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Old 11-12-2006, 04:44 PM   #1
Hellbound
 

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SD_DUKE V. 0.9 relase
Due to my lack of time, I've decided to relase everything I've put to SD_duke lately. This pack contains alot of new features and a lot of bugs, I think

The main target was to make as realistic mess as it was possible with engine. Remember, that it was created for good machines, but I've included Acme Mess Cleaner (control: backspace - instead of turnaround), so you can also fire that mod on weaker machines. Remember, the HRP pack and EDuke32 beta 2 are required to play. Please, keep in mind that it's not completed (code is piece of crap and it's not finnished [bulletholes code], some gfx should be redone, but everything works quite good) and everyone are welcome to redo anything, just to make it better.

http://www.yourfilelink.com/get.php?fid=212425 (10 MB)

Please, don't ask about installation

And if you want, post some screens showing SD_Duke new features.
Comments are WELCOME!
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Old 11-12-2006, 04:49 PM   #2
Hendricks266
Re: SD_DUKE V. 0.9 relase
Cool. I like the idea of the "Acme Mess Cleaner".

What gfx in particular needs to be redone?
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Old 11-12-2006, 05:08 PM   #3
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Re: SD_DUKE V. 0.9 relase
I don't know If ya have any ideas, feel free to present
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Old 11-12-2006, 05:20 PM   #4
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Re: SD_DUKE V. 0.9 relase
the link you gave does not work, it opens a site, but no file.
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Old 11-12-2006, 05:39 PM   #5
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Re: SD_DUKE V. 0.9 relase
there is download button

Anyway, mirrors would be very appreciated.
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Old 11-12-2006, 05:51 PM   #6
Mr.Fibbles

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Re: SD_DUKE V. 0.9 relase
Quote:
Originally Posted by Hellbound View Post
there is download button

Anyway, mirrors would be very appreciated.
its very well hidden. . . found it though.
anyway, looks pretty cool. I like the bullet wholes and chunks of wood/concrete flying around. very cool
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Old 11-12-2006, 05:58 PM   #7
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Re: SD_DUKE V. 0.9 relase
Well, if it works like the beta you distributed earlier on, you should really have a look at maximum debris/chunk parts visible. If have massive amounts of slimer eggs, for example, and blast them, the game freezes for minutes even on a 3.0GHz machine with 1GB RAM and GeForce 6800.
You should note that the Protector Drone will be available soon (hopefully), and if it can be frozen (I donīt know), it needs a frozen model like the Pig Cop or the Fat Commander.

Plus - and most importantly - it needs to be compatible with addons like DukeDC, meaning it may not use any tile number from tiles014.art or 015.
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Old 11-12-2006, 06:23 PM   #8
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Re: SD_DUKE V. 0.9 relase
There are some things remaded since that beta. Check 'em out.
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Old 11-12-2006, 07:24 PM   #9
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Re: SD_DUKE V. 0.9 relase
Quote:
Originally Posted by Mr.Fibbles View Post
its very well hidden. . . found it though.
anyway, looks pretty cool. I like the bullet wholes and chunks of wood/concrete flying around. very cool
Let us in on the secret to the D/L button.
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Old 11-12-2006, 07:31 PM   #10
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Re: SD_DUKE V. 0.9 relase
New mirror: http://files.filefront.com/duke3d_sd.../fileinfo.html

Gonna give this a try in a sec.
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Old 11-12-2006, 07:31 PM   #11
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Re: SD_DUKE V. 0.9 relase
It's right below those chicks.
Here:



lol, what a funny situation
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Old 11-12-2006, 07:46 PM   #12
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Re: SD_DUKE V. 0.9 relase
Cool!
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Old 11-12-2006, 07:52 PM   #13
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Re: SD_DUKE V. 0.9 relase
Very nice stuff, I don't know about all the new features but the cartridge cases, bullet holes etc. was a nice addition.



It really brought down my PC to its knees though.
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Old 11-12-2006, 10:25 PM   #14
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Question Re: SD_DUKE V. 0.9 relase


You will correct it?
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Old 11-13-2006, 02:07 AM   #15
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Re: SD_DUKE V. 0.9 relase
That's the one of bugs I cant kill :/ I have to try a bit more but it takes a lot of time. Lookin' for help with that.
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Old 11-13-2006, 03:02 AM   #16
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Re: SD_DUKE V. 0.9 relase
Shit... that's really well done mate!
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Old 11-13-2006, 05:47 AM   #17
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Re: SD_DUKE V. 0.9 relase
This totally cool!
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Old 11-13-2006, 07:23 PM   #18
Dr. Kylstien
Re: SD_DUKE V. 0.9 relase
Quote:
Originally Posted by Alexander Filippov View Post


You will correct it?
Quote:
Originally Posted by Hellbound View Post
That's the one of bugs I cant kill :/ I have to try a bit more but it takes a lot of time. Lookin' for help with that.
If I recall, the original programmers avoided that by not allowing decals on doors. It would be great if there was another solution, but I think you may have to follow suit.
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Old 11-13-2006, 07:35 PM   #19
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Re: SD_DUKE V. 0.9 relase
I think it is possible to code with cons that decals would be stick to swinging doors ) I'm not sure about ceiling/floor doors.

I did that the bulletholes are not staying on lotag sectors and walls with nextsector lotagged but it made a lot of ugly things. For ex. on a whole wall, below the Innocent (in HH), decals weren't appear.
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Old 11-13-2006, 07:50 PM   #20
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New Fire proposition ;)
Hey, people! I think about stealing some fire effect from TC I'm working on (well I worked, cause now everything is frozen). I want you to tell me is that's quality suitable for the SD/HRP ??

Two pics:



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Old 11-13-2006, 08:24 PM   #21
Dr. Kylstien
Re: SD_DUKE V. 0.9 relase
Bug: When I shoot at the ceiling above a dead enemy, the ceiling bleeds.

Some minor disapointments with the enhanced decals is that: the dust appears to be settling in slow motion, and shooting the padded furniture did not yield clouds of stuffing ( ). Otherwise, it's very impressive, and it brings my Celeron w/ 64mb vidram to its knees even with the mess cleaner on max.

As for that fire effect, it looks very impressive and fps-killing.
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Old 11-13-2006, 08:48 PM   #22
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Re: New Fire proposition ;)
Quote:
Originally Posted by Hellbound View Post
Hey, people! I think about stealing some fire effect from TC I'm working on (well I worked, cause now everything is frozen).
Are you sure? It's sad for us if you have to leave. But maybe happy for you if you are moving on to bigger and better things.

Anyway, I've got a few monsters who breath fire and could probably use that...it's looks way better than the frames of EXPOSION2 I'm using now.
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Old 11-13-2006, 11:57 PM   #23
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Re: SD_DUKE V. 0.9 relase
Hellbound
Looking good....Is this sprites version?
edit: I was asking about fire effects.
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Old 11-14-2006, 02:08 AM   #24
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Re: SD_DUKE V. 0.9 relase
Yes, those are animated sprites (~20 frames), made by me. And believe me: It's not so fps killing.
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Old 11-14-2006, 05:41 AM   #25
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Re: SD_DUKE V. 0.9 relase
Here is a mirror on Uploadtemple.com. I took the liberty of removing all "Thumbs.db" files from your folders, ripping off almost 500KB file size (uncompressed).
BTW I see you still use tiles014.art. This must be changed.

Uploadtemple.com mirror for SD Duke v0.9 Beta (9.78 MB):
http://www.uploadtemple.com/view.php/1163512943.zip

Something else, regarding folder structure:
With next official HRP, all contents of the "characters" folder will be merged, i.e. you wonīt have any characters\babes, characters\duke or characters\other any more. Everything will be just in characters subdir. You will have to change that in your defs, then.
Last edited by NightFright; 11-14-2006 at 08:07 AM.
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Old 11-14-2006, 07:02 AM   #26
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Re: SD_DUKE V. 0.9 relase
Hey, if you have time to play with that, feel free. I'm now very busy and it's still 10 minutes of invisible work.
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Old 11-14-2006, 07:06 AM   #27
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Re: SD_DUKE V. 0.9 relase
No prob. I will send you the necessary changes as soon as it's time to do so. For now, you should keep it compatible to recent releases, anyway.
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Old 11-14-2006, 07:54 AM   #28
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Re: SD_DUKE V. 0.9 relase
Oh, it would be great if ya can make those changes to this verison I've relased, before I create anything else. I'm waiting, ok?

And I've got a question to TX or anyone good in coding: is it possible to make those bulletholes stick to doors ?
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Old 11-14-2006, 08:05 AM   #29
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Re: SD_DUKE V. 0.9 relase
OK. Here is modified sd_duke.def with support for new highres\sprites\characters folder as it will be featured in upcoming HRP.

This is for Hellbound's development *ONLY*, not for common users! Current HRPs (plus Update Packs) still use old folder structure!
Attached Files
File Type: zip SD_Duke_Defmod.zip (3.2 KB, 7 views)
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Old 11-14-2006, 10:33 AM   #30
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Re: SD_DUKE V. 0.9 relase
Quote:
Originally Posted by Hellbound View Post
Oh, it would be great if ya can make those changes to this verison I've relased, before I create anything else. I'm waiting, ok?

And I've got a question to TX or anyone good in coding: is it possible to make those bulletholes stick to doors ?
If you have the x y coordinates of the door hinge, you could use rotatepoint to move the bullethole based on the angle of the door.
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Old 11-14-2006, 02:52 PM   #31
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Re: SD_DUKE V. 0.9 relase
Och, I've forgot to check that rotatepoint command (it's new ). I'll check it. Now I'm gonna make the fire implementation
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Old 11-14-2006, 03:07 PM   #32
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Re: SD_DUKE V. 0.9 relase
A shit-free direct download link;
http://files.duke4ever.net/dukemaps/duke3d_sd.zip (v0.9 - 10,0Mb)

I'll write an article about this for D4E somewhere in the next couple of days.
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Old 11-14-2006, 03:36 PM   #33
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Re: SD_DUKE V. 0.9 relase
That's wonderful
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Old 11-14-2006, 06:43 PM   #34
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Re: SD_DUKE V. 0.9 relase
Hi buddies
I've just added the new fire to SD_Duke and killed some bugs.




I wish to tell that when it's animated, it looks much better (it's fast so you rather can't see separated sprites).
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Old 11-14-2006, 06:45 PM   #35
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Re: SD_DUKE V. 0.9 relase
something I noticed, and this is might have been in the original Duke, is when you shoot parallaxed skies it shows smoke and if the sky isn't a sky texture it will put holes and debris will fall. is there anyway to remove that?
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Old 11-14-2006, 07:27 PM   #36
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Re: SD_DUKE V. 0.9 relase
What is the sky texture ? Anyway, I think the shotspark was appearing even in regular duke version sometimes in prx skies.
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Old 11-14-2006, 07:34 PM   #37
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Re: SD_DUKE V. 0.9 relase
LA Sky, I haven't tried with others. The ceiling is LA Sky so there isn't any debris but the actual visible is the moon base sky (so you don't die when you walk under it)
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Old 11-14-2006, 07:38 PM   #38
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Re: SD_DUKE V. 0.9 relase
Shit, I don't know. Could you check if the original shotspark appears there in the normal version?

Hey, you're right. I'll try to fix that tomorrow.
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Old 11-20-2006, 04:10 PM   #39
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Re: SD_DUKE V. 0.9 relase
Hellbound,

You wanted compatibility with Duke It Out in DC, and you've got it. Replace the files with the ones I have attached. Also, you must not include tiles014.art and tiles015.art anymore -- just delete them from sd_duke. All of the tiles that were in there have been replaced with dummytiles in the def file. I tested it but not extensively.

I noticed something that didn't look good as I was messing with the definitions to make them compatible with DC. In sd_defs.con you have:

define NEWSHELL1 3587
define NEWSHELL2 3588

and then later on you have:

define LEGGIB1 3587
define LEGGIB1L 3588

Rather than try to figure out what you had intended here and what errors it might be causing, I just preserved the sameness and moved them all up to higher tile numbers so they don't interfere with DC.

On the mod itself: I really like what you have done with the new scrap, shotspark and other effects. Very nice. I don't even know how you are making the blood spurt out at the location where the monster is shot...but I'm going to find out.

One of the things that is killing the framerate is too much smoke, especially when you use the smoke model rather than sprite based smoke. If you took the smoke out of your new fire effect, I'm sure the framerate would increase greatly. I think you should reduce the number of smokes spawned dramatically. Just have them spawn once in a while randomly from bullets, rather than every single shot. The new smoke effects are much bigger and slower than the 8 bit ones, so they tend to be overwhelming where there's a lot of them.

I didn't notice much difference in the jibs system from the older sd_duke. I think the projectile based jib movement system that I use in my DNWMD mod is better. In my system, the jibs fly off in different directions, bounce off of walls and things while rotating, then land on the ground while preserving the last orientation they had in the air. You can fire up my mod and see what I'm talking about...and if you like it, then we can incorporate that system into sd_duke (albeit with some adjustments).


sd_DC_defs.rar
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Old 11-20-2006, 05:52 PM   #40
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Re: SD_DUKE V. 0.9 relase
Hi! Thanks for that!

I gonna stay with my version of jibs, it's more realistic IMHO

Anyway, there's a problem with your update - scraps are invisible.

OK, dummyiles solved that prob
Last edited by Hellbound; 11-20-2006 at 05:55 PM.
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