThought; 12-01-2007 at 04:43 PM.
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Old 12-01-2007, 05:45 PM   #115
The Commander

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Re: Duke Plus
Quote:
Originally Posted by Spiker View Post
You are right it's not DP fault. It happens also without it. Somehow in some cases water drip is not shown when it falls on ground but just when it is in starting position. In some cases you can see it falling so I'm confused nevermind. I can do without stupid water drips. The rain works fine (in outdoor areas) but I don't need it for the time being.
Seriously Spiker, This is the second thread that I have noticed where you will just come straight out and critises something for not working and blaming the program for not working just because you are the only one having problems with it because you fail to read the documention included and follow examples. Keeping this sort of thing up here in 3DR will most likely get you banned. Especialy calling Mapster Bugster when the creator of it is a Moderator. Try to be more friendly to people around here.
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Old 12-01-2007, 08:57 PM   #116
dood!

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Re: Duke Plus
Nice mod. Do you take requests?

One feature I'd like to see is xpanning/ypanning of wall textures. There was a similar feature in some textures in Shadow Warrior, I think.

Also, I think the oxygen meter is a little too high because messages at the top of the screen would overlap it.
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Old 12-04-2007, 11:21 PM   #117
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Re: Duke Plus
Quote:
Originally Posted by dood! View Post
Nice mod. Do you take requests?

One feature I'd like to see is xpanning/ypanning of wall textures. There was a similar feature in some textures in Shadow Warrior, I think.

Also, I think the oxygen meter is a little too high because messages at the top of the screen would overlap it.
I have lowered the oxygen meter as of the latest update (I also fixed and added a bunch of stuff, but I don't feel like writing about it right now). The panning thing should be easy enough to add, and I'll do that at some point.
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New map effects and various optional extras for Duke 3D.

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Old 12-07-2007, 01:52 PM   #118
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Re: Duke Plus
I just uploaded Duke Plus version 1.1

-fixed some bugs relating to the transparent water
-monster bodies placed in maps can now be blown up, like slain monsters (whether you like it or not )
-LOD hack: When this optional feature is on, models will be replaced by their sprite versions in low framerate situations. depending on the distance from the player (models farther away will be replaced first, with closer ones replaced only when framerate is very low). The models come back if framerate goes back up. This is disabled in multiplayer, for sync reasons.
-updated the documentation to include new and recently added features

A link to the documentation is HERE, so you don't have to download just to see the doc.
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New map effects and various optional extras for Duke 3D.

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Old 12-07-2007, 11:46 PM   #119
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Re: Duke Plus
Nice update.

Could you clarify the rising/falling transparent water trick more? I couldn't figure out how to make it lower initially instead of rise, nor could I control the distance it moves. Unless that's just not in yet. I tried setting zvel (thought that might be distance) and tried both a positive and negative yvel for rise/fall, but it rose either way.

I finally thought to try the dukebot patrol feature, and it's awesome. In the course of testing, I got a jetpack and liked that they left their posts until back on the ground to aid the player. However, I wonder if they might be changed to keep their distance from the player a bit in the air? My player was humped most vigorously.

Playing the test maps and their use of mantling is making me think that I might want to start using the lookleft/lookright keys for the first time. Which reminds me, I remember your doc said that switching between 1 or 2 pistols was set on the "look up" key--have you considered toggling it with the "1" key (or whatever key the pistol is bound to), the way Shadow Warrior cycles through firing modes?
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Old 12-08-2007, 12:50 AM   #120
DeeperThought

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Re: Duke Plus
Quote:
Originally Posted by Usurper View Post
Nice update.

Could you clarify the rising/falling transparent water trick more? I couldn't figure out how to make it lower initially instead of rise, nor could I control the distance it moves. Unless that's just not in yet. I tried setting zvel (thought that might be distance) and tried both a positive and negative yvel for rise/fall, but it rose either way.

I finally thought to try the dukebot patrol feature, and it's awesome. In the course of testing, I got a jetpack and liked that they left their posts until back on the ground to aid the player. However, I wonder if they might be changed to keep their distance from the player a bit in the air? My player was humped most vigorously.

Playing the test maps and their use of mantling is making me think that I might want to start using the lookleft/lookright keys for the first time. Which reminds me, I remember your doc said that switching between 1 or 2 pistols was set on the "look up" key--have you considered toggling it with the "1" key (or whatever key the pistol is bound to), the way Shadow Warrior cycles through firing modes?
Oops, I didn't include all the instructions. You have to set the ZVEL of the SECTOREFFECTOR to the z coordinate that you want the water to go to after the switch is thrown. You cannot control the speed of the rising/falling. The YVEL of the effector should be the same as the YVEL of the switch that it responds to (it should also be triggered by activators with that lotag, but I'm not sure if that works reliabley). The attached map demonstrates.

!GOTHAMrising.rar

Using the pistol selection key to toggle akimbo pistols is a great idea. There's only one small problem: I was thinking about adding a pistol subweapon. That may not happen, though, so I'll use your suggestion for the next update.

I'll work on getting the bots to keep their distance when jetpacking.
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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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