Author Topic: Duke Plus  (Read 18783 times)

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Offline Dan G

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Re: Duke Plus
« Reply #15 on: May 06, 2008, 03:31:36 PM »
New features are badass, but do you think you could rotate the knife model around (pointing forward)?

The actors are facing the correct direction when picked up and thrown, but some models are made so that the base angle of the model is facing to the side.  If I rotate the actor, it will look correct but then when you throw it, it will move sideways because it moves the direction it is facing.  I'm not going to redo the whole movement system just for those few models which have that problem.  However, I'll check to see if there's a way I can make the angle appear to be 90 degrees different when it really hasn't changed (maybe there is an model angel offset command), then I can apply that to the affected models when you pick them up.

Offline Captain Awesome

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Re: Duke Plus
« Reply #16 on: May 06, 2008, 03:43:05 PM »
Oh well, I wont condemn you for that.

Offline Dan G

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Re: Duke Plus
« Reply #17 on: May 28, 2008, 03:03:43 PM »
Here's a new Duke Plus video:



http://www.youtube.com/watch?v=iwN10FeQjI0



It shows some old stuff, like the breakable glass pane sprites, transparent water, mantling, snow, ladders, working cola machines, jump pads with destination arcs, etc. It also shows some new stuff from the upcoming 1.7 release, such as the in-game options menu, the gravity gun (now with saw blades ), timer mode on pipebombs (they can toggle between trigger and timer), and the MIND BLAST, which is the alternate firing mode of the shrinker. The mind blast temporarily converts monsters so they fight on your side.

I have already fixed two bugs that are on display in that video (jibs burning for no reason and the gravity gun picking up nearby objects that you aren't facing).

Offline Forge

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Re: Duke Plus
« Reply #18 on: May 28, 2008, 05:15:57 PM »
That's friggin' kick ass! I like at the end when you pick up the head and throw it.
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Offline Dan G

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Re: Duke Plus
« Reply #19 on: May 28, 2008, 10:04:13 PM »
That's friggin' kick ass! I like at the end when you pick up the head and throw it.

You know that was using the gravity gun, right?  He can't throw things that hard by hand.

Offline William Gee

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Re: Duke Plus
« Reply #20 on: May 29, 2008, 12:51:55 AM »
Fantastic vid man (y) cant wait to see the on screen display. :)

Offline Puritan

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Re: Duke Plus
« Reply #21 on: May 29, 2008, 01:25:30 AM »
Very good work, DeeperThought!

I like your attention to details; When a shark get killed it turns upside down. That's what happens in real life too. Bravo!

And not to mention the feature where the monsters fights on your side.
For an old Duker it's hilarious to see the pigcops killing each others!

Keep it coming,man.  ;)
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Offline Dan G

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Re: Duke Plus
« Reply #22 on: May 29, 2008, 03:01:14 AM »
I like your attention to details; When a shark get killed it turns upside down. That's what happens in real life too. Bravo!

You can thank Gambini for making that suggestion.  For some reason it looks better in 8-bit, by the way.

And not to mention the feature where the monsters fights on your side.
For an old Duker it's hilarious to see the pigcops killing each others!

It's even funnier to see a Commander jibbing a liztroop with his spin attack.  Maybe I'll post a movie of that.

Offline Sanek

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Re: Duke Plus
« Reply #23 on: May 29, 2008, 03:31:17 AM »
Good Work, (Y)!I think,in next time, I and many other mappers  use new DukePlus in mapping.

Offline Dan G

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Re: Duke Plus
« Reply #24 on: June 19, 2008, 10:15:20 PM »
I made a little web page for Duke Plus:

 

http://deeperthought.dukertcm.com/DUKEPLUS.html

 

I'll add more to it later. You cannot actually download it from there yet, because I'm waiting for Gambini's new DP map to be finished so DP 1.7 and "Blown Fuses" can be released together. The map is about 98% finished, but that last 2% is taking a while since he has been so busy he has almost no time to work on it.

 

Thank you Usurper for the web hosting!

Offline Sanek

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Re: Duke Plus
« Reply #25 on: June 20, 2008, 08:42:53 AM »
I understand that you released DP 1.7, when Fucking Gnome was released?

Offline Captain Awesome

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Re: Duke Plus
« Reply #26 on: June 20, 2008, 12:18:13 PM »
DT, with the new monster infighting bit, do you think it'd be possible to set the game up like DooM?

IE: Pigcop accidentally shoots an Enforcer, and the Enforcer forgets about the player, then attacks the Pigcop, and they brawl it out.

Offline Dan G

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Re: Duke Plus
« Reply #27 on: June 20, 2008, 12:29:52 PM »
DT, with the new monster infighting bit, do you think it'd be possible to set the game up like DooM?

IE: Pigcop accidentally shoots an Enforcer, and the Enforcer forgets about the player, then attacks the Pigcop, and they brawl it out.

Yes, quite easily.

If I do that, it will be optinal, and not default.  Doom maps are made with extra monsters because the mappers know that some of them will die in-fighting.  Adding that feature to Duke will make the game easier and it would make a mockery of many battles.  As I see it, the Duke enemies are supposed to be a united and disciplined force, unlike the Doom enemies, so they wouldn't just start fighting to the death every time there is friendly fire.

Offline Captain Awesome

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Re: Duke Plus
« Reply #28 on: June 20, 2008, 12:31:57 PM »
I know what you mean, I was just wondering if it would work as well as in DooM.

Offline Dan G

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Re: Duke Plus
« Reply #29 on: June 20, 2008, 03:58:21 PM »
I know what you mean, I was just wondering if it would work as well as in DooM.

Yes, it does.