Author Topic: Duke Plus  (Read 18783 times)

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Offline Dan G

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Re: Duke Plus
« Reply #285 on: March 07, 2010, 12:14:05 AM »
Yes, Jump.

Also, FWIW, I have also occasionally encountered the 'bug' mentioned above where the troopers would have really high health. Not the lizard troopers (AFAIK), but the grunts that shoot with a pistol. Not a major problem for me, however.

Lastly, what is the 'key' for changing the drinking of water fountains for health, which now stop at 50 - I would like to restore it to 100.

I'm pretty sure that the megahealth bug was finally killed a few days ago and it should be gone if you use the latest unofficial code.

MAXWATERFOUNTAINHEALTH is defined in USER.CON (not to be confused with USERPLUS.CON).  It was something defined in the original CONs, but never used until Duke Plus.

I still like the jump grunts and I'm in no mood to add more options right now, so that's going to stay for a while  >:D

Offline joeylawn

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Re: Duke Plus
« Reply #286 on: March 07, 2010, 11:28:43 AM »
I understand about the grunting sounds.

I just remembered an issue I am having with switches that are underwater. I seem either to go all the way down when descending, or coming all the way up when ascending, making it hard to 'center' in front of the switch to activate it. Any ideas? (this is in eduke32/duke plus)

Offline shawneth

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Re: Duke Plus
« Reply #287 on: April 21, 2010, 02:01:16 PM »
I guessng you can looks at it, I had the same problem on two seprate maps

1. 4rth level on L.A meltdown, in the sub, it's hard to shoot thoses things

2. Infermational suite, water effects the switch underwater.

I fixed it by using a tapping crouch trick, it works  ;D
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Offline shawneth

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Re: Duke Plus
« Reply #288 on: April 21, 2010, 02:08:06 PM »
Um, I wanted to get dukeplus to work with bots, I used these parimetres:

eduke32.exe -q5 -a -game_dir DukePlus

after that, I would run it and it would start-up normaly but there seems to be no duke bots,
I know it's possible because I did it before, also I wanted to do DukePlus multiplayer with friendly bots against the guys enemy!, that would be intense.
It would be epic.
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Offline Dan G

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Re: Duke Plus
« Reply #289 on: April 21, 2010, 06:50:00 PM »
If you want to use the hardcoded bots, then use the regular command lines for them, DukePlus changes nothing (but those don't have coop AI,  IIRC )

If you want the DukePlus bots I coded, then add them using the DP menu.

Offline shawneth

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Re: Duke Plus
« Reply #290 on: April 24, 2010, 06:21:40 PM »
Is it an Eduke32 glitch I suppose, oh well, i'll try again  ;)
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Offline shawneth

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Re: Duke Plus
« Reply #291 on: April 27, 2010, 07:22:39 PM »
Hmm, it seems this doesn't work, I'll use the regular code, and no hard-coded bots... I get the DukePlus ones, again, Hmm
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Offline Dan G

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Re: Duke Plus
« Reply #292 on: April 30, 2010, 02:43:07 AM »
By the way, when you say "this" doesn't work, I have no idea what "this" is, so your post isn't useful.

Offline shawneth

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Re: Duke Plus
« Reply #293 on: May 29, 2010, 10:02:21 PM »
I have a question about your .ART file

I see there is a double barrell but it isn't used in game
Whats up with that :D!

Oh and when I say "this" I mean the post before!
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Offline Dan G

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Re: Duke Plus
« Reply #294 on: May 29, 2010, 10:51:50 PM »
I have a question about your .ART file

I see there is a double barrell but it isn't used in game
Whats up with that :D!

I thought about using that art for an  8-bit version, but I changed my mind, for now.

Oh and when I say "this" I mean the post before!

If you want help with something you need to explain it better.


Offline shawneth

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Re: Duke Plus
« Reply #295 on: May 29, 2010, 11:27:04 PM »
If you do change it then what do you plan to do about the ALT key?
Hitting would need some new sprites!

Oh and sorry about not being specific.
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Offline Dan G

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Re: Duke Plus
« Reply #296 on: January 26, 2011, 11:21:44 PM »
I have updated DukePlus to version 2.20

And this time, I updated the documentation as well. It's all here: http://fissile.duke4.net/fissile_dukeplus.html

Most of what I added will do nothing for the gameplay experience unless the new stuff is placed in the map you are playing. This could be seen as a negative, since the size of the download has increased a lot with all of the map models and stuff that I added. However, the main point of this release was to incorporate new resources that have been gathered by DanM for his DNE episode. It gives mappers a lot more to work with.

For example, DukePlus now has a good selection of parked vehicles, and they all have correct clipping areas thanks to the new clipshape feature added to EDuke32 by Helixhorned, and the included clipshape map by DanM.

In terms of gameplay, there are two features that players can use right away. One of these is the Heavy Pistols option, which makes pistols behave more like Desert Eagles (a lot more damage, slower rate of fire, recoil, less ammo per clip). The other is sticky tripbombs, which actually is not an option because it's always on. You can place tripbombs directly on monsters and they explode a few seconds later.