Forum Archive

Go Back   3D Realms Forums > 3D Realms Topics > Duke Nukem > Duke Nukem 3D Modifications
Blogs FAQ Community Calendar

Notices

 
 
Thread Tools
Old 05-03-2009, 05:52 PM   #1
DeeperThought

DeeperThought's Avatar
Duke Plus 2.0
Duke Plus 2.00 Released
  • Two new singleplayer levels added to the Duke Plus hub: Dukecide, by Mikko Sandt, and Sunshine Complex, by Eddy Zykov.
  • Minor update to the Blown Fuses level by Gambini.
  • Big improvements to monster AI when using the advanced AI option. This will make the game more difficult when playing with that option on, so beware.
  • Added new blood trails to flying gore (thanks to Hellbound for supplying the art) and a blood impact effect for when monsters are hit by bullets. Also, gore models will rotate in the air.
  • DUKE TAUNTS PLUS (a new option in the effects menu) – In addition to the regular taunts Duke uses when enemies are blown to bits, Duke has a different set of taunts for killing enemies with bullets and other weapons. He also has a few one liners he’ll use sometimes when he has cleared an area of enemies.
  • For mappers: Added the DPCANNON. Added some new options to SE 105 and 107 (sleeper and transition effects), and to the SHOOTER sprite. Added ability to make chain (tile 920) destructible by bullets and cause activations. Skycar bonus rings can now cause activations. Mapster.bat now causes DUKEPLUS_RESOURCES.zip to load, so you don’t have to unpack that to view the DP tiles in mapster. Updated the documention for map effects (SE 105&107, Shooter, DP Cannon, Skycar stuff, DP Chain)
  • Fixed lots of bugs (too many to list).
  • Changed the graphic and sound for the “railgun” monster weapon so now it is a type of blaster (note that this weapon only appears in certain DP maps or if you are using randomized monsters).
  • Changed the graphic for rain so that the drops are more elongated.
  • Sparks flying off of shot surfaces move more realistically.
__________________
DUKE PLUS
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; 05-03-2009 at 05:58 PM.
DeeperThought is offline  
Old 05-03-2009, 06:37 PM   #2
Radar1013

Radar1013's Avatar
Re: Duke Plus 2.0
awesome! I'm waiting for the download to finish right now so i can play those maps!
__________________
OFFICIAL HRP Nitpicker!
Radar1013 is offline  
Old 05-03-2009, 11:31 PM   #3
Sobek

Sobek's Avatar
Re: Duke Plus 2.0
Oh very nice, I'll be having a play with it tomorrow

Can't wait to try out all those new effects!
Sobek is offline  
Old 05-03-2009, 11:45 PM   #4
hightreason

hightreason's Avatar
Re: Duke Plus 2.0
I'm looking forward to this.

As it turns ut i'm still on 1.8 - so i will deffinitely download this later.

(Damn, when the o key doesnt work very well, you realise how many there are in words)
__________________
High Treason
(My Website) (Second Site) (My YouTube)
Punk's not dead - and nor is Duke!
Ever get the feeling you are being ignored?
hightreason is offline  
Old 05-03-2009, 11:57 PM   #5
DeeperThought

DeeperThought's Avatar
Re: Duke Plus 2.0
First bug report: If bots are selected in the menu, they will not spawn at all unless you have the "bots respawn" option set to YES.

Also, once in a great while, throwing a pipebomb will cause a teleporter effect to spawn in front of your face. I have no idea why that happens but I'll look into it.

I'm getting these out of the way so that others don't have to report them.
__________________
DUKE PLUS
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; 05-03-2009 at 11:59 PM.
DeeperThought is offline  
Old 05-04-2009, 02:20 AM   #6
supergoofy

supergoofy's Avatar
Re: Duke Plus 2.0
I hope that you will announce the fixed release.
supergoofy is offline  
Old 05-04-2009, 03:33 AM   #7
Kenny mckormick
Re: Duke Plus 2.0
Finished those two new maps =)...

18 minutes for Sunshine complex,and 10 minute for dukecide...

As i see,the author of Dukecide like South park
Kenny mckormick is offline  
Old 05-04-2009, 04:18 AM   #8
KillerBudgie

KillerBudgie's Avatar
Re: Duke Plus 2.0
Quote:
Originally Posted by DeeperThought View Post
First bug report: If bots are selected in the menu, they will not spawn at all unless you have the "bots respawn" option set to YES.

Also, once in a great while, throwing a pipebomb will cause a teleporter effect to spawn in front of your face. I have no idea why that happens but I'll look into it.

I'm getting these out of the way so that others don't have to report them.
Maybe you should close the old Duke Plus 1.8 thread. Because you've released DukePlus 2.0. It may get confusing.

Downloaded DukePlus 2.0. Blimey. Can't believe how much more is in this one!
__________________
The Duke will kill you, the Budgies will eat you!!
KillerBudgie is offline  
Old 05-04-2009, 08:47 AM   #9
CarThief

CarThief's Avatar
Re: Duke Plus 2.0
Wow, that AI is quite insane, it killed me like, 10-20 times on my own map! I had to constantly save and try again! Now thats a hard difficulty mode.
(Was using monsters with beefed up stats though, like starproj shots, double barred shotgun, more HP, all for the dangerous close up combat.)

Quite curious about the cannon, i'll surely toy with that soon, hopefull that map ever gets finished, sure is getting hard in difficulty.

That reminds me, i have a few possible requests. Could you perhaps make mirrors unbreakable by any means? They often can serve for wonderfull decoration, its quite a waste when using the RPG near one. And now even bullets shatter them. A flag/lotag/hitag or anything to make it unbreakable would be nice, if thats possible.

Hmm... The other suggestion is somewhat smaller, can you perhaps make it possible to disable some Duke Plus weapon features? Perhaps just like the sprite that forces certain settings on, a sprite (or simple an extra flag to the original sprite) that disables stuff, in case it would make the map too easy, or allow things not meant to be happening.
In this particular case it would be helpfull if monster capsules could be disabled. Would make it a bit easy if you have a few friendly monsters that just can be sent everywhere.

Hmm... Maybe bit soon to try to ask for things, but would be helpfull for the map im building currently, even if its going slow but steady. And im sure it'll prove handy for more people. Didnt experience any bugs so far.
__________________
Duke mapper, currently not very active.
Ways of contact:
MSN - Use same email as is used for this account.
Hamachi - Network: CTTest3, password: gta2
CarThief is offline  
Old 05-04-2009, 08:58 AM   #10
DeeperThought

DeeperThought's Avatar
Re: Duke Plus 2.0
Quote:
Originally Posted by CarThief View Post
That reminds me, i have a few possible requests. Could you perhaps make mirrors unbreakable by any means?They often can serve for wonderfull decoration, its quite a waste when using the RPG near one. And now even bullets shatter them. A flag/lotag/hitag or anything to make it unbreakable would be nice, if thats possible.
I don't know if that's possible. And I don't know why MP5 bullets break mirrors. They are not supposed to, it is just a normal custom hitscan projectile with no special flags set or anything.

Quote:
Originally Posted by CarThief View Post
Hmm... The other suggestion is somewhat smaller, can you perhaps make it possible to disable some Duke Plus weapon features? Perhaps just like the sprite that forces certain settings on, a sprite (or simple an extra flag to the original sprite) that disables stuff, in case it would make the map too easy, or allow things not meant to be happening.
In this particular case it would be helpfull if monster capsules could be disabled. Would make it a bit easy if you have a few friendly monsters that just can be sent everywhere.
Yes, I still need to update the weapon options sprite so mappers can enable/disable the rest of the DP weapons.
__________________
DUKE PLUS
New map effects and various optional extras for Duke 3D.

DUKE NUKEM: ATTRITION
XP based weapon upgrades, progressive difficulty, and more.
DeeperThought is offline  
Old 05-04-2009, 09:03 AM   #11
BloodWolf806

BloodWolf806's Avatar
Re: Duke Plus 2.0
YES!

Will DL right after class.
__________________
You're beautiful when you're DYIN'
BloodWolf806 is offline  
Old 05-04-2009, 09:14 AM   #12
Mikko Sandt

Mikko Sandt's Avatar
Re: Duke Plus 2.0
Quote:
Originally Posted by CarThief View Post
And now even bullets shatter them.
I complained about the same thing and DT fixed it for this release. I don't see how you can still break mirrors with bullets but I can't?
__________________
http://www.planetduke.com/msdn/
The West is not simply better than non-Western cultures, it is vastly, fundamentally better. Hellenic culture is the only truly human civilization, the only one for which human reason, not animal stultification, is the ideal. –Greg Swann
http://m-sandt.blogspot.com
Mikko Sandt is offline  
Old 05-04-2009, 09:22 AM   #13
CarThief

CarThief's Avatar
Re: Duke Plus 2.0
Ah, minor mistake, i didnt break them with bullets in the latest release, but in previous ones, you could break em with any, even from a pistol or shotgun i recall.
Im not sure what will and will not break them now, it is quire realistic bullets shatter mirrors upon impact, but sometimes the mirror should better stay, for like, the shrinker!
__________________
Duke mapper, currently not very active.
Ways of contact:
MSN - Use same email as is used for this account.
Hamachi - Network: CTTest3, password: gta2
CarThief is offline  
Old 05-04-2009, 09:27 AM   #14
Mikko Sandt

Mikko Sandt's Avatar
Re: Duke Plus 2.0
Quote:
Originally Posted by CarThief View Post
Ah, minor mistake, i didnt break them with bullets in the latest release, but in previous ones, you could break em with any, even from a pistol or shotgun i recall.
Im not sure what will and will not break them now, it is quire realistic bullets shatter mirrors upon impact, but sometimes the mirror should better stay, for like, the shrinker!
Only rockets break mirrors in the current DP version. I think this is the way it should be since players expect them to behave that way. Of course I see no harm in allowing the mapper to decide whether to make them fully unbreakable.
__________________
http://www.planetduke.com/msdn/
The West is not simply better than non-Western cultures, it is vastly, fundamentally better. Hellenic culture is the only truly human civilization, the only one for which human reason, not animal stultification, is the ideal. –Greg Swann
http://m-sandt.blogspot.com
Mikko Sandt is offline  
Old 05-04-2009, 09:41 AM   #15
DeeperThought

DeeperThought's Avatar
Re: Duke Plus 2.0
I didn't fix that and I don't think I can as long as the MP5 shoots a custom bullet projectile (I just fired up E1L1 and shot the mirror with MP5, and the mirror broke after a few shots).

TerminX says that he added a feature a while back that makes mirrors unbreakable if they are pal 4. Try it and see.
__________________
DUKE PLUS
New map effects and various optional extras for Duke 3D.

DUKE NUKEM: ATTRITION
XP based weapon upgrades, progressive difficulty, and more.
DeeperThought is offline  
Old 05-04-2009, 10:19 AM   #16
CarThief

CarThief's Avatar
Re: Duke Plus 2.0
Ah, thanks, it actually worked! Unleashed Duke's entire arsenal to it, no weapon of his could break it. Even tried the DP weapons, and they couldnt either, altrough this will probaly not work when played without Eduke, its very handy.
Luckily Duke Plus maps require Eduke then, hehe... Not to mention the enlarged limits.
Guess that takes one request off the list, soon to apply to probaly every mirror in the map.
__________________
Duke mapper, currently not very active.
Ways of contact:
MSN - Use same email as is used for this account.
Hamachi - Network: CTTest3, password: gta2
CarThief is offline  
Old 05-04-2009, 10:43 AM   #17
Mikko Sandt

Mikko Sandt's Avatar
Re: Duke Plus 2.0
Quote:
Originally Posted by DeeperThought View Post
I didn't fix that and I don't think I can as long as the MP5 shoots a custom bullet projectile (I just fired up E1L1 and shot the mirror with MP5, and the mirror broke after a few shots).
Well you must've done something since I can't break mirrors in Dukecide anymore with the MP5. I was able to do so in the previous version.
__________________
http://www.planetduke.com/msdn/
The West is not simply better than non-Western cultures, it is vastly, fundamentally better. Hellenic culture is the only truly human civilization, the only one for which human reason, not animal stultification, is the ideal. –Greg Swann
http://m-sandt.blogspot.com
Mikko Sandt is offline  
Old 05-05-2009, 05:12 AM   #18
Micky C

Micky C's Avatar
Re: Duke Plus 2.0
I just tried it out and the blood puddles after you blow up an alien are an ugly, solid red. With my previous version of DukePlus they were a darker, slightly transparent red. I quickly scanned the thread and didn't see any mention of this, so it might just be me. Any thoughts?

Edit; I'm using the 32 bit renderer, openGL blood, and maximum high res textures quality.
__________________
The 2nd best Duke 3D mapper in Australia!
Last edited by Micky C; 05-05-2009 at 05:22 AM.
Micky C is offline  
Old 05-05-2009, 07:19 AM   #19
Headless_Horseman
Re: Duke Plus 2.0
I've to add that this versione of DP runs more smoothly than the previous on my PC (no virtual memory mess for now, as an example).
Headless_Horseman is offline  
Old 05-05-2009, 08:33 AM   #20
DeeperThought

DeeperThought's Avatar
Re: Duke Plus 2.0
I'm going to have to release 2.01 soon to fix some bugs. It will be a code only change, so I can post the CONs here and people don't have to download the whole thing again.

Most of the stuff is very minor, but there is are a couple of major problems with the AI. If you shrink an enemy and the advanced AI option is on, there is a good chance they will resume normal behavior without ever resuming normal size. Also, good monsters will not usually attack bad monsters (bad monsters do attack good ones, though).

EDIT: And here it is.

http://deeperthought.dukertcm.com/dp/dpcons.rar

That is just the CONs, because that is all that changed. But the full package has been updated as well with the new CONs.

Fixed:
  • Ally targetting bugs
  • Some monsters not resuming normal size after shrunk bug
  • Blood pools appearing as 8-bit when hires blood is selected
  • Bots failing to spawn even once when "bots respawn" not selected
  • Added timer to "I came, I saw..." quote so Duke can't say it so often
__________________
DUKE PLUS
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; 05-05-2009 at 11:42 AM.
DeeperThought is offline  
Old 05-05-2009, 02:42 PM   #21
CarThief

CarThief's Avatar
Re: Duke Plus 2.0
urgh, a very big, gigantic major bug is troubling me lately.
The monsters sometimes tend to become extremely small and invisible, i noticed this twice on like, 3 newbeasts in total on the Sunshine map(very good map also) in 2 runs, and for the first time in my own map im working on.
When it happened in my map it happened on the lizman. This is particularly annoying if your foe is powerfull and i wanted a cheating free run trough my own map. :P

Unfortunately, i cannot provide a screenshot, but to explain how it looks, they are extremely tiny and either their sprites are too small to be seen, or the sprites went invisible and the monsters shrunk.
I could also send you the map and a save file, hmm... if i know what file to grab from where, im assuming egam(number here).sav.

Oh and im running the... 8 bit mode with models enabled, for weapons and special things only, and some of the gore effects appear as black squares, what happened to the model things?
Oh well, disabled every open GL option currently found on the Duke Plus menu and that'll do for me, for now.
Edit: Oh, i experienced the bug before, and after updating the cons with the link provided earlier, with the monsters.
The one with the black squares when blowing up bodies i only noticed before the con update, in case its fixed now, didnt check yet.

(I also like the update to shooters, they actually make sound! I do recall the ones shooting STARPROJ need to be turned to the opposite direction then other projectiles, to actually fire in the desired direction, probaly. Would be handy to keep in mind and to update any maps if such changes where made, but i only know my current work in progress map uses those. :P)
__________________
Duke mapper, currently not very active.
Ways of contact:
MSN - Use same email as is used for this account.
Hamachi - Network: CTTest3, password: gta2
Last edited by CarThief; 05-05-2009 at 02:47 PM.
CarThief is offline  
Old 05-05-2009, 02:54 PM   #22
DeeperThought

DeeperThought's Avatar
Re: Duke Plus 2.0
Well, I play with 8-bit art as well, and with models enabled, and I have no black boxes here. I'm pretty sure that if you have black boxes it is your fault (either you have models turned off in the video options, or you have missing or misplaced files, etc.)

As for the tiny monster bug....I did experience something like that, but only with liztroops, and that was before 2.0 was released. AFAIK I fixed it and the bugged version was never released. Your report suggests otherwise.

I had assumed it had something to do with liztroops cloaking and then switching to their shooting state while still cloaked, but now you see it is happening with newbeasts. I have only one theory about that, and it requires that they be respawns. Are they respawns? (please say yes )

EDIT: I'm going to try Sunshine Complex a few more times and try to get it to happen. It would help if you sent me your dp.cfg file and posted your eduke32.log And if you get the tiny monster bug to happen with the new cons I posted, then a saved game would be useful as well.
__________________
DUKE PLUS
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; 05-05-2009 at 03:00 PM.
DeeperThought is offline  
Old 05-05-2009, 04:40 PM   #23
Micky C

Micky C's Avatar
Re: Duke Plus 2.0
Your 2.01 update fixed it! Thanks!
__________________
The 2nd best Duke 3D mapper in Australia!
Micky C is offline  
Old 05-05-2009, 05:49 PM   #24
DeeperThought

DeeperThought's Avatar
Re: Duke Plus 2.0
Regarding the tiny invisible monster bug. I still have not seen it happen in 2.0, but I just fixed a problem that could have been causing it (same 2.01 links as before).

Here's my current theory about what happened: When using the modified AI, monsters follow trails of sprites left by the player. To ensure the monsters only move towards sprites they can actually reach (as opposed to ones they can see but not reach because the sprite is behind a transparent barrier), the monsters perform a hitscan at the trail sprite. For the hitscan to have a chance of success, the trail sprite must be made large and hitscannable. But then to get it out of the way, the trail sprite must resume being small and invisible. This works fine, as long as the "trail sprites" are actually trail sprites. But if there is an error in array manipulation and the "trail sprite" is really a monster, then it will end up being made small and invisible. So, I fixed a problem that could cause that.

Please, let that be the end of it!
__________________
DUKE PLUS
New map effects and various optional extras for Duke 3D.

DUKE NUKEM: ATTRITION
XP based weapon upgrades, progressive difficulty, and more.
DeeperThought is offline  
Old 05-05-2009, 07:00 PM   #25
Sobek

Sobek's Avatar
Re: Duke Plus 2.0
I got a bit delayed in testing it, but I've just started having a play around, so far so good!

I was just curious about something with the updated Shooter effects... Are the EXTRA tags compoundable? ie; if I wanted to make the trajectory (8) & the timing (16) both random, can I combine those two amounts and use an EXTRA tag of 24 to accomplish this? I just tried it in my BSG test map, however I couldn't quite tell if it was doing it or not... Shots seemed to have random trajectories, but I couldn't see any signs that they were firing at random intervals.

If this is possible, then I'll simply chalk it up to me not spotting it all that well. Granted, there are a LOT of shooters on that test map :P
Sobek is offline  
Old 05-05-2009, 07:07 PM   #26
DeeperThought

DeeperThought's Avatar
Re: Duke Plus 2.0
Quote:
Originally Posted by Sobek View Post
Are the EXTRA tags compoundable?
Yes, they are. If you are not sure about the random intervals working, then test them with only that flag. The intervals are not VERY random -- they are still based on the interval tag you give the sprite. There is a some randomness, though, and over time the shooters should become completely desynced, which is what you want.
__________________
DUKE PLUS
New map effects and various optional extras for Duke 3D.

DUKE NUKEM: ATTRITION
XP based weapon upgrades, progressive difficulty, and more.
DeeperThought is offline  
Old 05-05-2009, 07:35 PM   #27
Sobek

Sobek's Avatar
Re: Duke Plus 2.0
I just tried it again using only 3 or 4 shooters and it did work, quite well actually. Considering what you say about them taking a little time to 'de-sync', I tried it again with the original version of the map that has all the shooters in place (each one with a completely different firing rate defined), and just let them shoot away for a minute or so, at which point I noticed it had gone completely random in both firing rates and trajectory just as desired... It's a good thing!

But anyway, looks great, works just fine, couldn't have asked for more.
Sobek is offline  
Old 05-06-2009, 05:37 AM   #28
CarThief

CarThief's Avatar
Re: Duke Plus 2.0
Ah, just back from daily annoyances, unfortunately i couldnt answer any sooner since internet tends to shut down at a specific time in the night.

I suppose i'll put up the log and the configuration file. The monsters do still seem vulnerable to explosions, though. At first i thought it was a invisible night vision goggles monster, checked but wasnt either.
Hmm... This did happen with respawned monsters, altrough by the old respawn sprite, not the duke plus one. Seems for mine and the Sunshine map that this happened with monsters that spawned (not respawned from death).

I dont think i have a save game of Sunshine Complex with the monster bug, but if it happens again, i'll surely save it and upload it. Hmm... If i can find the right save file.
The monsters also tend to keep any flags you give them, when going small and invisible, i can surely say, getting killed by a flurry of STARPROJ out of nowhere isnt very amusing. :P

Oh, and does DukePlus come with all required models that are used in the 3D graphic things?
Could either be something missing, or i simply screwed up my settings. Glad i dont use models for anything but DP weapons, though.
Attached Files
File Type: zip DPLogandConfig.zip (4.3 KB, 1 views)
__________________
Duke mapper, currently not very active.
Ways of contact:
MSN - Use same email as is used for this account.
Hamachi - Network: CTTest3, password: gta2
Last edited by CarThief; 05-06-2009 at 05:39 AM.
CarThief is offline  
Old 05-06-2009, 08:24 AM   #29
DeeperThought

DeeperThought's Avatar
Re: Duke Plus 2.0
Did you notice my last post about the invisible monster bug? I applied a fix and uploaded new code. You didn't mention trying my latest attempt at fixing it, so I'm guessing you didn't see the post.

Yes, DP comes with all required models.
__________________
DUKE PLUS
New map effects and various optional extras for Duke 3D.

DUKE NUKEM: ATTRITION
XP based weapon upgrades, progressive difficulty, and more.
DeeperThought is offline  
Old 05-06-2009, 09:03 AM   #30
CarThief

CarThief's Avatar
Re: Duke Plus 2.0
Oh, if you updated the cons link, then yes i missed that tiny part and assumed it was yet to fix.

Guess i'll go toy with some options to see if the models etc will work then.
Hmm... Might as well try out the link once more then, if the link to the cons was not updated, then i dont know what is.

Edit: Well that seems fixed, altrough upon cheating in my own map since things bugged out, i found out the teleporters behave oddly to those tracks that makes enemies smarter. Something kept teleporting, altrough i was using one with a lotag of 23(single way). I guess my teleporter got kinda bugged, but may want to toy around with the tracking things and teleporters.
The constant teleporting happened when i was floating over the teleporting area with the jetpack, also with noclip on.
Might just be my strange bad luck, but i keep finding something new. :P
__________________
Duke mapper, currently not very active.
Ways of contact:
MSN - Use same email as is used for this account.
Hamachi - Network: CTTest3, password: gta2
Last edited by CarThief; 05-06-2009 at 09:39 AM.
CarThief is offline  
Old 05-06-2009, 09:10 AM   #31
Jinroh

Jinroh's Avatar
Re: Duke Plus 2.0
Pretty awesome. Played for a while, my wife got annoyed. The DP levels are fun, very interesting new mechanics from when I tried DP ages ago.

It irks me that for some reason the new DP doens't let me use the HRP something about my OGL drivers. Bah...my Intel Graphics Card should do wonders.

So yeah, just like the new Shotgun and some other stuff that just shows up as black squares in Classic are the only qualms I had, but that's not you.

KUDOS!
Jinroh is offline  
Old 05-06-2009, 09:57 AM   #32
DeeperThought

DeeperThought's Avatar
Re: Duke Plus 2.0
Quote:
Originally Posted by CarThief View Post
The constant teleporting happened when i was floating over the teleporting area with the jetpack, also with noclip on.
Might just be my strange bad luck, but i keep finding something new. :P
Those are invisible things teleporting when the player is near the teleporter, and I can easily fix that.

---------- Post added at 08:57 AM ---------- Previous post was at 08:53 AM ----------

Quote:
Originally Posted by Jinroh View Post
It irks me that for some reason the new DP doens't let me use the HRP something about my OGL drivers. Bah...my Intel Graphics Card should do wonders.
That's not DP...you would have the same problem using the HRP without DP.

Try editing the command line in dukeplus.bat as follows:

EDuke32.exe -forcegl -game_dir DukePlus

The -forcegl command will force EDuke32 to use OpenGL. If you're lucky, that will work.
__________________
DUKE PLUS
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; 05-06-2009 at 10:12 AM.
DeeperThought is offline  
Old 05-07-2009, 10:07 AM   #33
240-185

240-185's Avatar
Re: Duke Plus 2.0
Nice update, as always

I've found a bug concerning Sunshine Complex, and maybe other maps which require fuses to be put into boxes: the grab option must be set to ON and you must restart eDuke, or you may be screwed, unable to pick up any fuse.
__________________
Like a toy, the black dinosaur walked towards a pr0n movie theatre, a pr0n library, a night club, a prison, a factory, San Andrea's fault, and finally meeting a Chain Chomp, said: "Look at me, I have domesticated these Liztroops!"
240-185 is offline  
Old 05-07-2009, 10:43 AM   #34
DeeperThought

DeeperThought's Avatar
Re: Duke Plus 2.0
Quote:
Originally Posted by 240-185 View Post
Nice update, as always

I've found a bug concerning Sunshine Complex, and maybe other maps which require fuses to be put into boxes: the grab option must be set to ON and you must restart eDuke, or you may be screwed, unable to pick up any fuse.
Thanks for the bug report. Easy to fix. However, I don't understand why you would need to restart EDuke32. It is coded so that the grabbing option can be toggled at any time without restarting. It's also coded so that you can pick up fuses regardless of how the grabbing option is set, so I'm really baffled as to why you had that problem.
__________________
DUKE PLUS
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; 05-07-2009 at 10:46 AM.
DeeperThought is offline  
Old 05-07-2009, 10:46 AM   #35
240-185

240-185's Avatar
Re: Duke Plus 2.0
I think I messed up with the Dukeplus menu :/
__________________
Like a toy, the black dinosaur walked towards a pr0n movie theatre, a pr0n library, a night club, a prison, a factory, San Andrea's fault, and finally meeting a Chain Chomp, said: "Look at me, I have domesticated these Liztroops!"
240-185 is offline  
 

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 12:18 PM.

Page generated in 0.25667405 seconds (100.00% PHP - 0% MySQL) with 17 queries

Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2024, vBulletin Solutions, Inc.

Website is ©1987-2014 Apogee Software, Ltd.
Ideas and messages posted here become property of Apogee Software Ltd.