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Old 09-03-2006, 09:25 PM   #41
kaotic_oz

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Re: New JFDuke/eDuke32 features
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Originally Posted by GodBlitZor View Post
...what?
Exactly they wern't talking about doom realy at all just more effects in Duke nukem what the hell does doom 3 have to do about it?
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Old 03-22-2007, 06:32 AM   #42
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Re: New JFDuke/eDuke32 features
There's a mod available for Doom 3, in which the original levels of Doom were recreated in the Doom 3 engine.
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Old 03-22-2007, 07:31 AM   #43
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Re: New JFDuke/eDuke32 features
I know; It's called Classic Doom 3. Where you play the original levels from the episode: Knee Deep in the Dead.
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Old 03-22-2007, 09:58 AM   #44
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Re: New JFDuke/eDuke32 features
Quote:
Originally Posted by IHerman View Post
There's a mod available for Doom 3, in which the original levels of Doom were recreated in the Doom 3 engine.
You will never see anything like that with Duke3D though. That is unless 3DR recreates the levels for DNF as Multiplayer or something. IP, copyright, etc, etc.

OT:
With the new detail mapping, is that about as close to bump mapping as we have gotten?
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Old 03-22-2007, 02:21 PM   #45
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Re: New JFDuke/eDuke32 features
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Originally Posted by Mr.Fibbles View Post
OT:
With the new detail mapping, is that about as close to bump mapping as we have gotten?
It's nothing like bump mapping.
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Old 03-22-2007, 04:31 PM   #46
Mr.Fibbles

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Re: New JFDuke/eDuke32 features
its close isn't it. It doesn't shade the bumps but it adds the details you often get with bump maps.

It isn't bump mapping because we don't have the lighting to do bump mapping, unless I am confused about bump mapping completely, in which case, disregard my post.
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Old 03-27-2007, 01:16 PM   #47
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Re: New JFDuke/eDuke32 features
the doomsday engine is for the original doom and classic doom 3 is a mod for doom 3
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Old 03-27-2007, 01:43 PM   #48
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Re: New JFDuke/eDuke32 features
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Originally Posted by Mr.Fibbles View Post
. . unless I am confused about bump mapping completely. . .
Completly are.
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Old 04-09-2007, 05:49 PM   #49
Hellhammer
Re: New JFDuke/eDuke32 features
I hope to see lights as in Jdoom, that would be very kickass in my opinion
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Old 04-10-2007, 10:18 AM   #50
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Re: New JFDuke/eDuke32 features
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Originally Posted by bobthefish View Post
yes, its called classic doom3: http://cdoom.d3files.com/
But that image is from Classic Doom sourceport doomsday engine, not from Doom3 mod!
Dopefish7590 wrote something like this in shorter post, so THIS post can be spotted simpler
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Old 04-10-2007, 10:22 PM   #51
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Re: New JFDuke/eDuke32 features
I for one, am against dynamic lighting. Most people cant create good shading NOW, I can only imagine...
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Old 04-11-2007, 04:56 AM   #52
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Re: New JFDuke/eDuke32 features
no dynamic lighting - no normal/parallax mapping - means no detail on the models and the walls...
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Old 04-11-2007, 06:13 AM   #53
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Re: New JFDuke/eDuke32 features
... and no shadows
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Old 04-11-2007, 06:26 AM   #54
Quakis

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Re: New JFDuke/eDuke32 features
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Originally Posted by Hellhammer View Post
I hope to see lights as in Jdoom, that would be very kickass in my opinion
Isn't the lighting in GZDoom handled better though?
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Old 04-11-2007, 08:27 AM   #55
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Re: New JFDuke/eDuke32 features
I belive that it uses vertex lighting based on the sector lighting data and then have light generated for specific sprites (lamps and such)
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Old 04-11-2007, 10:18 AM   #56
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Re: New JFDuke/eDuke32 features
... and no glowing rocket trails receding away from you down a corridor.
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Old 04-16-2007, 06:16 AM   #57
Chip

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Re: New JFDuke/eDuke32 features
I've been playing JDoom resently and was amazed by how great it all looked.

I had all lights and model options set to the highest standards which made the game look totaly amazing. But the thing was that even though there were times where there were like over 100 3D models visable and many many light sorces - I was stuned by the fact that I still had a FPS at 60.

Now on Duke (Eduk32) with the HRP the game drops below 50 when you can see a moderate amount of 3D models.
Yes I know that the 3D models in DUke are much better quality then in JDoom but still, the new Doom ports handle 3D models as well as if they were meant to do so in the first place.



I would realy love for Duke to have lighting soon as I've developed a huge taste for it but that'll just be another things to make the game run even slower?
Well Duke is still in its early stages of community modding so I shouldn't realy be conparing it to Doom.

I'm sure that 5 years from now Duke will be much more advanced then it is now.
Just a pitty that JF doesn't seem interested in it anymore.
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Old 04-16-2007, 07:49 AM   #58
arno

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Re: New JFDuke/eDuke32 features
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Just a pitty that JF doesn't seem interested in it anymore.
Does anyone have news from JF?
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Old 04-16-2007, 02:02 PM   #59
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Re: New JFDuke/eDuke32 features
I wonder if uninformed posts comparing Duke to DOOM are one of the reasons JonoF doesn't seem interested anymore. I know they sure go a long way in making me not feel interested.
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Old 04-16-2007, 02:20 PM   #60
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Re: New JFDuke/eDuke32 features
I have to agree. Its the same like those who keep asking why don't you do Doom 3 graphics for Duke3D. jDoom is jDoom, and EDuke32 is EDuke32. Otherwise, it would be jDuke or EDoom32...
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Old 04-16-2007, 02:59 PM   #61
Chip

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Re: New JFDuke/eDuke32 features
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Originally Posted by TerminX View Post
I wonder if uninformed posts comparing Duke to DOOM are one of the reasons JonoF doesn't seem interested anymore. I know they sure go a long way in making me not feel interested.

Well I did also say this in my post,


Quote:
Well Duke is still in its early stages of community modding so I shouldn't realy be conparing it to Doom.

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Old 04-16-2007, 06:43 PM   #62
Killd a ton

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Re: New JFDuke/eDuke32 features
Doom has a much poor enviroment then duke and the texture size is alot bigger then that of jdoom, depending on your computer spec this could be a very limiting factor.
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Old 04-17-2007, 07:49 AM   #63
Devan

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Re: New JFDuke/eDuke32 features
Quote:
Originally Posted by NightFright View Post
Otherwise, it would be jDuke or EDoom32...
http://forums.newdoom.com/showthread.php?t=11722
jDuke thread
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Old 04-18-2007, 03:09 PM   #64
Chip

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Re: New JFDuke/eDuke32 features
Where can I download the latest Doomsday / Jdoom stuff?

My Doomsday package is very old like over 3 years?..... and doesn't look as good as that picture there (also there seems to be horrid problems introduced with my new graphics cards......oh and the occasinaly "stagmentation error" gets rarther annoying)
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Old 04-18-2007, 03:19 PM   #65
Devan

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Re: New JFDuke/eDuke32 features
Quote:
Originally Posted by Chip View Post
Where can I download the latest Doomsday / Jdoom stuff?

My Doomsday package is very old like over 3 years?..... and doesn't look as good as that picture there (also there seems to be horrid problems introduced with my new graphics cards......oh and the occasinaly "stagmentation error" gets rarther annoying)
http://www.doomsdayhq.com/ top-left corner.
addons can be found at http://doomsdayaddons.eduke32.com/ . Hosted by www.eduke32.com!
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Old 04-19-2007, 04:24 PM   #66
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Re: New JFDuke/eDuke32 features
I was wondering... if this was put into to EDuke... theoretically wouldent you have to put new light sources in every map and completely recomplie them ?
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Old 04-20-2007, 05:38 AM   #67
Devan

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Re: New JFDuke/eDuke32 features
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Originally Posted by Preamp View Post
I was wondering... if this was put into to EDuke... theoretically wouldent you have to put new light sources in every map and completely recomplie them ?
Light sources in Doomsday Engine are decorations, why couldn't EDuke32 use floors, ceilings and walls with light textures as light sources? And objects like fire, explossions and rockets could also light. And then EDuke32 would need true shadows! For example, there could be 3 options for shadows (one already exists):
Shadows: on, off.
Shadow blur: on, off.
Shadow type: classic Duke, true shadows.

Classic Duke shadow type is type currently used by EDuke32/JFDuke.
True shadows are shadows which are in other side from object than light source.

Shadow blur could make shadows blurred.

But this would need much coding...
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Old 04-20-2007, 06:57 AM   #68
Chip

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Re: New JFDuke/eDuke32 features
I've seen the latest updates for JDoom and there is a huge inproovement from my previous downloaded version but the 3D models are still the same "not-to-great" models and yes I did download a new model pack before you think I am using the same models without realising it.

If you look at the Duke 3D modeling project models then conpair them to the models seen in JDoom, you'll instantly see that Dukes models look better

Ok, yes Doom has a stupid amount enemies even in the smallest rooms and would quickly become a preformance basher if they were all good quality but still, my computer flaws Jdoom due to its power and I assume many other computers do as well so the models could easly have been made better without any slow down but nethertheless, Duke's models are better so well done to the 3D model team (especialy to who ever made that Trooper model - I love that model)
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Old 04-20-2007, 08:02 AM   #69
Devan

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Re: New JFDuke/eDuke32 features
Quote:
Originally Posted by Chip View Post
If you look at the Duke 3D modeling project models then conpair them to the models seen in JDoom, you'll instantly see that Dukes models look better
jDRP 1.1 will have much better models but it will be released "coming soon" - from 2004 year news
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Old 04-20-2007, 09:28 AM   #70
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Re: New JFDuke/eDuke32 features
I've read through the first page and the last page. There is a lot of "Wouldn't this be great" and very little "This is how we would do it"
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Old 04-20-2007, 09:40 AM   #71
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Re: New JFDuke/eDuke32 features
Quote:
Originally Posted by Devan View Post
jDRP 1.1 will have much better models but it will be released "coming soon" - from 2004 year news
This is becoming REALLY off-topic, but...

http://forums.newdoom.com/showthread.php?t=33035
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Old 04-20-2007, 10:34 AM   #72
Preamp

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Re: New JFDuke/eDuke32 features
Quote:
Originally Posted by Devan View Post
Light sources in Doomsday Engine are decorations, why couldn't EDuke32 use floors, ceilings and walls with light textures as light sources? And objects like fire, explossions and rockets could also light. And then EDuke32 would need true shadows! For example, there could be 3 options for shadows (one already exists):
Shadows: on, off.
Shadow blur: on, off.
Shadow type: classic Duke, true shadows.

Classic Duke shadow type is type currently used by EDuke32/JFDuke.
True shadows are shadows which are in other side from object than light source.

Shadow blur could make shadows blurred.

But this would need much coding...
ah.. dident even think about that...

But anyway... bumpmapping for Eduke could be awesome
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