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Old 08-14-2008, 03:24 PM   #961
Commando Nukem

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Re: Duke Plus
Quote:
Originally Posted by supergoofy View Post
amazing work DeeperThought. but, that clicking sound when you change to the double-barreled shotgun is not suitable, it's rather bad. let's try all to help you find a better sound


I think the sound is free stuff. If it is otherwise then I will delete the link. I respect the copyrights of all companies.
It isnt free, its a sound from doom.

As for the sound that DT is using, it sounds fine, sounds like a metal breach being opened, which is what it needs to sound like.
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Old 08-14-2008, 03:26 PM   #962
XTHX2

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Re: Duke Plus
I was talking about weapon selection sound, not the reload sound but I don't know about goofy.
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Old 08-14-2008, 03:31 PM   #963
supergoofy

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Re: Duke Plus
yeah, I'm also talking about the weapon selection sound for the double-barreled shotgun. the DSDBCLS sound seemed to me more suitable, but not good enough.

what about the sound that is used in blood (demo/shareware), when you take a box of bullets or tnt.
or a sound from redneck rampage (demo/shareware).
or search sounds from the various TCs.
needs a lot of search, so forget it.

so after second thoughts, I say that the current weapon selection sound for the double-barreled shotgun is fine.
Last edited by supergoofy; 08-14-2008 at 03:44 PM.
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Old 08-14-2008, 04:15 PM   #964
DeeperThought

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Re: Duke Plus
Did anyone notice that the sitting liztroop died immediately upon being shot, instead of waiting for 30 counts like it does in the regular CONs?
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New map effects and various optional extras for Duke 3D.

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XP based weapon upgrades, progressive difficulty, and more.
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Old 08-14-2008, 04:17 PM   #965
d3ad connection

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Re: Duke Plus
Quote:
Originally Posted by DeeperThought View Post
Did anyone notice that the sitting liztroop died immediately upon being shot, instead of waiting for 30 counts like it does in the regular CONs?
Is that a new feature? I hope so, that's always annoyed me.
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Old 08-14-2008, 04:36 PM   #966
DeeperThought

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Re: Duke Plus
Quote:
Originally Posted by d3ad connection View Post
Is that a new feature? I hope so, that's always annoyed me.
It annoyed me too, although it was kind of funny when the liztroops on the toilet would flush it with their last dying breath, after taking a full load of shotgun in the chest a second earlier.

Here's the code and a mini-tutorial on the subject, in case anyone else wants to use it:

Code:
actor LIZTROOPONTOILET TROOPSTRENGTH
  ifcount 24
  {
    sound FLUSH_TOILET
    operate
    ai AITROOPSEEKPLAYER
    cactor LIZTROOP
  }
  else
    ifcount 2
      nullop
  else
    state checktrooppalette
    
   getactor[THISACTOR].htextra temp
   ifvarg temp TROOPSTRENGTH { cactor LIZTROOP spawn FECES }
enda
actor LIZTROOPJUSTSIT TROOPSTRENGTH
  ifcount 30
  {
    operate
    ai AITROOPSEEKPLAYER
    cactor LIZTROOP
  }
  else
    ifcount 2
      nullop
  else
    state checktrooppalette
     
    getactor[THISACTOR].htextra temp
    ifvarg temp TROOPSTRENGTH cactor LIZTROOP
enda
What that added yellow code does is check to see how much damage the sprite has taken, and if it is more than TROOPSTRENGTH, it changes the sprite to a regular liztroop, where the regular code will start to execute, and it will check ifhitweapon. htextra will go up each time you shoot it (it isn't cleared unless ifhitweapon is checked).

If you are a novice CON coder, you might think it better to use "ifhitweapon cactor LIZTROOP" instead. There are two problems with that, which I'm sure the original coder knew about.

The first problem is that it will make the liztroop get up immediately, even from one pistol shot. That's lame; it's better if the liztroop can sit there surprised for a moment if it hasn't yet taken enough damage to kill it. The second problem is that once you use ifhitweapon you need to immediately check ifdead and apply the death code if appropriate; otherwise, the shot won't count and you may even end up with a liztroop that has over 30000 health due to its health value flipping.
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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 08-15-2008, 01:41 AM   #967
XTHX2

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Re: Duke Plus
Maybe an ifcount like 10 can help? At the left of cactor command.
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Old 08-16-2008, 08:27 AM   #968
Kenny mckormick
Re: Duke Plus
I don't know for the code (of course..)

But the double barrelled shotgun remember me the Sawed-off of Blood,maybe rename it?

And nice HUD...

And you cannot set the MP5 and the Shotgun cruizer sub too?in option too...
Last edited by Kenny mckormick; 08-16-2008 at 10:41 AM.
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Old 08-17-2008, 06:19 AM   #969
XTHX2

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Re: Duke Plus
" Add together the bits that you want to get the desired effects. For example, a BOTALLY with an EXTRA set to 30 (16 + 8 + 2 ) will be a medic with double strength and a shotgun. "

Taken from your document at your DP site. I guess there's something wrong with that explanation... Just logically
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Old 08-17-2008, 10:01 AM   #970
DeeperThought

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Re: Duke Plus
Quote:
Originally Posted by XTHX2 View Post
" Add together the bits that you want to get the desired effects. For example, a BOTALLY with an EXTRA set to 30 (16 + 8 + 2 ) will be a medic with double strength and a shotgun. "

Taken from your document at your DP site. I guess there's something wrong with that explanation... Just logically
The explanation is correct, but the numbers add up to 26, not 30... I hope that didn't baffle you for too long.
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New map effects and various optional extras for Duke 3D.

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XP based weapon upgrades, progressive difficulty, and more.
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Old 08-17-2008, 10:02 AM   #971
XTHX2

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Re: Duke Plus
Hmm I actually thought you would say both Quad and Double so x8 times their health? (I just noticed today)
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Old 08-21-2008, 12:03 PM   #972
DeeperThought

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Re: Duke Plus
Duke Plus 1.8 is ready to be released, but I'm waiting for the next EDuke32 snapshot to be released first, so that I can include it, and I'm also waiting for Gambini to get home from work so that he can confirm that his map is the way he wants it. When all that happens, I will start a new thread for DP 1.8, because this thread is getting too long.

I am in the process of updating the web site. Currently, no download is available and the documentation for version 1.8 is up there.
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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; 08-21-2008 at 12:05 PM.
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Old 08-21-2008, 12:08 PM   #973
XTHX2

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Re: Duke Plus
Quote:
-New steroids effect in singleplayer: everything else in the world slows down while your movement speed remains unchanged
That's a bit too familiar to me... I don't know why

Also, about the double barelled shotgun, the option for giving it to pigs makes them even stronger right? We can pick them up from usermaps right?
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Old 08-21-2008, 12:10 PM   #974
DeeperThought

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Re: Duke Plus
Quote:
Originally Posted by XTHX2 View Post
That's a bit too familiar to me... I don't know why
I don't either, but it's a very obvious way of using the inittimer command and it wouldn't surprise me if other mods have been using it for that purpose. All credit goes to TerminX, who made that command for use in his TC.

The new shotgun can be placed in user maps like any other weapon.
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New map effects and various optional extras for Duke 3D.

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XP based weapon upgrades, progressive difficulty, and more.
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Old 08-31-2008, 09:03 AM   #975
CarThief

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Re: Duke Plus
I think i found more bugs.

The first one, being also quite... funny. :P
I got kind of face to face nearby with a lizard trooper, he tried to blow himself, and then, he teleported right before the blast! Now, a suicide bomber would'nt run out of his victims range before exploding, no?

And the new quotes dont appear in EDuke's console log either.

Oh, and moncapsules dropped by monsters qoute that you found a tripbomb, instead of a moncapsule, the drop being a non-green moncapsule.

Edit: Oh yeah, a one more longer standing bug:
There still is that GROWSPRITEICON(#32) that cannot be picked up, possibily also being in your effects map. If i recall correctly, you cant pick it up in DP or normally, unless that was recently fixed.
If it wasnt ever edited/fixed, who knows its usefull for the second update, to make it give the player a shriker or expander with 10 ammo, or something like that. Depending what gets picked up.
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Last edited by CarThief; 08-31-2008 at 09:08 AM.
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Old 08-31-2008, 09:17 AM   #976
XTHX2

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Re: Duke Plus
Hmm I don't know if this is a bug or not but some monsters tend to take no damage from DB when I shoot them I don't know why but when I switch to shotgun, they die very easily!!!
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Old 08-31-2008, 09:25 AM   #977
DeeperThought

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Re: Duke Plus
I can make the suicide bomber liztroops not teleport if they are near the player.

The quotes don't show up in the log because they are displayed differently.

The DB shotgun has a wider spread and is very ineffective at long range. The regular shotgun is still quote useful.

The GROWSPRITEICON does indeed work as an expander pickup. What happened in your case was probably that you already had the expander and maximum ammo, and the weapon pickup sprite was set to blocking, so you just bumped into it like it was a dead sprite.
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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 08-31-2008, 09:27 AM   #978
XTHX2

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Re: Duke Plus
I wasn't too far... I was at mid-close range.
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Old 08-31-2008, 09:29 AM   #979
DeeperThought

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Re: Duke Plus
Quote:
Originally Posted by XTHX2 View Post
I wasn't too far... I was at mid-close range.
If this happens again, please send me a saved game from while it is happening. In my experience the DB shotgun always kills monsters just fine.
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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 08-31-2008, 09:36 AM   #980
XTHX2

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Re: Duke Plus
Ok here is the saved game along with the map I played it with, Clear the Coast. It's the gray suited pig cop and some lizmans doing it. I don't know why though, as they die with a single shot of shotgun.

http://www.sendspace.com/file/suwklo
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Old 09-09-2008, 11:12 AM   #981
Headless_Horseman
Re: Duke Plus
Question : I have a bunch of maps that I want to put together in an episode to be played with Duke Plus, latest release. How can I do that ?
I browsed the 3 .con files in dpcons folder, but I really can't find where to put the definevolumename and such (yes, I'm n00b).
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Old 09-09-2008, 11:18 AM   #982
DeeperThought

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Re: Duke Plus
Quote:
Originally Posted by Headless_Horseman View Post
Question : I have a bunch of maps that I want to put together in an episode to be played with Duke Plus, latest release. How can I do that ?
I browsed the 3 .con files in dpcons folder, but I really can't find where to put the definevolumename and such (yes, I'm n00b).
You don't put that in the Duke Plus cons. You need to modify USER.CON (the one that comes with the original game) and put a copy of it at the root level. Replace one of the original episodes with your episode.

EDIT: Damnit, I didn't notice that this was in the old DP thread. Here is the new thread:

http://forums.3drealms.com/vb/showthread.php?t=32623

I'm not going to reply to this thread any more.
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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; 09-09-2008 at 11:20 AM.
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Old 09-26-2008, 06:59 AM   #983
cole

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Re: Duke Plus
i have a problem with dukeplus in multiplayer.. i dont know why in these latest versions in dukonnector i cannot use some of the abilities like grabbing on the wall, pick up objects, fire alternate rockets with the rpg.. in the single player is everything ok. but in the multi some features disappears. do u know why? thanks for the answers
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Old 09-26-2008, 07:30 AM   #984
The Commander

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Re: Duke Plus
Did you even read the last post before you pasted in this thread? Deeper Thought isnt going to respond to your post because this is for the OLD Duke Plus, Read his last message.

Quote:
Originally Posted by DeeperThought View Post
Damnit, I didn't notice that this was in the old DP thread. Here is the new thread:

http://forums.3drealms.com/vb/showthread.php?t=32623

I'm not going to reply to this thread any more.
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Old 09-26-2008, 08:02 AM   #985
cole

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Re: Duke Plus
sorry i didnt read it.. i copied my question in the other tread.. thanx
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Old 10-01-2008, 12:27 PM   #986
Son of the Boss
Re: Duke Plus
Whoops: Nevermind.
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Last edited by Son of the Boss; 10-01-2008 at 12:44 PM.
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Old 10-09-2008, 06:24 AM   #987
Sanek

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Re: Duke Plus
Coming 1.9 ?
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Old 10-09-2008, 08:19 AM   #988
The Commander

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Re: Duke Plus
This is the OLD Duke Plus thread. He isnt going to answer your question.
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