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Old 08-24-2008, 11:11 AM   #81
themaniacboy

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Re: Duke Plus 1.8
Quote:
Originally Posted by DeeperThought View Post
Well, if you insist, here are the problems with that:
  1. Kicking doors open only makes sense on unlocked swing doors that open the correct direction relative to the player. So I would have to write code to make sure the situation is appropriate (a pain).
  2. It wouldn't be at all useful because it would work only in limited situations (see 1) and the player can open doors faster by pressing the open key (which instantly opens the door instead of waiting for his foot to come out).
  3. Therefore it is a lot of work to implement a feature that no one would use.

Being able to shoot doors open, on the other hand, is potentially useful.
ok,than its not usefull,but its duke style to kick doors open
its unnecessary but fun
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Old 08-24-2008, 11:37 AM   #82
Kenny mckormick
Re: Duke Plus 1.8
Deleting the Texcache can resolve a lot of problem (With DP too) maybe says that in the DPDOC?

(it's little but not so stupid =P)
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Old 08-24-2008, 01:05 PM   #83
jagguar20

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Re: Duke Plus 1.8
Dude this is so great, it's like playing DNF in 1998!!!
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Old 08-24-2008, 01:10 PM   #84
themaniacboy

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Re: Duke Plus 1.8
Quote:
Originally Posted by jagguar20 View Post
Dude this is so great, it's like playing DNF in 1998!!!
only its not DNF
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Old 08-24-2008, 02:09 PM   #85
Kenny mckormick
Re: Duke Plus 1.8
Doublemonster&ammo do some bug...

Some level just cannot be launched...I try to deleting texcache so this time is no that...

But Bank roll cannot be launched with the option of double monster...
Last edited by Kenny mckormick; 08-24-2008 at 02:44 PM.
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Old 08-24-2008, 02:31 PM   #86
DeeperThought

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Re: Duke Plus 1.8
Quote:
Originally Posted by Kenny mckormick View Post
Doublemonster&ammo do some bug...

Some level just cannot be launched...I try to deleting texcache so this time is no that...

But Bank roll&First level of Lunar apocalypse cannot be launched with the option of double monster...
I'll look into that. I should add a warning somewhere about that, because that option adds a lot of sprites to the map and could cause a too many sprites spawned error or other problems. However, those two maps you mentioned were made under the old limits and shouldn't be a problem.
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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 08-24-2008, 03:01 PM   #87
Chip

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Re: Duke Plus 1.8
Quote:
Originally Posted by themaniacboy View Post
only its not DNF
Nor 1998.
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Old 08-24-2008, 03:15 PM   #88
DeeperThought

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Re: Duke Plus 1.8
Quote:
Originally Posted by Kenny mckormick View Post
Doublemonster&ammo do some bug...

Some level just cannot be launched...I try to deleting texcache so this time is no that...

But Bank roll cannot be launched with the option of double monster...
I just launched that level using the doubled option and I had no problems. If you want me to try to figure out why it didn't work in your case you will have to post a copy of your eduke32.log the next time it fails.
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New map effects and various optional extras for Duke 3D.

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Old 08-24-2008, 07:01 PM   #89
themaniacboy

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Re: Duke Plus 1.8
Quote:
Originally Posted by Chip View Post
Nor 1998.
haha yes
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Old 08-25-2008, 01:56 AM   #90
Mateos

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Re: Duke Plus 1.8
And the bug I reported ? ;D
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Old 08-25-2008, 02:11 AM   #91
DeeperThought

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Re: Duke Plus 1.8
Quote:
Originally Posted by Mateos View Post
And the bug I reported ? ;D
Sorry, I didn't see your bug report until now. I mirrored E1L1 and could not get that result. I have some questions:

1) Does it happen every time?
2) Is it a problem with the level structure, or it is just a visual glitch when in that window?
3) Can you send me a saved game file from when this is happening?
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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 08-25-2008, 04:46 AM   #92
Kenny mckormick
Re: Duke Plus 1.8
The eduke32.log contain nothing about the bug,because the level don't have to time to start,eduke32 close and back window without Error message...

EDuke32 1.5.0devel (Aug 22 2008 19:17:52)
Copyright (c) 1996, 2003 3D Realms Entertainment
Copyright (c) 2008 EDuke32 team
addsearchpath(): Added D:/eduke32/
OS: Windows XP (5.1.2600) Service Pack 2
Loading opengl32.dll
Loading glu32.dll
Initializing DirectDraw...
Using config file 'duke3d.cfg'.
Scanning for GRP files...
Found 22 recognized GRP files.
addsearchpath(): Added D:/eduke32/DukePlus/
addsearchpath(): Added DukePlus/
Using group file 'duke3d.grp' as main group file.
Compiling: EDUKE.CON (27 bytes)
Including: dpcons/DUKEPLUS.CON (596974 bytes)
Increasing script buffer size to 1331904 bytes...
Using DEF file: dukeplus.def.
Wrote duke3d.cfg
Wrote duke3d_binds.cfg
Using config file 'DukePlus/dp.cfg'.
Including: DukePlus/dpcons/DPDEFS.CON (35650 bytes)
Including: DukePlus/dpcons/DPUSER.CON (45450 bytes)
Including: DukePlus/dpcons/USERPLUS.CON (75159 bytes)
Including: DukePlus/dpcons/LIGHTS.CON (20598 bytes)
Compiled code size: 328880 bytes, version 1.4+
2608/11264 labels, 574/2048 variables
29 event definitions, 354 defined actors
mmulti: This machine's IP is 192.168.1.174
Initializing DirectInput...
- Enumerating attached input devices
* MOUSE: Souris
* KEYBOARD: Clavier
Initialized 32.0 megabyte cache
Warning: Failed including duke3d.def on line dukeplus.def:1
Warning: Failed loading MD2/MD3 model "highres/sprites/firstperson/2524_pistol.md3"
Warning: Failed loading MD2/MD3 model "highres/sprites/firstperson/2530_clip.md3"
Warning: Failed loading MD2/MD3 model "highres/sprites/firstperson/2532_cliphand.md3"
Warning: Failed loading MD2/MD3 model "highres/sprites/characters/1405_duke.md3"
Definitions file 'dukeplus.def' loaded.
RTS file DUKE.RTS was not found
Initializing OSD...
Setting video mode 1024x768 (32-bit fullscreen)
OpenGL Information:
Version: 2.1.2
Vendor: NVIDIA Corporation
Renderer: GeForce 7600 GT/PCI/SSE2/3DNOW!
Initializing music...
Loading OpenAL32.DLL
OpenAL Information:
Version: 1.1
Vendor: Creative Labs Inc.
Renderer: Software
Initializing sound...
Initializing MultiVoc...
- 32 voices, 1392 byte mixing buffers
Initializing DirectSound...
- Primary buffer format: 2 ch, 48000Hz, 16 bits
- Creating secondary buffer
Executing "DukePlus/dp_binds.cfg"
Cache time: 118ms
E3L2: BANK ROLL //Without double monster
Cache time: 216ms
E1L1: HOLLYWOOD HOLOCAUST //with Double monster

and after i launch E3L2.Map and...bug

oh and you see the MP5 bug?If you have 0 ammo the MP5 reload too...

edit: With random attribute,BOSS2 NOT PAL can be spawned...Or he is pal but he end the game...
Last edited by Kenny mckormick; 08-25-2008 at 06:55 AM.
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Old 08-25-2008, 08:37 AM   #93
deathgod
Re: Duke Plus 1.8
Found a bug, when i pick up the double barreled shotgun i lose the other shotgun cruiser or not.
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Old 08-25-2008, 08:51 AM   #94
DeeperThought

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Re: Duke Plus 1.8
Quote:
Originally Posted by Kenny mckormick View Post
The eduke32.log contain nothing about the bug,because the level don't have to time to start,eduke32 close and back window without Error message...

E1L1: HOLLYWOOD HOLOCAUST //with Double monster

and after i launch E3L2.Map and...bug

oh and you see the MP5 bug?If you have 0 ammo the MP5 reload too...

edit: With random attribute,BOSS2 NOT PAL can be spawned...Or he is pal but he end the game...
The doubled monsters option can make the game quit. I'm not sure why (it isn't too many sprites spawned) but I'll try to figure it out. Until then, you can always turn the option off. If you can't get any level to start, you can turn it off by editing the dp.cfg

Mp5 bug noted

That randomized miniboss spawning with pal 0 bug is amazingly persistent. I have "fixed" it, or partially fixed it, about three times now. I'll try again.


Quote:
Originally Posted by deathgod View Post
Found a bug, when i pick up the double barreled shotgun i lose the other shotgun cruiser or not.
That can happen if you pick one up when you have the menu option for alternative shotguns turned off. It doesn't make any sense for that to happen if the other shotgun is the Cruizer shotgun, but I'll look into it.
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Old 08-25-2008, 09:50 AM   #95
Kenny mckormick
Re: Duke Plus 1.8
Yes of course,the double monster is not so important...

But maybe desactive the double effect on turret?That don't really nice because the 2nd turret "fly" a lot of time
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Old 08-25-2008, 10:01 AM   #96
DeeperThought

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Re: Duke Plus 1.8
Quote:
Originally Posted by Kenny mckormick View Post
But maybe desactive the double effect on turret?That don't really nice because the 2nd turret "fly" a lot of time
Good point. I'll make it give the turrets doubled hit points instead.

I had originally made the doubled monster feature to go with the doubled map size feature, by the way. It works better with that.
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Old 08-25-2008, 11:24 AM   #97
DeeperThought

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Re: Duke Plus 1.8
Duke Plus version 1.81 released.
This is a bug fix release:
Changelog
-Reverted to the old method of having DP load the player's normal DEFS.CON and USER.CON, rather then DP's own versions of these. I realized that loading special DP copies of these was preventing people from using the HRP music and other custom content specified in their CONs. The downside to this is it means I will get false bug reports again from people trying to use non-Atomic CONs with Duke Plus.
-Added the nocompress parameter to the texture defs AGAIN, this time in the correct place
-Fixed some bugs with the turrets that are attached to Sentry Drones (like the ones in Project Zero)
-Includes a version of Project Zero with minor improvements
-Reduced the max speed at which a monster can be knocked back, in an attempt to prevent glitches
-Fixed a bug which caused the MP5 to show the reloading animation when it ran out of bullets
-Made some tweaks to the monster doubling and randomized monster features in an attempt to fix bugs (not sure if they are fixed)
-Fixed a bug where after picking up the double barreled shotgun it could become impossible to switch to the other shotgun
-Includes the latest EDuke32 which compiles the CONs much faster, resulting in a shorter startup time
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Old 08-25-2008, 11:34 AM   #98
Parkar

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Re: Duke Plus 1.8
Doesn't the music use defines in def files to replace the midi?
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Old 08-25-2008, 11:40 AM   #99
DeeperThought

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Re: Duke Plus 1.8
Quote:
Originally Posted by Parkar View Post
Doesn't the music use defines in def files to replace the midi?
eh? I assumed it used a modified USER.CON to do that. At any rate, there were plenty of other reasons to switch back to using the regular USER and DEFS cons (namely custom sounds and episodes)
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XP based weapon upgrades, progressive difficulty, and more.
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Old 08-25-2008, 12:14 PM   #100
Kenny mckormick
Re: Duke Plus 1.8
Have you added or something like the double barrelled shotgun to the random drop?
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Old 08-26-2008, 12:40 AM   #101
Mateos

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Re: Duke Plus 1.8
Quote:
Originally Posted by DeeperThought View Post
Sorry, I didn't see your bug report until now. I mirrored E1L1 and could not get that result. I have some questions:

1) Does it happen every time?
2) Is it a problem with the level structure, or it is just a visual glitch when in that window?
3) Can you send me a saved game file from when this is happening?
1) Yes.
2) I think it's a visual glitch only. And it's on all windows.
3) Yes, I'm uploading.

Edit :
http://www.poweruploader.net/download_kALGMq.htm

Edit 2 :
I want to say thx to you, for your hard work and fast releases.
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Last edited by Mateos; 08-26-2008 at 04:49 AM.
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Old 08-26-2008, 09:38 AM   #102
themaniacboy

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Re: Duke Plus 1.8
Deeperthought sorry for bothering you again but got problems with DP effect map.

when i grab an ledge i move to the left (so i can get to the other side) but the problem is he is holding it.

if i grab the ledge and move to the left with the forward key (a and w) he doesnt hold the ledge and just fall down.

any suggestions ?
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Old 08-26-2008, 09:56 AM   #103
DeeperThought

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Re: Duke Plus 1.8
Quote:
Originally Posted by themaniacboy View Post
Deeperthought sorry for bothering you again but got problems with DP effect map.

when i grab an ledge i move to the left (so i can get to the other side) but the problem is he is holding it.

if i grab the ledge and move to the left with the forward key (a and w) he doesnt hold the ledge and just fall down.

any suggestions ?
Use the strafe keys to move left and right while mantling. If you turn away from the wall, you will drop off. Press jump to pull yourself up.
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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 08-26-2008, 10:19 AM   #104
themaniacboy

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Re: Duke Plus 1.8
Quote:
Originally Posted by DeeperThought View Post
Use the strafe keys to move left and right while mantling. If you turn away from the wall, you will drop off. Press jump to pull yourself up.

so when i hang on it,i only got to strafe ?

i tried that but just falls off
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Old 08-26-2008, 10:22 AM   #105
themaniacboy

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Re: Duke Plus 1.8
oow yea an suggestion for your next release

maybe you could add shoot effects ?
like flashes and a shotgun that goes up when you shoot,do you get it ?
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Old 08-26-2008, 10:40 AM   #106
DeeperThought

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Re: Duke Plus 1.8
Quote:
Originally Posted by themaniacboy View Post
so when i hang on it,i only got to strafe ?

i tried that but just falls off
Yes, just strafe and continue to face the ledge that you are grabbing. It works fine. You are the only person who has ever had a problem with it.
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DUKE NUKEM: ATTRITION
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Old 08-26-2008, 10:44 AM   #107
XTHX2

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Re: Duke Plus 1.8
Hmm I've been thinking about this suggestion for some time, but it requires some specific situations that should be mapped that way in build. What about double sided swing doors? For example;

=>|| ----- => ==

=> is the player

|| is the normal door.

== is the door when it's open.

That's normal. But what about also making the door;

|| <= ----- == <=

The same door, but if you open it from the other side, it goes to the opposite direction. I hope I have managed to explain :s
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Old 08-26-2008, 10:46 AM   #108
DeeperThought

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Re: Duke Plus 1.8
Quote:
Originally Posted by XTHX2 View Post
Hmm I've been thinking about this suggestion for some time, but it requires some specific situations that should be mapped that way in build. What about double sided swing doors? For example;

=>|| ---- => ==

=> is the player

|| is the normal door.

== is the door when it's open.

That's normal. But what about also making the door;

|| <= ----- == <=

The same door, but if you open it from the other side, it goes to the opposite direction. I hope I have managed to explain :s
LOL, I understood the moment I read "double-sided swing doors". I mean, what else would that be?

The cool version of what you are suggesting would be doors that you can just push open with your body, then they swing back and forth in decreasing amounts for a few moments until returning to their closed position (like the doors outside of saloons in westerns).
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New map effects and various optional extras for Duke 3D.

DUKE NUKEM: ATTRITION
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Last edited by DeeperThought; 08-26-2008 at 10:48 AM.
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Old 08-26-2008, 10:46 AM   #109
XTHX2

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Re: Duke Plus 1.8
Quote:
Originally Posted by DeeperThought View Post
LOL, I understood the moment I read "double-sided swing doors". I mean, what else would that be?
Well, I wanted to be sure....( You know why )

EDIT : That would work too. Actually, that would be extremely nice. The problem with that would be probably other enemies/actors blocking the door... It's also a problem in general. Maybe you can fix that too?
Last edited by XTHX2; 08-26-2008 at 10:51 AM.
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Old 08-26-2008, 11:00 AM   #110
themaniacboy

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Re: Duke Plus 1.8
Quote:
Originally Posted by DeeperThought View Post
Yes, just strafe and continue to face the ledge that you are grabbing. It works fine. You are the only person who has ever had a problem with it.
i downloaded too many goddamn mods,i reinstalled Eduke32 and Dukeplus and now i get this in my eduke32 log file:

EDuke32 1.5.0devel (Aug 24 2008 19:34:41)
Copyright (c) 1996, 2003 3D Realms Entertainment
Copyright (c) 2008 EDuke32 team
Application parameters: -game_dir DukePlus
addsearchpath(): Added D:/Duke3d/
addsearchpath(): Added DukePlus/
OS: Windows XP (5.1.2600) Service Pack 3, v.3244
Loading opengl32.dll
Loading glu32.dll
Initializing DirectDraw...
Using config file 'duke3d.cfg'.
Scanning for GRP files...
Found 1 recognized GRP files.
addsearchpath(): Added D:/Duke3d/DukePlus/
addsearchpath(): Added DukePlus/
Using group file 'duke3d.grp' as main group file.
Using group file 'autoload/duke3d.grp/AtomicCONs.zip'.
Using group file 'autoload/duke3d.grp/duke3d_hrp.zip'.
Using group file 'autoload/duke3d.grp/eduke32_mus.zip'.
Using group file 'autoload/duke3d.grp/hrp_update.zip'.
Using group file 'autoload/duke3d.grp/maphacks.zip'.
Using group file 'autoload/duke3d.grp/xxx_pack.zip'.
Compiling: EDUKE.CON (27 bytes)
Including: dpcons/DUKEPLUS.CON (597580 bytes)
Increasing script buffer size to 1331904 bytes...
Using DEF file: dukeplus.def.
Wrote duke3d.cfg
Wrote duke3d_binds.cfg
Using config file 'DukePlus/dp.cfg'.
dpcons/DUKEPLUS.CON:9: error: could not find file `DEFS.CON'.
dpcons/DUKEPLUS.CON:10: error: could not find file `USER.CON'.
Including: DukePlus/dpcons/USERPLUS.CON (75158 bytes)
DukePlus/dpcons/USERPLUS.CON: At top level:
DukePlus/dpcons/USERPLUS.CON:29: error: parameter `YES' is undefined.
DukePlus/dpcons/USERPLUS.CON:31: error: parameter `YES' is undefined.
Increasing script buffer size to 1397440 bytes...
DukePlus/dpcons/USERPLUS.CON:32: error: parameter `YES' is undefined.
Increasing script buffer size to 1462976 bytes...
Uninitializing DirectDraw...

im getting tired of this...

edit: oow f*ck im so blind,missing two .con files, i see the problem

i report back if there any other problems
Last edited by themaniacboy; 08-26-2008 at 11:02 AM.
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Old 08-26-2008, 11:01 AM   #111
XTHX2

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Re: Duke Plus 1.8
Just completely delete that folder and reinstall everything...
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Old 08-26-2008, 11:31 AM   #112
DeeperThought

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Re: Duke Plus 1.8
Quote:
Originally Posted by themaniacboy View Post
dpcons/DUKEPLUS.CON:9: error: could not find file `DEFS.CON'.
dpcons/DUKEPLUS.CON:10: error: could not find file `USER.CON'.


edit: oow f*ck im so blind,missing two .con files, i see the problem
Quote:
1.81 8-25-08
-Reverted to the old method of having DP load the player's normal DEFS.CON and USER.CON, rather then DP's own versions of these. I realized that loading special DP copies of these was preventing people from using the HRP music and other custom content specified in their CONs. The downside to this is it means I will get false bug reports again from people trying to use non-Atomic CONs with Duke Plus.
I should have added: "...and people trying to start a game without copies of USER.CON or DEFS.CON, most likely because they have a *cough *cough modified version of duke3d.grp that doesn't contain them."
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Old 08-26-2008, 11:45 AM   #113
Kenny mckormick
Re: Duke Plus 1.8
SEENINE is affected by the % of Damage inflicted...
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Old 08-26-2008, 11:52 AM   #114
DeeperThought

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Re: Duke Plus 1.8
Quote:
Originally Posted by Kenny mckormick View Post
SEENINE is affected by the % of Damage inflicted...
If by "is affected" you mean "isn't affected", then yes.
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Old 08-26-2008, 12:07 PM   #115
Kenny mckormick
Re: Duke Plus 1.8
Uh i don't understand :s

But try,set damage inflicted to 400 or something like,try the 1st level,explode the seenine and approach you a little,and BAOUM you are dead...
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Old 08-26-2008, 12:16 PM   #116
DeeperThought

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Re: Duke Plus 1.8
Quote:
Originally Posted by Kenny mckormick View Post
Uh i don't understand :s

But try,set damage inflicted to 400 or something like,try the 1st level,explode the seenine and approach you a little,and BAOUM you are dead...
OH, you mean damaged inflicted by monsters! Yes, that's true. If you incresae the damage the player receives in the menu, then he will receive more damage from most anything.
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Old 08-26-2008, 12:26 PM   #117
Kenny mckormick
Re: Duke Plus 1.8
Quote:
Originally Posted by DeeperThought View Post
OH, you mean damaged inflicted by monsters! Yes, that's true. If you incresae the damage the player receives in the menu, then he will receive more damage from most anything.
yes but in some map,the players don't have other choice than take damage from
explosion (in mapster,one Explosion is a little little invisible SEENINE no?)So maybe desactive bonus damage on Seenine no?
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Old 08-26-2008, 01:58 PM   #118
DeeperThought

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Re: Duke Plus 1.8
Quote:
Originally Posted by Kenny mckormick View Post
yes but in some map,the players don't have other choice than take damage from
explosion (in mapster,one Explosion is a little little invisible SEENINE no?)So maybe desactive bonus damage on Seenine no?
It doesn't work quite like that, but maybe I could change it.

There are various optional features in DP which can make maps more or less difficult (in some cases impossible). Since these features are optional and off by default, I don't consider it a bug.
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Old 08-26-2008, 04:22 PM   #119
Kenny mckormick
Re: Duke Plus 1.8
Yes of course is not really one bug...

But Damage inflicted don't affect the "water damage"...

And the Shooter documentation is incomplete no?I don't see the information for the projectile...
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Old 08-27-2008, 01:31 AM   #120
Mateos

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Re: Duke Plus 1.8
3 page of bug reporting, let DT sleep !

When I open DP menu, monsters moves and fires, but I'm invicible with DP menu open...
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