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#41 | |
Re: Duke Plus 1.8
Quote:
I just uploaded version 1.80b: Code:
-Fixed a bug which caused FIRELASER to display as a black box when software rendering was used -Eliminated some annoying log errors -Turning off damage effects will now prevent extra debris from spawning from pipebomb explosions. -Fixed an error in this manual (wrong tile number for double barreled shotgun) -Added the nocompress parameter to the texture defs, to prevent possible problems caused by reduced texture quality settings -Now using the scriptsize command to prevent potential problems caused by auto-increasing the script buffer size
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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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#42 |
Re: Duke Plus 1.8
before download this update,i don't have the bug of the black box for firelaser... :/
the bug is introduced with the latest version.. |
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#43 | |
Re: Duke Plus 1.8
Quote:
hmmm....after you download 1.8b all of the following must be replaced with the new ones: dpcons folder tiles013.art dukeplus.defs If you did that and still get black boxes, then you should talk to me on msn ([email protected]).
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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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#44 |
Re: Duke Plus 1.8
Would it be possible to make the assist bots respond to tripbombs and attempt to crouch under them? Because in E3L3, Death Row, they basically commit suicide when I try to get the yellow key.
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#45 | |
Re: Duke Plus 1.8
Quote:
Just be glad that they don't USE tripbombs. I guess I should make them try to avoid the laser lines, but it's fairly complicated to do and the situation doesn't come up very often.
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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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#46 | |
Re: Duke Plus 1.8
Project Zero, shortly after disembarking the helicopter:
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#47 |
Re: Duke Plus 1.8
It looks like a SHOTSPARK1 tried to do something naughty, probably relating to the code it runs in preparation for spawning a bullet decal. I'm not familiar with that particular error code, though.
EDIT: I can't reproduce it. Did it cause you any problems, or did the game just continue on its merry way?
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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; 08-22-2008 at 11:33 PM.
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#48 |
Re: Duke Plus 1.8
Nope,but the bug is only in the 3rd Episode (not only,but i don't have this bug in Holly,and yesterday i have it on Raw meat,and the level after...)
and i can contact by msn only this night after 22hours (French hours) (Window says it's +1) edit:And MP5 reload too if he don't have ammo... |
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#49 | |
Re: Duke Plus 1.8
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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#50 |
Re: Duke Plus 1.8
Maybe it's his luck to see them on episode 3.... I'm sure it has to do with the folders or how he uses DP... a missing graphic can be the reason of only;
*If you didn't put the files in the right place; OR *You accidently deleted file... OR you didn't set your graphics for high-tile textures to the highest... ![]() I can't think of anything else.
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---HELLDUKE TC--- NEW STABLE MIRROR SECONDARY MIRROR ---GAMEPLAY VIDEO--- Gameplay Footage of my Mod. |
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#51 | |
Re: Duke Plus 1.8
Quote:
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#52 |
Re: Duke Plus 1.8
I asked TX about it yesterday and it's something strange, and evidently it doesn't happen much, so I'm not going to worry about it.
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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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#53 |
Re: Duke Plus 1.8
I don't use the hrp when the bug happens,i don't have the time to try with it now...
I found this line in eduke32.log 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" and now i cannot launch The 3rd episode...*mad* the window close when the game load ressource (but i don't see "loading ressource" because i don't have the hrp) edit:After deleting Texcache i can launch the episode,now see for black box.. edit : I don't see Black box but don't have try a much,must go sorry...
Last edited by Kenny mckormick; 08-23-2008 at 11:01 AM.
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#54 | |
Re: Duke Plus 1.8
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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#55 |
Re: Duke Plus 1.8
Awesome mod !
but 2 problems : 1. i cant hear the hrp music 2. the damage or when i shoot the monsters i get white boxes from them ! Plz help me otherwise great mod ![]() |
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#56 | |
Re: Duke Plus 1.8
Quote:
2. It sounds like your files are f*cked up. Maybe you have something in your autoload folder. 3. Always POST THE EDUKE32.LOG when reporting a problem like this, otherwise I'm just guessing blindly based on a vague description
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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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#57 | |
Re: Duke Plus 1.8
Quote:
1. the HRP music (its buggy with DP) 2. The updates for HRP 3. Maphacks 4. SD duke Mod (maybe this is the problem ? ) |
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#58 |
Re: Duke Plus 1.8
Yeah.
It seems like the only purpose of SD_Duke nowadays is to f*ck with my mods. I remember Hunter_Rus saying a while back that he was going to fix up SD_Duke so that it didn't use autoload...
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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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#59 |
Re: Duke Plus 1.8
The HRP 3.0 includes SD_Duke and it isn't in the autoload folder.
But people who were following the instruction(that was at the HRP Update site) installed updated versions of SD_Duke to the autoload folder. To address this problem, the instruction was changed(a long time ago) to encourage installing in the game folder instead of the autoload so I don't think the problem is actual. |
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#60 | |
Re: Duke Plus 1.8
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I guess the real problem here is that stuff in the autoload folder will override tiles in the gamedir folder. Is there some way to give the tiles in the gamedir folder priority? Note: I do not want to prevent autoload from working, it might be useful in cases where there is no tile conflict.
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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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#61 | |
Re: Duke Plus 1.8
Quote:
Do i need to delete it,i like your mod and the SD Duke Mod where the **** is that 1.8b update then ? Edit: whats the solution then ? and where the hell is that 1.8b update ?
Last edited by themaniacboy; 08-23-2008 at 03:03 PM.
Reason: Does not work
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#62 |
Re: Duke Plus 1.8
The solution for SD_Duke is to NOT put it in autoload and to follow the most recently posted instructions for running it.
You do realize that Duke Plus already has versions of most of the SD_Duke effects, right? The currently available version of DP is the one I uploaded yesterday, 1.80b. It has the same file name, but if you look in the changelog in the manual you'll see that it says 1.80b
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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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#63 | |
Re: Duke Plus 1.8
Quote:
Nevermind i got 1.80b,im going to try it WITHOUT SD Duke Woohoo ! it worked,i maybe got an suggestion for the next version but uhm... i kinda forgot it Anyways thanx for your help !
Last edited by themaniacboy; 08-23-2008 at 03:18 PM.
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#64 |
Re: Duke Plus 1.8
actually sd_duke.grp can be in autoload folder (it doesn't matter), but sd_duke.zip cannot. if you put sd_duke.zip in autoload folder and you run dukeplus or dnwmd or other mods then you will get errors. sd_duke is designed to be an independent mod and cannot be used with other mods/tcs. unless the mod/tc you are using supports sd_duke.
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#65 | |
Re: Duke Plus 1.8
Quote:
Ok thanks ![]() |
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#66 |
Re: Duke Plus 1.8
now i know my suggestion for the next release of your mod.
i was just kicking around and then i thought i could kick an door open but no so my suggestion is how about to add an kick an door open with your booth feature ? Duke does that in DNMP,Duke Nukem Time to kill,Land of the babes and zero hour so why not add it in your next release,its duke's style to kick door open :P |
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#67 |
Re: Duke Plus 1.8
I tracked this down today to a bad commit that ended up in one of the snapshot zips for only a few minutes yesterday. It shouldn't happen in the latest snapshot (or even in the one you were using if you download it again).
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#68 |
Re: Duke Plus 1.8
Finally got around to trying this mod and it's pretty darn awesome. Playing the original episodes is a lot of fun when you don't really know what's around the corner and the action is pretty intense at times. The pistol sound is a bit annoying when you are in akimbo though. I wish it was possible to have both the Mp5 and chaingun just like you can have both a pump shotgun and the double barrelled one.
Edit: This mod is kinda what I envisioned with sd duke when I started only it's like 10 times more awesome. I wonder if I wrote down the features I was planing. I think you have like 90% of them covered already though. The only things I can recall that's not done is visible weapons in third person which I was only planning to do once JonoF had finsihed the new animation system.
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Action Unreal Tournament Duke Nukem 3D: High Resolution Pack HRP wiki: A HRP development tool
Last edited by Parkar; 08-23-2008 at 06:43 PM.
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#69 | |
Re: Duke Plus 1.8
Quote:
I want to thank everyone who has contributed something to this project. To the mappers who have used Duke Plus to make some awesome new levels, without which all of the map effect coding I did would have been for nothing. To everyone who contributed code, or models, or beta testing. And of course to the EDuke32 developers. Thanks, guys! (I didn't name any names but you all know who you are).
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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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#70 |
Re: Duke Plus 1.8
Wow. It keeps getting better and better. I love the new Double Shotgun and I also like the repositioned HUD Mossberg Cruizer Shotgun, it's less in the way now.
![]() The Double Shotgun is amazing, it literally throws the enemies a good distance away. I wonder what else you're going to put in this mod next? ![]()
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The Duke will kill you, the Budgies will eat you!! |
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#71 |
Re: Duke Plus 1.8
Hum I don't know if it's normal, but I have a mirrored Duke...
I spawn next to the 2 yellow things, etc... Edit : http://forums.3drealms.com/vb/showthread.php?t=32292 But on the windows of Beginning, I have a bug : http://mateos.picturepush.com/album/28195
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Chicken's Work Fan.
Last edited by Mateos; 08-24-2008 at 03:25 AM.
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#72 |
Re: Duke Plus 1.8
Maybe you can add an Kick open door feature,gives more gameplay experience and fun
I was kicking around,but i cant kick an door open,maybe you can add that feature ? Duke could do that in : DNMP,Time to kill,Zero hour,land of the babes
Last edited by themaniacboy; 08-24-2008 at 05:34 AM.
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#73 |
Re: Duke Plus 1.8
Tried to tweak the pistol sound so it's less annoying when firing two repeatedly. Feel free to use it if you like it. If you feel it's to weak for the single gun, it might sound ok to use this for dual and the old for single.
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#74 | |
Re: Duke Plus 1.8
Quote:
Thanx,i didnt find it very annoying but thanx for tweaking it ![]() |
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#75 |
Re: Duke Plus 1.8
Knockback is very cool but sometimes it causes problems, especially with the new weapon. I was playing blown fuses to see the new ending but when I shot the battlelord with the shotgun it disappeared in a wall and I couldn't complete the level.
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#76 |
Re: Duke Plus 1.8
That sucks. Knockback uses the movesprite CON command to move the monster with CLIPMASK0. In theory, the monster should be stopped by anything solid. I guess the movesprite function allows the sprite to be moved past a barrier when the knockback distance is high enough and/or the sprite's clipdist is small enough. Since movesprite is a basic function of the game engine used in the original game, I doubt that TerminX will want to mess with it, so I'll probably need to nerf the knockback in some way.
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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; 08-24-2008 at 09:29 AM.
Reason: misspelled word
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#77 | |
Re: Duke Plus 1.8
Quote:
did you read my suggestion for the next release ? ![]() |
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#78 |
Re: Duke Plus 1.8
Well, if you insist, here are the problems with that:
Being able to shoot doors open, on the other hand, is potentially useful.
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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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#79 |
Re: Duke Plus 1.8
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#80 | |
Re: Duke Plus 1.8
Quote:
![]() EDIT: Actually, that would be easy to code, just make the lock sprite operateactivators when it gets shot
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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; 08-24-2008 at 11:26 AM.
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