11-18-2007, 09:42 PM | #41 | |
Re: Duke Plus
Quote:
My first thought is to have the effect triggered by a SECTOREFFECTOR with a normally unused lotag (probably 102). You would place the effector at the desired water height. Then, the effector would constantly set a countdown var on other sprites below it in its sector (by accessing the linked list of sprites in the effector's sector via EVENT_GAME). The player and any other applicable sprite for which the countdown var is non-zero would exhibit underwater behavior. EDIT: Setting a watery fogpal on the sector when the player is underwater, in combination with a suitable palfrom, would probably look good.
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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.
Last edited by DeeperThought; 11-18-2007 at 09:54 PM.
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11-19-2007, 03:56 AM | #42 |
Re: Duke Plus
If the modifications are going so far why don't you consider adding some ricochet effect, touching fire for some time or explosion resulting in ablaze monsters and player, controlable vehicles, and so on. I hope that I don't exaggrate too much
Last edited by Spiker; 11-19-2007 at 05:02 AM.
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11-19-2007, 09:08 AM | #43 |
Re: Duke Plus
Oh so now you use the see through water thing I told you about months ago that I was using...
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11-19-2007, 09:10 AM | #44 |
Re: Duke Plus
Can you or someone else plz post a link to the map with the rain. I never got to d/l that version and I wouldnt mind it.
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11-19-2007, 03:28 PM | #45 |
Re: Duke Plus
Some advice:
1. You're using the old rocket pitch code(from old version of SD_Duke). It isn't accurate and may confuse a player. 2. Recon car tilting doesn't work at all(duplicate "case RECON"). 3. I like your smoothing for the recon car tilting. I hope you don't mind if I use it. |
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11-19-2007, 03:48 PM | #46 | |
Re: Duke Plus
Quote:
2. Oops fixing that now. 3. Go ahead and use it EDIT: By the way, can you find the source where it shows exactly what the game does to sprites moving underwater? I am trying to emulate the underwater effects in areas that are not really underwater (to make translucent water). I know the projectiles are slower, but I don't know whether it is exactly half speed, etc.
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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.
Last edited by DeeperThought; 11-19-2007 at 03:55 PM.
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11-19-2007, 06:21 PM | #47 |
Re: Duke Plus
wonderful mod! I like the double guns, but why don't make the single/double guns separately selectable, just like the shrinker/expander? so you don't get short of bullet so fast...
another think; someone, don't remember who, made a preliminary headshot system, can it be implemented here? if not, can someone tell me what mod I'm talking about? |
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11-19-2007, 06:22 PM | #48 | |
Re: Duke Plus
Quote:
Spoiler: EDIT "The game does nothing to them" means: the game doesn't flag them as underwater sprites. So you can't flag them as underwater sprites. Search for "lotag == 2" in the source code.
Last edited by Hunter_rus; 11-20-2007 at 02:55 AM.
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11-19-2007, 07:22 PM | #49 |
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Re: Duke Plus
No prob man, feel free to use the SD_Duke stuff. I have to play with Duke Plus anyway (don't have time even for sh*tmaking lately :/ )
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11-21-2007, 05:46 PM | #50 | |
Re: Duke Plus
Quote:
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11-21-2007, 06:41 PM | #51 |
Re: Duke Plus
I think it was called fission.
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Open Maw Productions |
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11-21-2007, 06:54 PM | #52 |
Re: Duke Plus
Whats the nessacity of the exe included in the mod? I mean what would be lost if I used the highquality sound version of eduke in conjunction with this? and if thats not doable is there any chance it could be implemented by someone in a seperate version? I really dig this mod, its got quite a few features I need for my minigame, and that'd make it all the sweeter.
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Open Maw Productions |
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11-21-2007, 09:10 PM | #53 | |
Re: Duke Plus
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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11-22-2007, 02:28 AM | #54 |
Re: Duke Plus
Has anyone tested this Mod for multiplayer? Does it suffer from any Sync issuses?
Im asking cos ill be having a LAN soon and would really like to try this mod instead of classic duke, Theres a map I would like to try it with too, Its the one thats inside a house but everything is really big to give the impression Duke is really small. If any one has this map or knows when to find it that would be ausome.
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11-22-2007, 11:55 AM | #55 |
Re: Duke Plus
^^^
are you talking about the map "kitchen"? |
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11-22-2007, 02:56 PM | #56 |
Re: Duke Plus
thanks
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11-22-2007, 06:18 PM | #57 |
Re: Duke Plus
Maybe. Where can it be downloaded from?
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11-22-2007, 07:22 PM | #58 | |
Re: Duke Plus
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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11-22-2007, 09:12 PM | #59 |
Re: Duke Plus
Im still trying to find the map as it is...
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11-23-2007, 01:45 AM | #60 |
Re: Duke Plus
Super cool mod. Is your hosting reliable or do you want me to host it? I covered it in a news item by the way.
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11-23-2007, 04:58 AM | #61 |
Re: Duke Plus
About sync.
The game will stay in sync if all players have the same CONs. So different custom options(at the beginning of the USERPLUS.CON) will break sync because those options affect the gameplay. |
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11-23-2007, 05:23 AM | #62 |
Re: Duke Plus
Yes I know that, But ive tried other mods of DT on 2 computers exactly the same and something in the con code causes them to go out of sync. thats why i was asking about this mod.
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11-23-2007, 10:25 AM | #63 |
Re: Duke Plus
"Duke Nukem: Arena" and "Duke Nukem: Weapon of Mass Destruction" used the framerate variable. So the gameplay depended on hardware. That caused losing sync.
But "Duke Plus" does not use the framerate variable. Hence I think it will stay in sync. |
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11-23-2007, 10:45 AM | #64 | |
Re: Duke Plus
Quote:
DNWMD was never intended to work in multiplayer, so I went ahead and used the framerate var there. DNA is supposed to work in multiplayer, but I never got around to fixing it for that. I seem to remember in the last version I changed the framerate checks so they didn't happen in multiplayer "ifmultiplayer nullop else ..." but maybe that was unreleased. In Duke Plus, it should work, but be careful of a few things: (i) make sure that everyone has the latest version of the mod, (ii) the exact same snapshot of Eduke32, and (iii) make sure everyone has exactly the same USER.CON and USERPLUS.CON. If the optional settings are different in any way, this will break sync.
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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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11-23-2007, 11:40 AM | #65 |
Re: Duke Plus
it can be downloaded from this pack
http://files.filefront.com/SEARCH/;3.../fileinfo.html hey dt, on your jump pad sectors, be sure to make sure the player is on the ground before making him jump, if you enter the sector while quite high... the player will still jump.
Last edited by Dopefish7590; 11-23-2007 at 11:43 AM.
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11-23-2007, 12:18 PM | #66 |
Re: Duke Plus
It is supposed to work if you are within a certain distance, even if you aren't on the ground. I did it that way to avoid some glitches (for example, if it checks ifp ponground before jumping, then you can't fall down to a jump pad and get bounced up again without taking damage). If the pads are jumping you when you are WAY above them, then that is a bug. But I don't know how high you mean by "quite high".
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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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11-23-2007, 12:41 PM | #67 | |
Re: Duke Plus
Quote:
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11-23-2007, 12:46 PM | #68 |
Re: Duke Plus
I think I know what's happening and it can be easily fixed but I won't be able to fix it until I get home in a few days. In the mean time, if you make jump pads with ledges much higher above them you won't notice 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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11-23-2007, 04:46 PM | #69 | |
Re: Duke Plus
Quote:
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11-23-2007, 05:33 PM | #70 |
Re: Duke Plus
Great mod! it makes mapping fun and easy
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11-24-2007, 03:10 AM | #71 |
Re: Duke Plus
just checked it out and my conclusion is you are god!
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11-24-2007, 03:42 AM | #72 |
Re: Duke Plus
I was going to make a DM mod with all my DM maps put together to play online, would love to make it with dukeplus if it works well multiplayer.
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WGRealms.com |
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11-24-2007, 05:03 AM | #73 |
Re: Duke Plus
It's true that when you hit a monster it moves backward. But for example when a pipebomb expoldes behind the monster it still moves backward instead of moving forward. I think that monsters should move in direction that would depend on the side they are hit from.
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11-24-2007, 11:12 AM | #74 |
Re: Duke Plus
I actually prefer it blowing them away from me at all times. It used to just agravate me to no end to have the tougher enemies get blow right into my face and kill me.
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Open Maw Productions |
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11-24-2007, 11:34 AM | #75 |
Re: Duke Plus
You're taking the easy way out. You should be more ambitious and stand in favor of realism
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11-24-2007, 07:50 PM | #76 |
Re: Duke Plus
Could someone give me a site to download a .rar file extractor?
And when i do extract DukePlus, where do i extract it to? |
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11-24-2007, 08:47 PM | #77 |
Re: Duke Plus
Every time i try and run DukePlus it says 'replace duke.grp with a known good copy'.
Which file is the .grp? Is it the file named duke3d and is about 25,903KB? I am NOT trying to use this with HRP. Now it says 'Error(s) found in dukeplus.con'
Last edited by Sprite Eater; 11-24-2007 at 09:06 PM.
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11-24-2007, 09:14 PM | #78 |
Re: Duke Plus
I dunno if dukeplus works with 1.3d, maybe you need to use a atomic 1.5 grp.
Im guessing you are using 1.3d cause you said yours was 25,903kb
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11-24-2007, 09:16 PM | #79 |
Re: Duke Plus
Correct, so i need 1.5 for DukePlus?
Does this mean i need 1.5 for the HRP too? |
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11-24-2007, 10:09 PM | #80 |
Re: Duke Plus
I don't mean to be harsh, but is this your first day on a computer? Use GOOGLE for a RAR extractor, and unhide your file extensions using the options in Windows Explorer so you can tell which file is the GRP file.
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Tags |
akimbo, awesome mod, deeperthought, dt mod, eduke32, eduke32 mod, enhancements, glowstick, hard-work, map effects |
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