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#1 |
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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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#2 |
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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#3 |
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Re: SD_DUKE V. 0.9 relase
I don't know
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#4 |
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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http://thaunandshad.com |
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#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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#6 | |
Re: SD_DUKE V. 0.9 relase
Quote:
anyway, looks pretty cool. I like the bullet wholes and chunks of wood/concrete flying around. very cool
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http://thaunandshad.com |
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#7 |
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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#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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#9 |
Re: SD_DUKE V. 0.9 relase
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#10 |
Re: SD_DUKE V. 0.9 relase
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#11 |
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Re: SD_DUKE V. 0.9 relase
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#12 |
Re: SD_DUKE V. 0.9 relase
Cool!
__________________
"I hereby nominate 'DUDE!! Huge bag of cheetos!' for 'Best Topic Title of the Year, 2006.'"-ZzTX "I vote oak man for supreme leader of the 3DR boards."-Tang Lung >>My flickr page<< |
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#13 |
Re: SD_DUKE V. 0.9 relase
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#14 |
![]() ![]() You will correct it? ![]()
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I don't speak English. PROMT is my translator |
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#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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#16 |
Re: SD_DUKE V. 0.9 relase
Shit... that's really well done mate!
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#17 |
Re: SD_DUKE V. 0.9 relase
This totally cool!
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#18 |
Re: SD_DUKE V. 0.9 relase
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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#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 ![]() |
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#20 |
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New Fire proposition ;)
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#21 |
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 ( ![]() ![]() As for that fire effect, it looks very impressive and fps-killing. ![]() |
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#22 | |
Re: New Fire proposition ;)
Quote:
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.
__________________
DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more. |
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#23 |
Re: SD_DUKE V. 0.9 relase
Hellbound
Looking good....Is this sprites version? edit: I was asking about fire effects.
Last edited by Piterplus; 11-14-2006 at 12:08 AM.
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#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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#25 |
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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#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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#27 |
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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#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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#29 |
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! |
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#30 |
Re: SD_DUKE V. 0.9 relase
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.
__________________
DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more. |
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#31 |
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Re: SD_DUKE V. 0.9 relase
Och, I've forgot to check that rotatepoint command (it's new
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#32 |
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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Last edited by Iggy; 11-14-2006 at 03:10 PM.
Reason: More text added.
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#33 |
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Re: SD_DUKE V. 0.9 relase
That's wonderful
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#34 |
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Re: SD_DUKE V. 0.9 relase
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#35 |
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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http://thaunandshad.com |
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#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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#37 |
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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http://thaunandshad.com |
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#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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#39 |
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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DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more. |
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#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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