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Old 08-21-2008, 11:45 PM   #1
DeeperThought

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Duke Plus 1.8
Released. Download from the website linked in my signature.

There are many big changes, many small changes, many additions, and many bug fixes. A clean install is mandatory. That means you delete your old DukePlus folder and anything else DukePlus related (or better yet, start with an empty folder), then extract all the contents of DukePlus18.rar into the folder and make sure your duke3d.grp is in there too.

The documentation is up to date. It is on the website and also included with the package. As before, you can start Duke Plus with the included .bat file (which is different from the old .bat file --CLEAN INSTALL PPL!!) and now you can start it by launching EDuke32.exe and using the new gamedir feature.

The release of DP 1.8 is also the release of the included brand new map by Spiker, Project Zero. And there have been signficant changes to previously released Duke Plus maps, especially Blown Fuses.

Changelog:
Code:
 
1.80   8-21-08
-No longer requires the  .bat file to start; just pick DukePlus from the game directory drop down menu in EDuke32 
-Includes Project Zero, a new map by Spiker
-Blown Fuses, by Gambini, has been given an improved beginning and a totally new ending
-The levels made for Duke Plus are now accessible via a hub level which has its own episode
-Made a few small gameplay tweaks to Wonderful Christmas Time and Blackened
-Added new options in the effects sub-menu for mirroring and enlarging maps (thanks to Plagman for  the guts of the code)
-New double barreled shotgun, and menu option for  giving it to pigcops
-Big update to the dpeffects map, showcasing many of the new map effects
-New steroids effect in singleplayer:  everything else in the world slows down while your movement speed remains unchanged
-Akimbo pistols now fire one at a time (before, the shells and sounds did alternate, but the bullets were simultaneous)
-Fixed  positioning and display bugs of akimbo pistols
-Added menu option for new sounds (so far just a few replacement sounds)
-Replaced sound for MP5 firing
-Changed the ammo handling system of Cruizer shotgun so that it works like the other weapons
-Greatly improved the bot ally following code
-Bots glow with nightvision and cast shadows
-Fixed several variable handling errors, one of which had caused crashes
-New map effect:  quoters, which can display a quote and/or picture when the player enters a certain sector
-New map effect:  sleeper SE, which makes the player fade to black and then wake up in a different area
-New map effect:  helicopters that fly by and drop off supplies, friends, foes, etc.
-New map effect:  customizable shooter sprite
-Improved the multifloor elevator.  Now the up and down buttons can be placed inside of it and objects inside the elevator move better
-Improved the pulsating sprite effect so that the pulsing is smoother and it now works on floor alligned sprites
-Various small bugfixes and improvements related to transparent water
-Improved the moncapsule pulsing effect
-Lightning will flash when it is visible to the player, and will make a dynamic light effect if that system is active
-Improved randomizer for random monsters option (thanks to Hunter_Rus)
-Gravity gun now drops grabbed items with alt-fire instead of the use key, so you can open doors without dropping
-Rewrote the knockback code and it works much better now
-Rocket scorch decals should no longer spawn on forcefields, but rarely they do anyway at a right angle to it :(
-Fixed bug which prevented medkits from increasing the medkit amount beyond 100 if the player had raised the max amount
-The DP menu can be navigated by mouse
-Improved HUD positioning of Cruizer shotgun
-Reduced the reload time of the MP5
-Reduced the reload time of heavy RPG
-Improved array handling for sector based dynamic lighting
-Explosions, rockets, FLOORFLAME and other fires now treated as dynamic lights if the lighting system is activated
-Shell casings now move in the correct direction when hit by explosives
-Fixed bug which could cause monsters to jump when hit by the mind blast
-Randomized muzzle flashes on Cruizer shotgun and MP5
-Toilets and fire hydrants  can be ripped from the floor  using the gravity gun, then picked up and thrown
-Fixed bug which prevented  items dropped by monsters to move away from the monster as intended
-Fixed bug which would cause the shrinker pickup to give full ammo and stay on the ground if you had full expander ammo when touching it
-Fixed mantling bug which allowed the player to grab onto sloped ceilings
-Disabled mantling and the menu nag in multiplayer
-Menu nag has smoother scrolling
-All bodies of monsters can now be shot by any weapons (and they bleed), frozen, squished, and non-bosses can picked up, used as weapons with the gravity gun
-The player is slowed  when carrying heavy objects
-Thrown items move a bit more realistically, with lighter items going farther, and objects following a more realistic arc
-If you kick a held object, it will fly off and travel farther than if you threw it (if the kick doesn't break it).
-Eliminated the long pause that occurs between the time that you shoot a sitting liztroop and when it dies
-Miscellaneous other small bugfixes
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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, 12:34 AM   #2
Mateos

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Re: Duke Plus 1.8
My God, I dl it ^^

Thanks for your hardworking DT.
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Old 08-22-2008, 05:39 AM   #3
Spiker

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Re: Duke Plus 1.8
I love this new update! To those who have never played Duke Plus: You lose much!
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Old 08-22-2008, 07:05 AM   #4
supergoofy

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Re: Duke Plus 1.8
if you use the old way to load dukeplus, then to avoid cfg error use:
-cfg dp.cfg
Last edited by supergoofy; 08-22-2008 at 07:21 AM.
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Old 08-22-2008, 08:20 AM   #5
Mia Max

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Re: Duke Plus 1.8
I have played Project Zero and I liked it much!
It took my 62:44 minutes to beat the map and there were no enemies left at the end. I also found 1 of 2 secrets.
The new shotgun is also very nice!

Is it normal that I can't kill slimers with the mp5?
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Old 08-22-2008, 08:32 AM   #6
Spiker

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Re: Duke Plus 1.8
Quote:
Originally Posted by Mia Max View Post
I 1 of 2 secrets.

Is it normal that I can't kill slimers with the mp5?
There are 3 secrets

Sometimes there is a bug with mp5 that makes it do no damage to enemies. It may occur if you use cheats but it's not confirmed. Did you cheat?
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Old 08-22-2008, 08:41 AM   #7
Mia Max

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Re: Duke Plus 1.8
I didn't use cheats. That's why it took me 1 hour to beat it.
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Old 08-22-2008, 09:09 AM   #8
XTHX2

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Re: Duke Plus 1.8
Hmm Duke plus crashed while I was trying to capture a Cycloid Emperor with monster capsule... Right when the capsule exploded near the emperor at WCTime.map... Couldn't take a screenshot because I didn't know about it :P (My computer was also freezed so the eduke32.log couldn't write the file since I had to restart my computer with resetting...)
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Old 08-22-2008, 09:19 AM   #9
DeeperThought

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Re: Duke Plus 1.8
Quote:
Originally Posted by XTHX2 View Post
Hmm Duke plus crashed while I was trying to capture a Cycloid Emperor with monster capsule... Right when the capsule exploded near the emperor at WCTime.map... Couldn't take a screenshot because I didn't know about it :P (My computer was also freezed so the eduke32.log couldn't write the file since I had to restart my computer with resetting...)
There is a whilevarvarn loop used by the moncapsule code, but it looks safe as far as I can tell (an infinite loop would cause what you described, but it looks like the only way that could happen is if you had negative ammo). It could have been a crash due to something totally unrelated.
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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, 09:21 AM   #10
XTHX2

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Re: Duke Plus 1.8
Quote:
Originally Posted by DeeperThought View Post
There is a whilevarvarn loop used by the moncapsule code, but it looks safe as far as I can tell (an infinite loop would cause what you described, but it looks like the only way that could happen is if you had negative ammo). It could have been a crash due to something totally unrelated.
IIRC, I had 2 ammo and 28 capsule strength points.

It probably can, my DP game just crashed while I wasn't using the capsule... I don't know I was just at the end of gambini's map. The alien ship part.
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Old 08-22-2008, 09:33 AM   #11
DeeperThought

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Re: Duke Plus 1.8
Quote:
Originally Posted by XTHX2 View Post
IIRC, I had 2 ammo and 28 capsule strength points.

It probably can, my DP game just crashed while I wasn't using the capsule... I don't know I was just at the end of gambini's map. The alien ship part.
If it crashed as in the game actually quit then check the log and it should say something about it. If there aren't any error messages reported related to the CONs then it probably isn't DP's fault.
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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, 09:40 AM   #12
XTHX2

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Re: Duke Plus 1.8
Well, as I mentioned above, I can't actually check, because well my computer was frozen and I waited for too long that I had to reset then... I know I shouldn't have but well... It wasn't responding me etc. Anyway, I've uploaded the eduke32.log in any case, it might help. (I've noticed a lot of invalid line errors... probably con errors.)

http://www.sendspace.com/file/2nq3z4
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Old 08-22-2008, 09:43 AM   #13
M210

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Re: Duke Plus 1.8
Awesome, man!!!
And...Are you used a new AI?
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Old 08-22-2008, 09:59 AM   #14
DeeperThought

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Re: Duke Plus 1.8
Quote:
Originally Posted by XTHX2 View Post
Well, as I mentioned above, I can't actually check, because well my computer was frozen and I waited for too long that I had to reset then... I know I shouldn't have but well... It wasn't responding me etc. Anyway, I've uploaded the eduke32.log in any case, it might help. (I've noticed a lot of invalid line errors... probably con errors.)

http://www.sendspace.com/file/2nq3z4
Those errors were caused by hitscans not performed from a valid sector. My code checks for whether the sectnum is -1, but I neglected to also check to see if it was 4096. I don't think those errors could be fatal, (especially since that particular code happens when the level starts and your crash happened later) but I have fixed it. Try the attached CON:

DUKEPLUS.rar


Quote:
Originally Posted by M210 View Post
Awesome, man!!!
And...Are you used a new AI?
Are you referring to the improved bots?
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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, 10:09 AM   #15
XTHX2

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Re: Duke Plus 1.8
Quote:
Originally Posted by DeeperThought View Post
Those errors were caused by hitscans not performed from a valid sector. My code checks for whether the sectnum is -1, but I neglected to also check to see if it was 4096. I don't think those errors could be fatal, (especially since that particular code happens when the level starts and your crash happened later) but I have fixed it. Try the attached CON:

Attachment 9584




Are you referring to the improved bots?
Thanks for the con fix.

I also liked the Bot showing you the path at Gambini's map. Really nice work. Very Half Life-ish
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Old 08-22-2008, 10:57 AM   #16
M210

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Re: Duke Plus 1.8
Quote:
Originally Posted by DeeperThought View Post
Are you referring to the improved bots?
No. I have noticed a difference attack of the boss from level E3M9
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Old 08-22-2008, 12:13 PM   #17
johndough

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Re: Duke Plus 1.8
I just tried this mod for the first time.
I'm wondering why the Liztrooper's shot is a black square.
And I'm wondering if it could be possible to turn off the extra special effects like
the explosions and the gibs and the decals and stuff, because it's running kind of slow on my computer.
Everything else is the coolest ever.
The akimbo guns, the ammo count display, being able to reload the pistol at any time,
the pistol that shoots straight (for once I can finally hit switches from afar),
the monster fighting, the bots (where is the friendly fire option?),
the monster health meter, the climbing, the enemy knock-back.
It's sweet.
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Old 08-22-2008, 12:19 PM   #18
DeeperThought

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Re: Duke Plus 1.8
Quote:
Originally Posted by johndough View Post
I just tried this mod for the first time.
I'm wondering why the Liztrooper's shot is a black square.
And I'm wondering if it could be possible to turn off the extra special effects like
the explosions and the gibs and the decals and stuff, because it's running kind of slow on my computer.
Everything else is the coolest ever.
The akimbo guns, the ammo count display, being able to reload the pistol at any time,
the pistol that shoots straight (for once I can finally hit switches from afar),
the monster fighting, the bots (where is the friendly fire option?),
the monster health meter, the climbing, the enemy knock-back.
It's sweet.
I don't know why there is a black square. Most likely it's because the replacement graphic for the firelaser is failing to load. However, that graphic replaces the 8-bit tile and has the same tile number, so even if it failed to load it should display the 8-bit tile instead (for example, if you are using the classic renderer). Perhaps you moved some file to where it doesn't belong? If you attach your eduke32.log I might be able to figure it out.
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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, 12:33 PM   #19
supergoofy

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Re: Duke Plus 1.8
I always get this error: Invalid frame name on line dukeplus.def:76

I attached the log:
Attached Files
File Type: rar eduke32.log.rar (11.3 KB, 0 views)
Last edited by supergoofy; 08-22-2008 at 12:57 PM.
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Old 08-22-2008, 12:34 PM   #20
johndough

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Re: Duke Plus 1.8
I didn't move any files. I created a new folder and unzipped the files.
And could you make it possible to turn off the extra special effects?
Or maybe make a "lite" version of the mod with only the extra features and no extra special effects?
Attached Files
File Type: txt eduke32.txt (2.9 KB, 5 views)
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Old 08-22-2008, 12:38 PM   #21
DeeperThought

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Re: Duke Plus 1.8
Quote:
Originally Posted by supergoofy View Post
I always get this error: Invalid frame name on line dukeplus.def:76
I do not have that error. Moreover, line 76 in the current version of that file doesn't even contain a frame name.

NOTICE TO EVERYONE: IF YOU ARE HAVING A PROBLEM, POST THE EDUKE32.LOG FILE
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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, 12:39 PM   #22
XTHX2

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Re: Duke Plus 1.8
Quote:
I do not have that error. Moreover, line 76 in the current version of that file doesn't even contain a frame name.
It does the same thing on my def lines to... it's 96 and it doesn't have any frame as well... It might be a bug in general.
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Old 08-22-2008, 12:47 PM   #23
DeeperThought

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Re: Duke Plus 1.8
Quote:
Originally Posted by johndough View Post
I didn't move any files. I created a new folder and unzipped the files.
And could you make it possible to turn off the extra special effects?
Or maybe make a "lite" version of the mod with only the extra features and no extra special effects?
Your log looks fine. Try moving the texture quality slider in EDuke32 all the way up to max. Also delete your texcache in case you had one left over from a previous version. As for the effects...have you tried looking in the Duke Plus menu?



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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, 12:55 PM   #24
DeeperThought

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Re: Duke Plus 1.8
Quote:
Originally Posted by XTHX2 View Post
It does the same thing on my def lines to... it's 96 and it doesn't have any frame as well... It might be a bug in general.
The def name is set to "dukeplus.def" for this mod. The dukeplus.def loads duke3d.def, if one exists. If there were an invalid frame error in your duke3d.def, it might be reported as an error in dukeplus.def...

Move or otherwise get rid of any duke3d.def files you have around and see if it still happens.
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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, 12:59 PM   #25
XTHX2

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Re: Duke Plus 1.8
It didn't really effect the game actually... Anyway I'll do what you said in any case.
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Old 08-22-2008, 12:59 PM   #26
johndough

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Re: Duke Plus 1.8
Quote:
Originally Posted by DeeperThought View Post
Try moving the texture quality slider in EDuke32 all the way up to max.
I don't see a texture quality slider.

Quote:
Originally Posted by DeeperThought View Post
Also delete your texcache in case you had one left over from a previous version.
I didn't have a previous version. It's all new.

Quote:
Originally Posted by DeeperThought View Post
As for the effects...have you tried looking in the Duke Plus menu?
"Damage effects" doesn't turn off the extra gibs/body parts and the long snake-like puffs that shoot out of explosions.
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Old 08-22-2008, 01:07 PM   #27
XTHX2

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Re: Duke Plus 1.8
This is what Hunter_Rus told me today... Thanks to him I managed to solve the same problem as yours today...

Options, Video, More Settings, Hi-Res Texture Quality is your answer.
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Old 08-22-2008, 01:08 PM   #28
DeeperThought

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Re: Duke Plus 1.8
Quote:
Originally Posted by johndough View Post
I don't see a texture quality slider.
In the EDuke32 menu before you start a game:
OPTIONS -> VIDEO SETUP -> MORE SETTINGS -> HI RES TEXTURE QUALITY



Quote:
"Damage effects" doesn't turn off the extra gibs/body parts and the long snake-like puffs that shoot out of explosions.
The extra stuff that comes out of explosions is supposed to be turned off by that...I guess I forgot to make that happen. The gibs aren't extra; the same number of gibs spawn but in DP they stay on the ground instead of disappearing. I never thought to make that optional because you are the first person who didn't like it.

As for the invalid frame error that others have mentioned: I have confirmed that it is caused by the HRP, not DukePlus. It gets reported as an error in dukeplus.def because that is what the def name is set to, but actually it is in one of the HRP defs.
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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, 01:19 PM   #29
johndough

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Re: Duke Plus 1.8
Quote:
Originally Posted by DeeperThought View Post
In the EDuke32 menu before you start a game:
OPTIONS -> VIDEO SETUP -> MORE SETTINGS -> HI RES TEXTURE QUALITY
That doesn't exist.
I'm using software mode. "More settings" doesn't even show up under "video."

Quote:
Originally Posted by DeeperThought View Post
I never thought to make that optional because you are the first person who didn't like it.
I like it, I just want to turn it off if I want.
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Old 08-22-2008, 01:21 PM   #30
XTHX2

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Re: Duke Plus 1.8
Is it the latest Eduke you are using man? Really it may be the issue
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Old 08-22-2008, 01:27 PM   #31
DeeperThought

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Re: Duke Plus 1.8
Quote:
Originally Posted by XTHX2 View Post
Is it the latest Eduke you are using man? Really it may be the issue
No, he's right. When using the software renderer those other options aren't available, and the FIRELASER shot by a liztroop appears as a black square.

I will release another version later today that fixes this and some other minor issues. The problem is I don't use the software renderer (in fact I don't really recommend it with DP because you can't use the new weapons that way, since they have models and no 8bit art).
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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, 01:31 PM   #32
supergoofy

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Re: Duke Plus 1.8
when the hrp is disabled (-noautoload) in place of the error
Invalid frame name on line dukeplus.def:76
I get the error:
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"

Of course this is expected as there is no HRP and thus no duke3d.def


The above makes me think that there must be a problem between Eduke32 and HRP when dukeplus is used
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Old 08-22-2008, 01:36 PM   #33
johndough

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Re: Duke Plus 1.8
Can I make it so that I can't kill the assist bots?
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Old 08-22-2008, 01:42 PM   #34
DeeperThought

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Re: Duke Plus 1.8
Quote:
Originally Posted by supergoofy View Post
when the hrp is disabled (-noautoload) in place of the error
Invalid frame name on line dukeplus.def:76
I get the error:
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"

Of course this is expected as there is no HRP and thus no duke3d.def


The above makes me think that there must be a problem between Eduke32 and HRP when dukeplus is used
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 08-22-2008, 01:45 PM   #35
DeeperThought

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Re: Duke Plus 1.8
Quote:
Originally Posted by johndough View Post
Can I make it so that I can't kill the assist bots?
Not unless I add a friendly fire menu toggle in some future version.
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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, 01:57 PM   #36
supergoofy

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Re: Duke Plus 1.8
Can I use the previous eduke32 snapshot build with DukePlus 1.8? Is it 100% compatible with the previous eduke32 snapshot build?

[edit]
apparently, it seems that DukePlus 1.8 needs the new 1.5.0devel snapshot build 21-Aug-2008
Last edited by supergoofy; 08-22-2008 at 02:02 PM.
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Old 08-22-2008, 02:03 PM   #37
XTHX2

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Re: Duke Plus 1.8
It of course is not! It has hub maps afterall....
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Old 08-22-2008, 02:26 PM   #38
Kenny mckormick
Re: Duke Plus 1.8
Everythings works fine for me (and very nice map Project zero,don't have finished yet,but for the moment really great!) except one thing,i try to convert one little DM map to "Buckshot mode" with only the double barrelled shotgun,but when i cannot set the tile number to 7900...And i have launch mapster32 with mapster.bat...
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Old 08-22-2008, 02:30 PM   #39
DeeperThought

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Re: Duke Plus 1.8
Quote:
Originally Posted by Kenny mckormick View Post
Everythings works fine for me (and very nice map Project zero,don't have finished yet,but for the moment really great!) except one thing,i try to convert one little DM map to "Buckshot mode" with only the double barrelled shotgun,but when i cannot set the tile number to 7900...And i have launch mapster32 with mapster.bat...
7900??

The double barreled shotgun is tile 3508, and it even has an 8-bit sprite for it in the included tiles013.

It was 7900 in a dev version that was not released...
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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, 02:45 PM   #40
Kenny mckormick
Re: Duke Plus 1.8
Sorry,it's written 7900 in the DPdoc :s...

I think you get confusion when you write it...

In all case Thx
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