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Old 11-18-2007, 09:42 PM   #41
DeeperThought

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Re: Duke Plus
Quote:
Originally Posted by Usurper View Post
The effect was cool, but limited to a specific height across the entire map. The swimming movement didn't replicate the default underwater movement either (though that isn't necessarily a bad thing).
Thanks. I will probably end up doing it from scratch.

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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Old 11-19-2007, 03:56 AM   #42
Spiker

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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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Old 11-19-2007, 09:08 AM   #43
The Commander

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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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Old 11-19-2007, 09:10 AM   #44
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Re: Duke Plus
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Originally Posted by DeeperThought View Post
I have changed the Blackened map in the download over to the one without rain, since it runs better and the rain wasn't very noticeable anyway in all the fog.
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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Old 11-19-2007, 03:28 PM   #45
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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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Old 11-19-2007, 03:48 PM   #46
DeeperThought

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Re: Duke Plus
Quote:
Originally Posted by Hunter_rus View Post
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.
1. The old rocket pitch code was my own code that Henricks266 had put into SD_Duke, so it did not come from SD_Duke originally. The reason I did it that way is I wrote it for a mod where some rockets would go at different speeds. Since that's not the case in this mod, I'll use your more accurate code.

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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Old 11-19-2007, 06:21 PM   #47
alandog

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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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Old 11-19-2007, 06:22 PM   #48
Hunter_rus

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Re: Duke Plus
Quote:
Originally Posted by DeeperThought View Post
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.
The game does nothing to them. Sprites check if they are in a sector with lotag of 2.

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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Old 11-19-2007, 07:22 PM   #49
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Re: Duke Plus
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Originally Posted by DeeperThought View Post
If I got permission from the creators of SD_Duke to use the graphics and some of the code (I re-wrote some of it), it would be feasible to add the damage effects/sounds to Duke Plus as an optional feature. But I'm in no hurry to do this.
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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Old 11-21-2007, 05:46 PM   #50
alandog

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Re: Duke Plus
Quote:
Originally Posted by alandog View Post
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?
can someone help me? what is the mod with the headshot implemented?
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Old 11-21-2007, 06:41 PM   #51
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Re: Duke Plus
Quote:
Originally Posted by alandog View Post
can someone help me? what is the mod with the headshot implemented?
I think it was called fission.
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Old 11-21-2007, 06:54 PM   #52
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Re: Duke Plus
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Originally Posted by DeeperThought View Post
Thanks. I will probably end up doing it from scratch.
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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Old 11-21-2007, 09:10 PM   #53
DeeperThought

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Re: Duke Plus
Quote:
Originally Posted by Commando Nukem View Post
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.
The snapshot isn't necessary; Duke Plus should work fine with the OpenAL builds. I've just gotten into the habit of including a recent copy of Eduke32 with my mods, because otherwise I get people who try to use a really old version and then they complain about errors.
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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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Old 11-22-2007, 02:28 AM   #54
The Commander

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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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Old 11-22-2007, 11:55 AM   #55
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Re: Duke Plus
^^^

are you talking about the map "kitchen"?
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Old 11-22-2007, 02:56 PM   #56
alandog

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Re: Duke Plus
thanks
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Old 11-22-2007, 06:18 PM   #57
The Commander

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Re: Duke Plus
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Originally Posted by Dopefish7590 View Post
^^^

are you talking about the map "kitchen"?
Maybe. Where can it be downloaded from?
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Old 11-22-2007, 07:22 PM   #58
DeeperThought

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Re: Duke Plus
Quote:
Originally Posted by The Commander View Post
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.
If you're going to use a map like that, make sure you add some jump pads to it. As for sync, I don't know. I don't think I have done anything that would make it go out of sync, but considering all the trouble that people have had with other mods, I'm not optimistic.
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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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Old 11-22-2007, 09:12 PM   #59
The Commander

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Re: Duke Plus
Im still trying to find the map as it is...
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Old 11-23-2007, 01:45 AM   #60
Yatta

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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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Old 11-23-2007, 04:58 AM   #61
Hunter_rus

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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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Old 11-23-2007, 05:23 AM   #62
The Commander

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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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Old 11-23-2007, 10:25 AM   #63
Hunter_rus

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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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Old 11-23-2007, 10:45 AM   #64
DeeperThought

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Re: Duke Plus
Quote:
Originally Posted by Hunter_rus View Post
"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.
You know too much about my code!

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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Old 11-23-2007, 11:40 AM   #65
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Re: Duke Plus
Quote:
Originally Posted by The Commander View Post
Maybe. Where can it be downloaded from?
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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Old 11-23-2007, 12:18 PM   #66
DeeperThought

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Re: Duke Plus
Quote:
Originally Posted by Dopefish7590 View Post
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.
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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Old 11-23-2007, 12:41 PM   #67
Dopefish7590

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Re: Duke Plus
Quote:
Originally Posted by DeeperThought View Post
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".
i mean i walk off a platform in your demonstration map and it bounces before i even fall an millimetre and i hit the ceiling
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Old 11-23-2007, 12:46 PM   #68
DeeperThought

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Re: Duke Plus
Quote:
Originally Posted by Dopefish7590 View Post
i mean i walk off a platform in your demonstration map and it bounces before i even fall an millimetre and i hit the ceiling
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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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 11-23-2007, 04:46 PM   #69
The Commander

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Re: Duke Plus
Quote:
Originally Posted by Dopefish7590 View Post
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.
That is very simaler to the map I am thinking of. Im not saying I didnt want that one cos that ones cool. But the one I was thinking of was a whole house like that, The bathroom, bedroom ect. I just dont know the name of it.
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Old 11-23-2007, 05:33 PM   #70
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Re: Duke Plus
Great mod! it makes mapping fun and easy
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Old 11-24-2007, 03:10 AM   #71
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Re: Duke Plus
just checked it out and my conclusion is you are god!
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Old 11-24-2007, 03:42 AM   #72
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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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Old 11-24-2007, 05:03 AM   #73
Spiker

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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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Old 11-24-2007, 11:12 AM   #74
Commando Nukem

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Re: Duke Plus
Quote:
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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.
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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Old 11-24-2007, 11:34 AM   #75
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Re: Duke Plus
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Originally Posted by Commando Nukem View Post
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.
You're taking the easy way out. You should be more ambitious and stand in favor of realism
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Old 11-24-2007, 07:50 PM   #76
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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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Old 11-24-2007, 08:47 PM   #77
Sprite Eater

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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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Old 11-24-2007, 09:14 PM   #78
William Gee

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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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Old 11-24-2007, 09:16 PM   #79
Sprite Eater

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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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Old 11-24-2007, 10:09 PM   #80
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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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