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Old 08-22-2008, 04:30 PM   #41
DeeperThought

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Re: Duke Plus 1.8
Quote:
Originally Posted by johndough View Post
"Damage effects" doesn't turn off the extra gibs/body parts and the long snake-like puffs that shoot out of explosions.
Actually, turning off damage effects does eliminate the extra puffs in RPG spawned explosions, just not pipebomb explosions. But I have fixed that now.


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
Unless you have been using software rendering, you probably won't notice any difference.
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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 08-22-2008, 05:57 PM   #42
Kenny mckormick
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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Old 08-22-2008, 06:20 PM   #43
DeeperThought

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Re: Duke Plus 1.8
Quote:
Originally Posted by Kenny mckormick View Post
before download this update,i don't have the bug of the black box for firelaser... :/

the bug is introduced with the latest version..
Well, I have tested it both in software mode and polymost with no black boxes.

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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Old 08-22-2008, 07:05 PM   #44
johndough

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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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Old 08-22-2008, 07:14 PM   #45
DeeperThought

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Re: Duke Plus 1.8
Quote:
Originally Posted by johndough View Post
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.

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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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 08-22-2008, 07:35 PM   #46
Dr. Kylstien
Re: Duke Plus 1.8
Project Zero, shortly after disembarking the helicopter:
Quote:
SetGameVarID(): tried to set invalid gamevar ID (2048) from sprite 608 (2595), player 0
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Old 08-22-2008, 10:10 PM   #47
DeeperThought

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Re: Duke Plus 1.8
Quote:
Originally Posted by Dr. Kylstien View Post
Project Zero, shortly after disembarking the helicopter:
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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Old 08-23-2008, 05:07 AM   #48
Kenny mckormick
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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Old 08-23-2008, 09:17 AM   #49
DeeperThought

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Re: Duke Plus 1.8
Quote:
Originally Posted by Kenny mckormick View Post
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...)
So sometimes the trooper lasers appear as black boxes, but most of the time they don't? I don't think that could be a DP bug, since it is the same graphic every time.
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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 08-23-2008, 09:19 AM   #50
XTHX2

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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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Old 08-23-2008, 09:45 AM   #51
Dr. Kylstien
Re: Duke Plus 1.8
Quote:
Originally Posted by DeeperThought View Post
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?
I found that in the log after the game was terminated with a standard Windows error message.
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Old 08-23-2008, 10:56 AM   #52
DeeperThought

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Re: Duke Plus 1.8
Quote:
Originally Posted by Dr. Kylstien View Post
I found that in the log after the game was terminated with a standard Windows error message.
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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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 08-23-2008, 10:58 AM   #53
Kenny mckormick
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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Old 08-23-2008, 11:33 AM   #54
DeeperThought

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Re: Duke Plus 1.8
Quote:
Originally Posted by Kenny mckormick View Post
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"
sigh, here we go again:

Quote:
Originally Posted by DeeperThought View Post
That's normal, there's no problem. DukePlus tries to load those models for the akimbo pistols. If they aren't found it's because you aren't using the HRP and the pistols will display as 8-bit in that case, as they should.
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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 08-23-2008, 11:43 AM   #55
themaniacboy

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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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Old 08-23-2008, 01:46 PM   #56
DeeperThought

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Re: Duke Plus 1.8
Quote:
Originally Posted by themaniacboy View Post
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
1. I don't know nothin bout no hrp music

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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Old 08-23-2008, 02:02 PM   #57
themaniacboy

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Re: Duke Plus 1.8
Quote:
Originally Posted by DeeperThought View Post
1. I don't know nothin bout no hrp music

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
sorry HRP music is working,i have enough in my autoload folder :

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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Old 08-23-2008, 02:09 PM   #58
DeeperThought

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Re: Duke Plus 1.8
Quote:
Originally Posted by themaniacboy View Post
4. SD duke Mod (maybe this is the problem ? )
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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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 08-23-2008, 02:35 PM   #59
Hunter_rus

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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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Old 08-23-2008, 02:50 PM   #60
DeeperThought

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Re: Duke Plus 1.8
Quote:
Originally Posted by Hunter_rus View Post
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.
You're right, but I get frustrated sometimes.
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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Old 08-23-2008, 02:57 PM   #61
themaniacboy

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Re: Duke Plus 1.8
Quote:
Originally Posted by DeeperThought View Post
You're right, but I get frustrated sometimes.
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.

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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Old 08-23-2008, 03:04 PM   #62
DeeperThought

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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?

Quote:
Originally Posted by themaniacboy View Post
where the hell is that damn 1.8b update ?
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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Old 08-23-2008, 03:13 PM   #63
themaniacboy

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Re: Duke Plus 1.8
Quote:
Originally Posted by DeeperThought View Post
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

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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Old 08-23-2008, 03:47 PM   #64
supergoofy

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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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Old 08-23-2008, 03:57 PM   #65
themaniacboy

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Re: Duke Plus 1.8
Quote:
Originally Posted by supergoofy View Post
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.

Ok thanks
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Old 08-23-2008, 05:05 PM   #66
themaniacboy

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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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Old 08-23-2008, 06:28 PM   #67
TerminX

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Re: Duke Plus 1.8
Quote:
Originally Posted by Dr. Kylstien View Post
Project Zero, shortly after disembarking the helicopter:
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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Old 08-23-2008, 06:37 PM   #68
Parkar

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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.
Last edited by Parkar; 08-23-2008 at 06:43 PM.
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Old 08-23-2008, 10:48 PM   #69
DeeperThought

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Re: Duke Plus 1.8
Quote:
Originally Posted by Parkar View Post
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.
Thanks, it means a lot to me that you really like it. It was less than a year ago that I started Duke Plus, but it seems much longer. Originally it was just going to be a CON mod, mostly for map effects. But once I start a project, I can't seem to stop adding things to it. Duke Plus has benefitted a lot from the contributions of others along the way, not the least of which was the art assets of SD_Duke that you and Hellbound made and were kind enough to let me use.

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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Old 08-24-2008, 03:16 AM   #70
KillerBudgie

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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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Old 08-24-2008, 03:18 AM   #71
Mateos

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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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Last edited by Mateos; 08-24-2008 at 03:25 AM.
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Old 08-24-2008, 05:31 AM   #72
themaniacboy

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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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Old 08-24-2008, 07:02 AM   #73
Parkar

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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.
Attached Files
File Type: zip deagle.zip (44.7 KB, 7 views)
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Old 08-24-2008, 07:05 AM   #74
themaniacboy

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Re: Duke Plus 1.8
Quote:
Originally Posted by Parkar View Post
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.

Thanx,i didnt find it very annoying but thanx for tweaking it
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Old 08-24-2008, 07:18 AM   #75
Spiker

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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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Old 08-24-2008, 09:03 AM   #76
DeeperThought

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Re: Duke Plus 1.8
Quote:
Originally Posted by Spiker View Post
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.
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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Old 08-24-2008, 09:54 AM   #77
themaniacboy

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Re: Duke Plus 1.8
Quote:
Originally Posted by DeeperThought View Post
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.

did you read my suggestion for the next release ?
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Old 08-24-2008, 10:54 AM   #78
DeeperThought

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Re: Duke Plus 1.8
Quote:
Originally Posted by themaniacboy View Post
did you read my suggestion for the next release ?
Well, if you insist, here are the problems with that:
  1. Kicking doors open only makes sense on unlocked swing doors that open the correct direction relative to the player. So I would have to write code to make sure the situation is appropriate (a pain).
  2. It wouldn't be at all useful because it would work only in limited situations (see 1) and the player can open doors faster by pressing the open key (which instantly opens the door instead of waiting for his foot to come out).
  3. Therefore it is a lot of work to implement a feature that no one would use.

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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Old 08-24-2008, 11:09 AM   #79
Spiker

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Re: Duke Plus 1.8
Quote:
Originally Posted by DeeperThought View Post
Being able to shoot doors open, on the other hand, is potentially useful.
Indeed. You could shoot at a door and it would open or you could have some kind of lock to shoot at.
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Old 08-24-2008, 11:10 AM   #80
DeeperThought

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Re: Duke Plus 1.8
Quote:
Originally Posted by Spiker View Post
Indeed. You could shoot at a door and it would open or you could have some kind of lock to shoot at.
Oh god not locks to shoot at lol. If you want me to do anything like that which requires real work you have to make a map that uses the effect

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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