View Full Version : JFDuke3D update 2005-10-09
JonoF
10-09-2005, 03:03 AM
Not a lot has changed in this new release of JFDuke3D (http://jonof.edgenetwork.org/?p=jfduke3d) specifically, but it is of interest to users of the High-resolution Pack as it includes a better precache routine, and MD3 models can now have a skin for each surface. Most of my time has been split between making JFBuild support big-endian platforms, fixing bugs in JFSW, and working on JFAud. Still, it all benefits the foundations of JFDuke so let me know how things go.
Jonathon
PS. I hope to finally have a test of JFDuke3D that handles OggVorbis audio soon. JFSW will be the first port to gain the support followed closely by Duke.
Smoke Tetsu
10-09-2005, 03:22 AM
Big endian platforms? Does this mean that you are working on a Mac port?
Plagman
10-09-2005, 03:36 AM
Glad to see the path to JfAud is clearing up.
Good work, as usual http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
Oh, and thanks for adding NetBSD to the default supported platforms.
JonoF said:
fixing bugs in JFSW, and working on JFAud.
Are you already aware of the Sticky Bomb-bug? There's a potential change that when a Sticky Bomb explodes the game crashes. (It doesn't seem to matter who threw the bomb as well as to what surface it sticks on)
Plagman
10-09-2005, 03:41 AM
How about discussing it there (http://forums.3drealms.com/ubbthreads/showflat.php?Cat=0&Number=814925&an=0&page=0#814925) ?
JonoF
10-09-2005, 04:04 AM
Smoke Tetsu said:
Big endian platforms? Does this mean that you are working on a Mac port?
Yes. The engine is mostly big-endian capable now with only a few bits not yet ready. I'm porting Shadow Warrior to the Mac first since it's far more sane than Duke is, but once SW is in a relatively stable position I'll take to bringing Duke up too.
Jonathon
Kev_Hectic
10-09-2005, 08:12 AM
Cool, new update. \o/
Anyway, I downloaded the latest version and I found a couple oddities.
First of all, I noticed that you got floor aligned models working in this build, but as you can see from this image, models like this one here don't actually align to the floor properly. Instead they stand up on end.
http://members.shaw.ca/k_saunders/flooralign.jpg
And second, the freezer model doesn't seem to work properly for me anymore. It worked fine in the previous build, but here when the model is in the "idle" position it shows up as a sprite. But when I fire it, it shows up as a model, however, you can still see the original sprite underneath it.
http://members.shaw.ca/k_saunders/freezer.jpg
On the plus side though, the precaching makes a pretty big difference, and it's nice to see Parkars Duke model show up properly in the game.
Dave-ros
10-09-2005, 08:24 AM
What a wonderful birthday present for me http://forums.3drealms.com/ubbthreads/images/graemlins/woot.gif
Thanks JonoF, you shouldn't have!!! Obviously .ogg support would have been the icing on the cake, but I can wait until Christmas for that. I'll be good, I promise http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
Incidentally, the freezethrower works for me - it doesn't become the sprite at any stage. Haven't seen any floor-aligned sprites yet but will go to Area 51 to check...
Edit: confirmed, the fan stands up - but only graphically; as far as it's concerned in collision-detection terms it's floor-aligned, and you can only break it by kicking/shooting downwards (i.e. where it should be, not where it appears)!
Kev_Hectic
10-09-2005, 09:17 AM
Dave-ros said:
Incidentally, the freezethrower works for me - it doesn't become the sprite at any stage. Haven't seen any floor-aligned sprites yet but will go to Area 51 to check...
Hrrmmm... Well, here are the con lines that I'm using for the freezer, does anyone know what I could be doing wrong here? http://forums.3drealms.com/ubbthreads/images/graemlins/confused.gif All of the model and texture files are located in their proper directories.
// Freezer (2548)
model "models/2548_freezer.md3"
{
scale 1.9
skin { pal 0 file "models/2548_freezer.jpg" }
frame { name "idle" tile0 2548 tile1 2550 }
skin { pal 0 file "models/2548_freezer_f.jpg" }
anim { frame0 "fire0" frame1 "fire1" fps 60 flags 0 }
frame { name "fire0" tile0 2551 tile1 2553 }
hud { tile 2548 xadd -0.35 yadd 0.5 zadd -0.39 angadd -5 }
hud { tile0 2551 tile1 2553 xadd -0.35 yadd 0.5 zadd -0.39 angadd -10 }
hud { tile 2550 hide }
}
EDIT: Nevermind, I seem to have gotten it working now.
few questions about JFDuke (mainly future releases)
- Could it be changed that sprites aren't displayed flat? For example when you shoot a rpg projectile looking down and it explodes, the explosion sprite is flat and it simply looks strange.
- Will the lighting will be changed in some future release? Is it confirmed?
- When will the fov bug will be fixed?
Dave-ros
10-09-2005, 11:44 AM
I'm more interested as to whether it'd be possible for the RPG missiles to point in the elevation they're moving, rather than always appearing to be flying horizontal even when they're coming down at a steep angle. But I suppose that'd mean a rewrite of the original code, and so won't be happening soon... unless TerminX is having a good day? http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
the pineapplehead
10-09-2005, 12:05 PM
Dave-ros said:
unless TerminX is having a good day? http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
Does he ever have a good day?
Seriously though Rich, we love you really http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif would love to see it.
Daedolon
10-09-2005, 01:45 PM
Would it be possible to make fog affect parallaxed textures and skyboxes too?
TerminX
10-09-2005, 02:16 PM
Dave-ros said:
I'm more interested as to whether it'd be possible for the RPG missiles to point in the elevation they're moving, rather than always appearing to be flying horizontal even when they're coming down at a steep angle. But I suppose that'd mean a rewrite of the original code, and so won't be happening soon... unless TerminX is having a good day? http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
Possible in current EDuke32, though it's severely borked and anything made using the methods needed would break with the next release (when the borkage is fixed). As such, I'll tell you how then. http://forums.3drealms.com/ubbthreads/images/graemlins/tongue.gif
the pineapplehead said:
Dave-ros said:
unless TerminX is having a good day? http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
Does he ever have a good day?
Seriously though Rich, we love you really http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif would love to see it.
Dude, I have good days all the time. I just don't post about them here. http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif
robenestobenz
10-09-2005, 05:21 PM
Daedolon said:
Would it be possible to make fog affect parallaxed textures and skyboxes too?
This seems to be really rare in all games. It's a horrible shortcoming, but present in so many. I'm guessing it maybe has something to do with portals presenting problems calculating the distance for the fog-depth?
Symok
10-09-2005, 06:04 PM
Yay new version! http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif *downloads* JonoF, you're awsome http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif
Usurper
10-09-2005, 06:15 PM
Dave-ros said:
I'm more interested as to whether it'd be possible for the RPG missiles to point in the elevation they're moving, rather than always appearing to be flying horizontal even when they're coming down at a steep angle. But I suppose that'd mean a rewrite of the original code, and so won't be happening soon... unless TerminX is having a good day? http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
I started to work on this for EDuke32 using the new model rotation, but since the rpg model isn't "centered" per se, it doesn't rotate using the actual model center as an axis. I didn't feel like dicking around trying to figure out the proper x and y offsets, but if anyone else is feeling bored and wants to try it, I can tell you that the zvel is constant on a fired RPG, so you can detect its zvel for different firing angles and adjust based on that inside EVENT_GAME.
djimd
10-09-2005, 07:43 PM
Nice update Jonof.
The problem with md3 models still moving whilst frozen does not appear to have been fixed - md2 is fine - just trying with pigcop and trooper md3 models.
Symok
10-09-2005, 08:30 PM
Ooo I noticed you fixed the map so you can see the textrued version now. Very nice http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif
Ding Bat
10-10-2005, 02:08 AM
Being able to see where you are in the map is SOOO COOOOL. http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif Good going JonoF. The Man.
I'm so excited http://forums.3drealms.com/ubbthreads/images/graemlins/hhg.gif about the map, i haven't checked out other stuff yet. http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif
TerminX
10-10-2005, 02:10 AM
Not to be an asshat or anything, but Ken is the one who coded the fixed 2D map view. http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif
Kristian Joensen
10-10-2005, 05:14 AM
TerminX said:
Not to be an asshat or anything, but Ken is the one who coded the fixed 2D map view. http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif
That is not beeing an asshat, that is credit where credit is due.
Symok
10-10-2005, 01:34 PM
Kristian Joensen said:
TerminX said:
Not to be an asshat or anything, but Ken is the one who coded the fixed 2D map view. http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif
That is not beeing an asshat, that is credit where credit is due.
Agreed. Cudos to Ken, then http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif
TerminX
10-10-2005, 04:58 PM
Kristian Joensen said:
TerminX said:
Not to be an asshat or anything, but Ken is the one who coded the fixed 2D map view. http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif
That is not beeing an asshat, that is credit where credit is due.
I'm just trying not to seem overly anal about things, but yeah, it is credit where credit is due.
Symok
10-10-2005, 05:14 PM
Awgh http://forums.3drealms.com/ubbthreads/images/graemlins/mryuck.gif I can't load my saved games... it tells me they're corrupted! Probably a version incompatability. Is there anything I can do? http://forums.3drealms.com/ubbthreads/images/graemlins/eek.gif
Ecmaster76
10-10-2005, 09:19 PM
Sweet!
Especially appreciated is the fixing of the bug that occured when you press escape at the main menu. Yay.
Thank you, Ken, for the map texturing and the voxels. I think the GL voxels look a lot more 'defined' than the software versions.
The caching works properly as well. No more stutters (or maybe thats just cause I overclocked the sheyat out of my CPU http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif ). One thing I noticed is that there a resome pauses where neither the hard drive is grinding or the counter is climbing while its caching. Nothing to complain about since it is a max of a few seconds, but if it should be accessing the whole time then I thought you might want to know.
Dr. Kill
10-10-2005, 09:30 PM
Symok said:
Awgh http://forums.3drealms.com/ubbthreads/images/graemlins/mryuck.gif I can't load my saved games... it tells me they're corrupted! Probably a version incompatability. Is there anything I can do? http://forums.3drealms.com/ubbthreads/images/graemlins/eek.gif
I'm pretty sure with every new version, your previous game saves won't work, so you'll have to start all over again.
Ding Bat
10-11-2005, 12:06 AM
TerminX said:
Not to be an asshat or anything, but Ken is the one who coded the fixed 2D map view. http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif
Well now that i know that, ata boy Ken. and while i'm at it, a big ata boy to all of the people that are making the old Duke3D into something greater than SEX,ehhhhhhhhhhh (not really but close).
Kev_Hectic
10-12-2005, 11:17 AM
Symok said:
Ooo I noticed you fixed the map so you can see the textrued version now. Very nice http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif
And I just noticed that the security monitor bug is finally fixed. The game no longer slows to a crawl when you're standing beside a monitor that you just viewed.
Dave-ros
10-12-2005, 12:53 PM
Kev_Hectic said:
Symok said:
Ooo I noticed you fixed the map so you can see the textrued version now. Very nice http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif
And I just noticed that the security monitor bug is finally fixed. The game no longer slows to a crawl when you're standing beside a monitor that you just viewed.
Really? I never had that problem - presumably you're on a slower computer that doesn't like rendering two frames at once?
Anyway, there's a different issue with the monitors: the scenes they show when you're not viewing them directly (i.e. when you're away from them and they're wall-aligned sprites) has aliens and other objects rendered as sprites (like in classic Duke) instead of 3D models. Is this intended to be permanent, e.g. for performance reasons, or just one of those fiddly issues that will be dealt with after the important stuff (like .ogg support and a new animation system)?
I won't mention how my monitors disappear partly into the wall at certain angles - at least they're visible at all! http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
Manson
10-15-2005, 06:55 AM
Usurper said:
I started to work on this for EDuke32 using the new model rotation, but since the rpg model isn't "centered" per se, it doesn't rotate using the actual model center as an axis. I didn't feel like dicking around trying to figure out the proper x and y offsets, but if anyone else is feeling bored and wants to try it, I can tell you that the zvel is constant on a fired RPG, so you can detect its zvel for different firing angles and adjust based on that inside EVENT_GAME.
Well, I too would like to know about any upcomming light effects, as I've kinda lost the interest in the project, and any new effects would heavily influence my willingness to fix those last errors of my modelrotation code. However that boredom issue you have, Usher, could probably be fixed easily, simply by doing a little viewer program, with rotation implemented - however I only have the ability to do it for MD2s and nonanimated MD3s - stupid me http://forums.3drealms.com/ubbthreads/images/graemlins/rolleyes.gif
As for the whole center of the rotation issue, it was simply just the easiest way to do it, if anyone can point down the prober variables to be used for it, it's easily fixed.
Do we have any coders remaining that would team up on adding some more coolness to the engine?
Please do mail me on any followups to these issues - I don't get mails on forumreplies
Piterplus
10-26-2005, 09:33 AM
I have found strange bug in the new jDuke (and of course in eDuke32, since it inherit some of the new features of jDuke, including bugs)release:
Tile 938 placed wrong in e1l5 (see screenshot below). It have dimentions 416X384 (X4 times of the original). I tried to resise it to 512X512 with same rezult. In old releases of the port this texture was alighned correctly.
Parkar
10-26-2005, 02:58 PM
Piterplus said:
I have found strange bug in the new jDuke (and of course in eDuke32, since it inherit some of the new features of jDuke, including bugs)release:
Tile 938 placed wrong in e1l5 (see screenshot below). It have dimentions 416X384 (X4 times of the original). I tried to resise it to 512X512 with same rezult. In old releases of the port this texture was alighned correctly.
I guess the door bug that was found in the rc1 of HRP is not fixed after I changed the resolution either.
What gfx card do you have?
I don't get this errors on my 6800gt so my guess is the problem got introduced when ken/jonof added suport for non power of 2 textures (which my 6800gt suports).
Piterplus
10-26-2005, 04:13 PM
I have 6600GT (It supports non power of 2 textures, as far as I know). I think it should not cause the problem.
And also, I may tell that once I start the game with old exe (previous version), texture look normal.
Real mystery to me. I check this again tomorrow.
Parkar
10-26-2005, 04:38 PM
Piterplus said:
I have 6600GT (It supports non power of 2 textures, as far as I know). I think it should not cause the problem.
And also, I may tell that once I start the game with old exe (previous version), texture look normal.
Real mystery to me. I check this again tomorrow.
Ohh, I guess I was wrong then? Do you get the same problem on that door before the boss?
Piterplus
10-26-2005, 05:01 PM
Truly speaking I do not use new texture of that door, (because I do not like it), so currently I have no replacement for it (and no bug also).
Piterplus
10-27-2005, 04:29 AM
I checked the 1108 in e1l5 (Door before boss).
As you can see, there is no distortion in my computer, as a replacement I used one of the posters(doubled it) , texture size 640X512.
As to 0938 (San Andreas fault)- I can confirm that problem still exist.
It would be nice if somebody else reported of the misalignment of those textures (to be sure).
Parkar
10-27-2005, 08:03 AM
went back and double checked and I also get the miss alignment on the San Andreas fault sign. I also spotted the same on a computer screen showing earth in e2l5(I think this was the one anyway).
3D Master
10-28-2005, 06:15 PM
I found an odd bug in ALL the 10-09 builds, including Shadow Warrior. In the old version I had 'open' mapped to the 'thumb' button on my mouse; which would be the back navigation button on my Logitech MX700. In older builds that worked fine, but with the new builds, although I can map them to that button in the setup both external as in-game, once I'm playing, the game doesn't react to it. Can you figure out why this is JonoF and fix it?
JonoF
10-29-2005, 01:45 AM
3D Master: I'll check that out.
Piterplus: Looking into this too.
Jonathon
Ding Bat
10-29-2005, 02:32 AM
I'm not sure if this is the right place to post this, but here goes.
I've been playing NIB Nightmare the past few days and tonight while playing i hit F10 to Quit and when i started up again, my save game was gone. I looked at game0.sav and it was at '0'. I think this happened to me on another user level. http://forums.3drealms.com/ubbthreads/images/graemlins/mad.gif
Piterplus
10-29-2005, 03:10 AM
JonoF
I also checked alignment of this texture (san andreas fault) on my second computer (it has GF3 Ti200 videocard). There it was aligned correctly, so we can resume tha problem with misalignment of some non-power of two textures is dependent of videocard (6th generation of geforce to be exact)
3D Master
10-30-2005, 05:26 AM
JonoF; I mentioned this in the hrp beta thread,
In older builds, the game checked for directories as well. Which meant that if an include in a zip file specified a directory, it would also load stuff in the same directory directly in the duke-directory. This meant one could very easily make some custimizations; if for example you had your own art/textures you like better than the one in a pack, you just created the directories in the zip, and placed your textures in there. Then the game would take the one in the native directory over the one in the zip, and your prefered textures get loaded in the game.
The new build doesn't do this anymore, and only takes what's in the zip. Is there anyway to get that old functionality back?
JonoF
10-30-2005, 07:38 AM
3D Master: I guess I must have unknowingly broken something when I added the search path stack code used on Linux and similar OSes.
Jonathon
3D Master
10-30-2005, 08:02 AM
JonoF said:
3D Master: I guess I must have unknowingly broken something when I added the search path stack code used on Linux and similar OSes.
Jonathon
Now that I think about it, I'm not entirely sure though. The new pack has a bunch of new directories to differentiate; and my textures were still in the old manner. Requires some checking out.
EDIT: Never mind! Still works!
3D Master
10-30-2005, 08:56 AM
Okay, so I want to record a demo of a level that is not the first level of an episode. Exactly which commands do I have to put behind duke3d.exe to play a map and record it?
Ding Bat
10-31-2005, 03:29 AM
In the original build, in the 3d mode, you used to hit '+A to enable or disable auto scale i believe it was called.
Because loading and unloading build, any tile manipulation you did, when you reloaded build, a lot of the tiles would go back to thier original settings if you were in the auto scale mode.
It would be nice to have that back if possible.
PS i hope what i said was clear.
Phayzon
10-31-2005, 01:44 PM
3D Master said:
Okay, so I want to record a demo of a level that is not the first level of an episode. Exactly which commands do I have to put behind duke3d.exe to play a map and record it?
Lets see if I remember clearly from DOS days...
Start a normal game, and warp to the level you want to record a demo of, and save. Quit to title, enable record demo, load game. I think .
3D Master
10-31-2005, 02:10 PM
Phayzon said:
3D Master said:
Okay, so I want to record a demo of a level that is not the first level of an episode. Exactly which commands do I have to put behind duke3d.exe to play a map and record it?
Lets see if I remember clearly from DOS days...
Start a normal game, and warp to the level you want to record a demo of, and save. Quit to title, enable record demo, load game. I think .
No, for one thing, those aren't switches behind the exe command. You do that, and it'll record the level after that; which could work; go to the end of the level before, save that, and then load, but I'm talking about switches which should be easier.
It has to be something like "/map e1l1.map /difficulty 2 /record thisdemo.dmo", or something, at least that was the basics of what I remember back then in dos (don't know if it were / or - for example, nor the exact words). Don't know if they all exist in JFDuke / Eduke though.
Dave-ros
10-31-2005, 02:24 PM
Starting the game with the /? switch gives the following options:
Roma Loom
10-31-2005, 06:30 PM
Sorry for the OT - but Dave-Ros - using alt+PrintScreen makes a shot of active window only instead of your whole desctop. :Tip:
Dave-ros
11-01-2005, 12:09 PM
Yeah, but that requires extra effort http://forums.3drealms.com/ubbthreads/images/graemlins/tongue.gif
Thanks for the tip, I was sure I'd tried it before... but hey, isn't it interesting to see a bit of my desktop, and wonder what I was doing when I took the screenshot............... (no http://forums.3drealms.com/ubbthreads/images/graemlins/hhg.gif)
Anyway, was the information useful, that's the important thing? http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif
NightFright
11-02-2005, 03:33 PM
Jonof, could you please give us a realistic ETA for your implementation of OGG/MP3 support into your engine? Iīm REALLY waiting for this! http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif
Parkar
11-02-2005, 05:04 PM
NightFright said:
Jonof, could you please give us a realistic ETA for your implementation of OGG/MP3 support into your engine? Iīm REALLY waiting for this! http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif
WID I am sure.
Killd a ton
11-03-2005, 03:52 AM
sounds preaty acurat to me http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif
NightFright
11-06-2005, 12:26 PM
Two issues I noticed while playing through Ep.2 with latest official HRP and jfDuke (modified v2005-10-31 build for HRP):
- E2L8: When you go through the short airlock outside into the large moon "arena", the side wall textures are blue instead of brown. Additionally, when you are looking at where you entered the moon landscape (i.e. the airlock exit), the wall left to the door has a wrong texture (itīs a brick wall, which is definitely wrong).
- E2L9: When diving underwater near the Overlord pit, there are sound distortions which can quite get on someoneīs nerves quickly.
NightFright
11-07-2005, 03:12 AM
Oh, and something else: A part of the modelled guts seems to be unskinned in the latest HRP. I think itīs the one thatīs supposed to look like a ripped-out set of teeth (if you want to look for one, there are some lying on the cooker in the E3L1 kitchen). Problem is it appears to be completely unskinned, i.e. almost white.
Did anyone forget to provide a texture, or are the definitions messed up?
NightFright
11-07-2005, 10:54 AM
NightFright said:
Oh, and something else: A part of the modelled guts seems to be unskinned in the latest HRP. I think itīs the one thatīs supposed to look like a ripped-out set of teeth (if you want to look for one, there are some lying on the cooker in the E3L1 kitchen). Problem is it appears to be completely unskinned, i.e. almost white.
Did anyone forget to provide a texture, or are the definitions messed up?
I think the sprite Iīm talking about is Jibs1 (Tile #2249). However, I did not find any obvious error in jibs.def, so the problem has to be the corresponding MD3 - perhaps.
Something else: The Commander model (the one shooting rockets out of his "posterior end") always faces the player after dropping "dead" on the floor - as if it were a sprite. Perhaps something can be done about this as well...
Parkar
11-07-2005, 02:41 PM
The jib problem was mentioned earlier and is saved as a progresive jpg. jfDuke don't like progressive jpg's so it needs to be resaved, after that it works perfectly.
The brown texture was(can be found in the texture thread) just not done yet.
The comander is a problem that was there in the old game to but it does not show since the sprite only has one direction when he is dead. Can be fixed by altering the con code.
As for the rest I have not looked them up yet or it has nothing to do with the HRP. If you could check the tile numbers of textures you suspect have problems that would help others to find which one it is. just load the map in build, find where it is used and in 3d mode(enter changes mode) point at it hand hit v to see what number it has.
NightFright
11-07-2005, 03:22 PM
You were right, as always. When you open highres\sprites\jibs\2245_jibs1.jpg (HRP zip structure) and save it as standard jpg, the graphics glitch is gone in the game and the modelīs displayed as it should be.
And I actually saw that it was not a set of teeth, but a large piece of a spine. Well, happy meal... urgh! http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif
The other stuff is rather minor, this one was bothering me most, THX. Just get rid of the old ugly Scuba Gear HUD sprite when diving. But thatīs not a bug, itīs a feature. http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
Piterplus
11-07-2005, 03:39 PM
Parkar said:
The brown texture was(can be found in the texture thread) just not done yet.
Brown textures already done (check revisions thread) http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
Parkar
11-07-2005, 03:54 PM
Piterplus said:
Parkar said:
The brown texture was(can be found in the texture thread) just not done yet.
Brown textures already done (check revisions thread) http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
Well thats exactly what my sentence was saying was it not?
Piterplus
11-07-2005, 04:30 PM
Yes, thats my tiredness at nite taking its share. Sure.
Ding Bat
11-08-2005, 10:21 PM
I have a major problem! This has happened to me about 5 times so far.
When i quit the game with F10, game0.sav was set to '0' http://forums.3drealms.com/ubbthreads/images/graemlins/mad.gif, and i was more than half way through NIB NightMare Edition. http://forums.3drealms.com/ubbthreads/images/graemlins/doh.gif
I have the latest DN3D_HRP-2005-11-01.exe. http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif
So i don't know if it's JFDuke3d or the Duke3d HRP? http://forums.3drealms.com/ubbthreads/images/graemlins/confused.gif
NightFright
11-12-2005, 09:33 AM
Here are two issues I noticed in E3L11 "Freeway":
1) At the corner with the exit, the shadow of the wall stretches towards the sky.
2) You can see the tile edges on the fallen skyscraper lying across the freeway.
killer rat
11-12-2005, 02:29 PM
does it support online play like dukesterx http://forums.3drealms.com/ubbthreads/images/graemlins/confused.gif
3D Master
11-12-2005, 04:20 PM
killer rat said:
does it support online play like dukesterx http://forums.3drealms.com/ubbthreads/images/graemlins/confused.gif
Well, yes and no.
DukesterX isn't actually Duke Nukem 3D, it's just a launcher for Duke Nukem 3D. It still needs a Duke Nukem 3D to launch.
JFDuke is actually Duke Nukem 3D for Windows, and yes, it can do on-line play against others.
NightFright
11-12-2005, 06:19 PM
NightFright said:
Here are two issues I noticed in E3L11 "Freeway":
1) At the corner with the exit, the shadow of the wall stretches towards the sky.
2) You can see the tile edges on the fallen skyscraper lying across the freeway.
I found out whatīs causing bug #2. Itīs the texture, tile 3406. It has - God knows why - a brighter, 1px wide edge on each side which works like a frame for the whole texture. If tiled, you see a lot of bright squares on the textured wall (i.e. the wall of the fallen skyscraper on the Freeway). I have tried to correct this in my HRP Update Pack by cutting off the texture edges and resizing the image to fit 512x512.
oak man
11-12-2005, 09:39 PM
yeah iknow what imeant is does dx let you choose it as one of the ports to play online? if so does it lag as bad as the old jfduke?
GitDat
11-29-2005, 04:16 AM
Hey Jonof. Any luck with fixing the jittery unresponsive mouse problem when using 500Hz sample rate USB mice? http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif
GitDat
11-29-2005, 04:32 AM
I have another small request that may have been bugging other dukers as well. A lot of people will set their digital mouse settings to "use medkit" for instant healing since the mouse is pretty much always in motion. The only problem with that is you can't switch weapons until your mouse is not in motion. Would it be possible to enable weapon switching while medkit is being used simultaneously to fix this somehow?
JonoF
11-29-2005, 05:12 AM
Not yet.
Jonathon
3D Master
11-29-2005, 06:14 AM
GitDat said:
I have another small request that may have been bugging other dukers as well. A lot of people will set their digital mouse settings to "use medkit" for instant healing since the mouse is pretty much always in motion. The only problem with that is you can't switch weapons until your mouse is not in motion. Would it be possible to enable weapon switching while medkit is being used simultaneously to fix this somehow?
How about simply not doing that? Because I very much doubt it's "a lot of people". I haven't even heard ANYONE doint it before this; and I find it rather nuts. I don't even want that medkit active the moment I get damage. It means I use up the medkit while I could be finding med pickups along, having an empty medkit when I really need it facing off against big opposition.
GitDat
11-29-2005, 07:58 AM
Actually, what would be ideal is having an option in the menu for "Auto medkit". Everyone has their own preferences. Some maps don't even have the regular med pickups so medkit would be the only source of more health hence no real waste. Even being able to bind the auto medkit to key that could be toggled would be awesome. Sometimes you feel like a nut.. sometimes you don't http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif
Ding Bat
11-29-2005, 09:36 PM
GitDat said:
Actually, what would be ideal is having an option in the menu for "Auto medkit". Everyone has their own preferences. Some maps don't even have the regular med pickups so medkit would be the only source of more health hence no real waste. Even being able to bind the auto medkit to key that could be toggled would be awesome. Sometimes you feel like a nut.. sometimes you don't http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif
I don't know how many people do this or even know this. http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif The drinking fountain, a broken fire hydrent, a broken toilet or a fountain in a park is a source for regaining health and saving your health pak for emergencies. http://forums.3drealms.com/ubbthreads/images/graemlins/cool.gif
I do this a lot, i'll go back several places hunting for a water source, for one thing, i'm not in a hurry to finish the game. http://forums.3drealms.com/ubbthreads/images/graemlins/hhg.gif
GitDat
11-29-2005, 10:43 PM
Wow, I totally spaced that until you just brought it up. Kind of sucks for me because I have my use and medkit bound to the same key http://forums.3drealms.com/ubbthreads/images/graemlins/doh.gif
GitDat
12-01-2005, 12:46 AM
GitDat said:
I have another small request that may have been bugging other dukers as well. A lot of people will set their digital mouse settings to "use medkit" for instant healing since the mouse is pretty much always in motion. The only problem with that is you can't switch weapons until your mouse is not in motion. Would it be possible to enable weapon switching while medkit is being used simultaneously to fix this somehow?
This has apparently been fixed in the latest Rancidmeat revision. I hope it migrates it's way into Jonof soon http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif It works great.
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