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JR Ewing
01-05-2006, 12:31 PM
I could've sworn I asked this before and someone told me, but for the life of me, I can't find it. If someone could help me get this working, hopefully it'll be stickied so other users can look here for the answer.

lycanox
01-05-2006, 12:43 PM
In the build.cfg file make sure the number in the quited part says 32.


3D-mode colour depth
bpp = 32

JR Ewing
01-05-2006, 01:27 PM
I actually already changed that to 32 but it didn't change anything. Does the version of Duke3d I'm using make a difference? I have the shareware version installed.

TerminX
01-05-2006, 01:47 PM
Either extract the contents of duke3d_hrp.zip, or use the superior Mapster32 editor which comes with EDuke32 and place "loadgrp duke3d_hrp.zip" in your duke3d.def.

JR Ewing
01-05-2006, 02:29 PM
I tried both suggestions and they did not work. If I'm working with JFBuild, is there a specific directory I should extract the contentions into? And with Eduke32, is there a specific spot in the duke3d.def file I should place loadgrp duke3d_hrp.zip? I did copy the duke3d_hrp.zip file into the Eduke directory.

TerminX
01-05-2006, 02:43 PM
Oh, yeah, I forgot to tell you to stick an "include duke3d_hrp.def" under the loadgrp line.

the pineapplehead
01-05-2006, 03:07 PM
JR Ewing said:
I could've sworn I asked this before and someone told me, but for the life of me, I can't find it. If someone could help me get this working, hopefully it'll be stickied so other users can look here for the answer.



+1

JR Ewing
01-05-2006, 03:15 PM
Well that did something. The startup box came up and did its usual thing, then it stopped for a bit when it started reading the duke3d_hrp.zip file. THen I got SEVERAL lines of something like this.

Error on line duke3d_hrp.zip 1
Error on line duke3d_hrp.zip 2
Error on line duke3d_hrp.zip 3
Error on line duke3d_hrp.zip 4
Error on line duke3d_hrp.zip 5
Error on line duke3d_hrp.zip 6
Error on line duke3d_hrp.zip 7
Error on line duke3d_hrp.zip 8
......
Error on line duke3d_hrp.zip 10000

And it's still going. It's at around 99000 as I type this.

Plagman
01-05-2006, 03:36 PM
Sounds like you included the .zip. Read carefully.

JR Ewing
01-05-2006, 03:47 PM
http://forums.3drealms.com/ubbthreads/images/graemlins/doh.gif http://forums.3drealms.com/ubbthreads/images/graemlins/doh.gif http://forums.3drealms.com/ubbthreads/images/graemlins/doh.gif http://forums.3drealms.com/ubbthreads/images/graemlins/doh.gif http://forums.3drealms.com/ubbthreads/images/graemlins/doh.gif http://forums.3drealms.com/ubbthreads/images/graemlins/doh.gif http://forums.3drealms.com/ubbthreads/images/graemlins/doh.gif

the pineapplehead
01-06-2006, 04:37 AM
Thanks mods for stickying it http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif

NightFright
01-08-2006, 03:27 PM
If you are using eDuke32, you can even use this in order to run the HRP without adding the zipfile loading parameters!

Put a duke3d.def file in your eDuke32 dir with the following contents:

loadgrp duke3d_hrp.zip
include duke3d_hrp.def

// Alphahacks (eDuke32 only)
alphahack 503 -1
alphahackrange 546 549 -1
alphahackrange 661 662 -1
alphahack 953 -1
alphahack 960 -1
alphahack 1020 -1
alphahackrange 1022 1023 -1
alphahack 1060 -1
alphahackrange 1154 1155 -1
alphahackrange 1250 1259 -1
alphahackrange 1348 1351 -1
alphahackrange 2294 2299 -1
alphahackrange 2301 2307 -1
alphahackrange 2329 2332 -1
alphahackrange 4594 4599 -1
alphahackrange 5121 5161 -1

Now, provided you have integrated the maphacks into the duke3d_hrp.zip file, you can just launch eduke32.exe without any parameter and you are finished.

If you choose to use external maphack zipfile, I guess all you have to do is add another line, like this (provided your maphack file is named "maphacks.zip"):

loadgrp duke3d_hrp.zip
include duke3d_hrp.def
loadgrp maphacks.zip
[...]

Headgib
07-09-2006, 02:21 PM
This may sound like a stupid question but.

How do I tell when it's using the HRP. I'm new to Build

And will creating a text file named duke3d.def suffice for making it a def file?

I'm using the Duke Nukem 3D HRP XTR relase With Mapster32

Killd a ton
07-09-2006, 02:51 PM
When it looks good you are using the HRP.
Yes def files are just text files.

Headgib
07-09-2006, 04:06 PM
I added the all the information to a def file and I changed the bitrate to 32 but it still looks crappy in the 3D view.

NightFright
07-09-2006, 05:37 PM
Note that the new HRP is named differently ("duke3d_xtr.zip", *NOT* "duke3d_hrp.zip"), so your external "duke3d.def" must look like this:

loadgrp duke3d_xtr.zip
include duke3d_hrp.def


Your "mapster32.log" must look like this:

Mapster32 1.0.5 (Jul 4 2006 11:04:57)
Copyright (c) 2006 EDuke32 team

Using GRP file duke3d_xtr.zip.
Initialising Windows DirectX/GDI system interface
Loading OPENGL32.DLL
[...]

Headgib
07-09-2006, 06:40 PM
Yeah, I named in duke3d_xtr in the first place.

I don't know what's going on

I don't have a duke3d_xtr.def flie. Maybe that is the cause?

NightFright
07-10-2006, 04:44 AM
That file doesnīt exist. HRP XTR internally is 100% identical to Parkarīs HRP in order to maintain compatibility, I just renamed the zipfile.

Headgib
07-20-2006, 03:11 AM
Well NightFright, it's still not working for me. I am completly stumped.

Here is my Duke3D.def file

loadgrp duke3d_xtr.zip
include duke3d_hrp.def

// Alphahacks (eDuke32 only)
alphahack 503 -1
alphahackrange 546 549 -1
alphahackrange 661 662 -1
alphahack 953 -1
alphahack 960 -1
alphahack 1020 -1
alphahackrange 1022 1023 -1
alphahack 1060 -1
alphahackrange 1154 1155 -1
alphahackrange 1250 1259 -1
alphahackrange 1348 1351 -1
alphahackrange 2294 2299 -1
alphahackrange 2301 2307 -1
alphahackrange 2329 2332 -1
alphahackrange 4594 4599 -1
alphahackrange 5121 5161 -1

DeeperThought
07-20-2006, 03:15 AM
Maybe someone could just send you a copy of their def file and whatever.

NightFright
07-20-2006, 04:30 AM
If you use new eDuke32/Mapster32 (v1.4.0 / v1.05), you donīt need alphahacks any more. Besides that, you must have in your dir

- duke3d.grp
- "bpp = 32" in build.cfg
- duke3d.def with the lines you correctly have in place

Anything beyond that lies in the hands of the Almighty.

oak man
08-08-2006, 12:33 AM
If you are using eDuke32, you can even use this in order to run the HRP without adding the zipfile loading parameters!

Put a duke3d.def file in your eDuke32 dir with the following contents:

loadgrp duke3d_hrp.zip
include duke3d_hrp.def

// Alphahacks (eDuke32 only)
alphahack 503 -1
alphahackrange 546 549 -1
alphahackrange 661 662 -1
alphahack 953 -1
alphahack 960 -1
alphahack 1020 -1
alphahackrange 1022 1023 -1
alphahack 1060 -1
alphahackrange 1154 1155 -1
alphahackrange 1250 1259 -1
alphahackrange 1348 1351 -1
alphahackrange 2294 2299 -1
alphahackrange 2301 2307 -1
alphahackrange 2329 2332 -1
alphahackrange 4594 4599 -1
alphahackrange 5121 5161 -1

Now, provided you have integrated the maphacks into the duke3d_hrp.zip file, you can just launch eduke32.exe without any parameter and you are finished.

If you choose to use external maphack zipfile, I guess all you have to do is add another line, like this (provided your maphack file is named "maphacks.zip"):

loadgrp duke3d_hrp.zip
include duke3d_hrp.def
loadgrp maphacks.zip
[...]

These are for putting hies txtures in build right? mapster 32?

NightFright
08-08-2006, 02:00 PM
I guess so. Itīs working for me, anyway. However, forget about "loadgrp maphacks.zip". Maphacks donīt seem to work in Mapster32.

oak man
08-09-2006, 02:15 AM
Woo hoo it worked!!! But it goes really slow:( how can I enable texcache? It doesn't give me that option for some reason

TerminX
08-09-2006, 09:16 PM
Woo hoo it worked!!! But it goes really slow:( how can I enable texcache? It doesn't give me that option for some reason
Set glusetexcache and glusetexcachecompression to 1 in build.cfg. I think I'll bring back the dialog that asks you if you want it on or not when you run without a cfg file.

oak man
08-10-2006, 08:43 PM
It didn't work :(

TerminX
08-10-2006, 08:54 PM
If it didn't work, you either did it wrong or your hardware doesn't support the necessary features, meaning it never worked for you at any point in the past, either.

oak man
08-10-2006, 09:01 PM
No it works for the mapster 32 I have in my regular JF Duke folder, And it works with my Eduke 32... Im considering switching the one in the JF folder with the one in my Eduke folder, or I might just re download mapster.

Oh yeah its not windowed either, it's full screen could that be the problem?if so how can I indow it?

Ding Bat
08-11-2006, 02:06 AM
Open build.cfg and at the top it give you the choice of Window or Full Screen.

Harlock
04-27-2007, 05:55 AM
well, i downloaded HRP v3 and extracted both zip files in the autoload/duke3d.grp folder to my eduke32 folder. Then i put loadgrp duke3d_hrp.zip in my duke3d.def file. But as somebody here just mentioned: how do i get the maphacks to load this way? Any ideas?

Thanks!

Btw the new HRP is incredible!! Nice job guys!!

Parkar
04-27-2007, 08:25 AM
maphacks don't load in mapster/build and I don't really see why you would need maphacks for custom levels anyway.

Harlock
04-27-2007, 08:30 AM
as i'm a bit of a n00b i thought maphacks were used to play the original duke levels with the hrp...but i seem to be wrong. so actually the maphacks are not needed to play?

Devan
04-27-2007, 08:42 AM
maphacks correct angle for 3D models or make them become old sprites

Harlock
04-28-2007, 04:29 AM
Oh sorry, i just saw that i may be in the wrong topic... :doh:
i just wanted to know if the maphacks have to be loaded with the hrp to just play duke with eduke32. And i think they do, because as you said they correct the angles of the models. But i can't load them through the duke3d.def file as it seems...

Parkar
04-28-2007, 05:29 AM
they should load if the zip file is in autoload.

Harlock
04-29-2007, 11:08 AM
Ok, now i got it :D
just copy the autoload folder into the eduke32 folder and all is set...
It's just that it seems to run much slower that way, can this be?

Dennis J
04-29-2007, 04:10 PM
Where's the docs for the "AutoLoad" feature? What's up with the duke3d.grp folder is autoload? Is that so autoload can be used with other games? (EDuke32 supports NAM, which I have: I assume I can autoload NAM stuff by creating a NAM.GRP folder is autoload, and anything there will autoload in NAM mode.)

NightFright
04-29-2007, 05:04 PM
@Headgib:
Your def file is outdated, obsolete. Remove all alphahacks for example if you use new HRP. And change "loadgrp duke3d_xtr.zip" into "loadgrp "duke3d_hrp.zip".

TerminX
04-29-2007, 05:42 PM
Dennis J: that's correct.

Killd a ton
04-30-2007, 06:02 AM
Oh sorry, i just saw that i may be in the wrong topic... :doh:
i just wanted to know if the maphacks have to be loaded with the hrp to just play duke with eduke32. And i think they do, because as you said they correct the angles of the models. But i can't load them through the duke3d.def file as it seems...

The only think maphacks does is rotate things that when turned in to models stuch in to the walls because they where badly anligned witch didn't mathere hen they where rotating sprite, they are in no way critical. they also force a few sprites to stay as sprite if the models didn't fit them, i guess this would be the only reason you would have to use map hacks for a custome map.

Iori Branford
05-24-2007, 05:29 AM
Made a rather irritating discovery just now.

The current Eduke32 does not really have any autoload capability, at least not on all computers. If this applies to you, you still have this bit of command line ******y to do (information which in my opinion deserves far more than a teensy blurb on the HRP FAQ page -- like, at the very least, one in the HRP readme, too).

Look in the folder /autoload/duke3d.grp/. From there, move the files duke3d_hrp.zip and maphacks.zip to your main Duke3D directory and run the game with command line options

/gduke3d_hrp.zip /gmaphacks.zip

NightFright
05-24-2007, 06:44 AM
If that helps: I have all my zipfiles just in the autload dir, no subdirs. You have to watch out for loading sequence there, then, but in most cases you won't have any trouble. Worst case scenario is you need to rename some files.

TerminX
05-24-2007, 07:18 AM
If autoload doesn't work for you, you either aren't using duke3d.grp or you're not using the current version of EDuke32. As these are both problems on your end, most users should never need to move the files.

Iori Branford
05-24-2007, 04:29 PM
If autoload doesn't work for you, you either aren't using duke3d.grp or you're not using the current version of EDuke32. As these are both problems on your end, most users should never need to move the files.
My Duke datafile is in fact Duke3d.grp, but I will try the latest dev snapshot.