11-26-2006, 02:28 AM | #41 |
Re: SD_Duke v. 1.00 !!!
To tell you the truth I have no idea I sure as herbl can't run doom3 properly though, so I wouldn't call it state of the art.
It's just a shame that this mod is 'for high-end pc's only' because you're overspawning effects - when half the amount of spawned stuff is already more than enough. Does your framerate drop when you shoot a wall right in front of you with the shotgun? Or when you're standing in the dumpster in e1l1 with those two fires in your face? In both cases (and with the fire - oh boy) you've got like three gazillion sprites flying around
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"if we fill survival with particles then we can compete with modern games" - James |
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11-26-2006, 10:30 AM | #42 |
Re: SD_Duke v. 1.00 !!!
I like this
It adds all kinds of new special effects, I like how the bullet holes change depending on what surface they are struk upon also I like how the sound changes in the same way. I have no problems with this except for the fire / explosion effects from destroying a Recon car, that knocks the frame rate down to 40 oh and I am running the HRP as well as seen here: (Big picture) http://www.myfilestash.com/userfiles...y/duke0068.png All these new effects can make some rooms the place becomes a total mess (another big picture) http://www.myfilestash.com/userfiles...y/duke0096.png Oh and my computer is the following: 2.2ghz AMD 64 (overclocked to 2.4ghz) 2GB of RAM at 400mhz 2x Nvidia Ge Force 7600 running in SLI (both overclocked to 640mhz for core and 1.6ghz for memory speed) but Duke doesn't take any benifet from SLI....sadly |
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11-26-2006, 01:15 PM | #43 |
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Re: SD_Duke v. 1.00 !!!
Well, about that recon car - it's perfect because it's coded not to spawn smoke when framerate is under 40 (or 35)
Thanks for positive emotions Geo - well, I have to tell that you're right, but you can recode that and see how it would look with all effects half-cut. Believe me, I tried to combine performance with visual quality, I tried a lot of combinations. But about bubbles you're definetly right, I just forgot 'bout them And get back to Survival you... (know who ) |
11-26-2006, 03:29 PM | #44 |
Re: SD_Duke v. 1.00 !!!
Hellbound,
How did you find out about the framerate gamevar? I remember TX said that he would add something like this a while ago, but I never heard that it was implemented and there's nothing about it in the Wiki. (I thought you were using a display event and counting its updates between ticks to detect framerate until I saw it was an undeclared var). When I was looking to see how you detected framerate, I saw some places in your code that could really use optimization. I'm not talking about spawning less effects -- I mean doing exactly the same effects but with more efficient code. I don't know if it would noticeably help framerate, but if you don't mind I'd like to make a few optimizations.
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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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11-26-2006, 04:06 PM | #45 |
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Re: SD_Duke v. 1.00 !!!
Well, about this variable: I had some private time (PM's) with TerminX and I know now
Any examples of those places in the code? |
11-26-2006, 04:39 PM | #46 | |
Re: SD_Duke v. 1.00 !!!
Quote:
Code:
findnearactor LIZTROOP 300 FIND0 findnearactor PIGCOP 300 FIND1 findnearactor LIZMAN 300 FIND2 findnearactor OCTABRAIN 300 FIND3 findnearactor COMMANDER 300 FIND4 findnearactor NEWBEAST 300 FIND5 findnearactor BOSS1 300 FIND6 ifdead killit ifactioncount 4 killit else { ifactioncount 3 { ifinwater spawn WATERBUBBLE } else ifcount 2 nullop else ifonwater { cstat 32768 spawn NEWSPLASH } } ifactioncount 3 { ifvarn FIND0 -1 { spawn BSPAWNER spawn NEWBLOOD } } ifactioncount 3 { ifvarn FIND1 -1 { spawn BSPAWNER spawn NEWBLOOD } } ifactioncount 3 { ifvarn FIND2 -1 { spawn BSPAWNER spawn NEWBLOOD } } ifactioncount 3 { ifvarn FIND3 -1 { spawn BSPAWNER spawn NEWBLOOD } } ifactioncount 3 { ifvarn FIND4 -1 { spawn BSPAWNER spawn NEWBLOOD } } ifactioncount 3 { ifvarn FIND6 -1 { spawn BSPAWNER spawn NEWBLOOD } } ifactioncount 3 { ifvarn FIND5 -1 { spawn GBSPAWNER } } Code:
ifdead killit ifactioncount 4 killit else { ifactioncount 3 { ifinwater spawn WATERBUBBLE findnearactor LIZTROOP 300 FIND0 ifvare FIND0 -1 findnearactor PIGCOP 300 FIND0 ifvare FIND0 -1 findnearactor LIZMAN 300 FIND0 ifvare FIND0 -1 findnearactor OCTABRAIN 300 FIND0 ifvare FIND0 -1 findnearactor COMMANDER 300 FIND0 ifvare FIND0 -1 findnearactor BOSS1 300 FIND0 findnearactor NEWBEAST 300 FIND1 ifvarn FIND0 -1 { spawn BSPAWNER spawn NEWBLOOD } ifvarn FIND1 -1 { spawn GBSPAWNER } } else ifcount 2 nullop else ifonwater { cstat 32768 spawn NEWSPLASH } }
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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.
Last edited by DeeperThought; 11-26-2006 at 05:01 PM.
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11-26-2006, 04:50 PM | #47 |
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Re: SD_Duke v. 1.00 !!!
Well, it's right, it was an old code
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11-26-2006, 05:06 PM | #48 |
Re: SD_Duke v. 1.00 !!!
So, I've tested my new code, and it seems to work fine, and it does a lot less findnearactor... But I won't spend any more time optimizing unless you would be willing to use the optimized code.
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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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11-26-2006, 06:15 PM | #49 |
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Re: SD_Duke v. 1.00 !!!
Here's the latest snapshot
http://www.yourfilelink.com/get.php?fid=221478 more and more and more optimization (DT: yours too, it's obvious) to the fire and the smoke especially and also did some changes to metal hit effect. and remember to follow the freezing moon... |
11-26-2006, 08:13 PM | #50 | |
Re: SD_Duke v. 1.00 !!!
Quote:
EDIT: Actually, it's not that bad, because I see now that the killit command gets used in every case.
__________________
DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more.
Last edited by DeeperThought; 11-26-2006 at 09:23 PM.
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11-27-2006, 02:34 AM | #51 | |
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Re: SD_Duke v. 1.00 !!!
Quote:
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11-27-2006, 02:44 AM | #52 |
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Re: SD_Duke v. 1.00 !!!
Some minor bugs fixed in this snapshot:
http://www.yourfilelink.com/get.php?fid=221611 btw. did anyone noticed that turrets are spinning now when shot? |
11-27-2006, 08:53 AM | #53 |
Re: SD_Duke v. 1.00 !!!
What is this?Anyone idea?
Last edited by coksakinol; 11-27-2006 at 09:02 AM.
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11-27-2006, 03:02 PM | #54 | |
Re: SD_Duke v. 1.00 !!!
Quote:
That is very bizarre. That is all I can say about that.
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11-27-2006, 03:06 PM | #55 |
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Re: SD_Duke v. 1.00 !!!
WTF ????
Can you describe when that happens? What Duke version do u have? |
11-27-2006, 03:07 PM | #56 |
Re: SD_Duke v. 1.00 !!!
Is this just a guessing game or are you going to give us enough information so that we have a chance in hell of figuring it out? Are these rockets that you fired nd then they got stuck in the air? Were they something else that turned into rockets? Did they spawn spontaneously?
__________________
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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11-28-2006, 02:41 AM | #57 |
Re: SD_Duke v. 1.00 !!!
eduke32.exe snapshot 21.11.2006
SD DUKE 1.0 latest snapshot. When I playing game; Fire and smoke on the screen , I pressed Esc and again Esc , ooops this screenshots. eduke32.exe /gduke3d_xtr.zip /gxtr_update202.zip /gduke3d_sd.zip Sorry I come from TURKEY. My English is bad. I found this: in projectiles.def // Rocket (2605) model "highres/sprites/projectiles/2605_rocket.md2" { scale 0.5 shade 0 skin { pal 0 file "highres/sprites/projectiles/2605_rocket.png" } anim { frame0 "idle1" frame1 "idle2" fps 22 flags 0 } //original //frame { name "idle1" tile0 2605 tile1 2611 } //mine frame { name "idle1" tile0 5120 tile1 5126 } } the original line good.But if rpg rocket fired up model false. When I use "frame { name "idle1" tile0 5120 tile1 5126 }" rpg rocket to be seen good.
Last edited by coksakinol; 11-28-2006 at 07:10 AM.
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11-28-2006, 10:48 AM | #58 |
Re: SD_Duke v. 1.00 !!!
I don't think the SD mod alters the projectiles.def does it?
I never had that problem before though.
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Last edited by Mr.Fibbles; 11-28-2006 at 11:29 AM.
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11-28-2006, 02:12 PM | #59 |
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Re: SD_Duke v. 1.00 !!!
Anyway, you just made sprite rocket instead of model lol Don't you see the diffrence?
Hey people, tell me, do you have those nasty lags in the beginning of bank roll? I had the same with Roch.map (first one). That's the bug with fires, I have to fix it. Expect the new snapshot through next two days. |
11-28-2006, 02:21 PM | #60 |
Re: SD_Duke v. 1.00 !!!
I did notice that the fire does kill my FPS
I don't mind that much because it is nice to get almost particle fire. but optimization would be nice.
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11-28-2006, 07:44 PM | #61 |
Re: SD_Duke v. 1.00 !!!
I found another bug.
Like the doors and such, when you shoot force fields it puts bullet holes in there and leaves dust. Forcefields are masked walls and tile 663 I think it being set to block and hit scan might have something to do with it. I haven't tried other masked walls like the curtains not set to hit or block.
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Last edited by Mr.Fibbles; 11-28-2006 at 07:54 PM.
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11-28-2006, 07:50 PM | #62 |
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Re: SD_Duke v. 1.00 !!!
All masked walls have this bug since i don't know how to code shotspark actor to check maskwalls also
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11-29-2006, 05:10 AM | #63 |
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Re: SD_Duke v. 1.00 !!!
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11-29-2006, 06:14 AM | #64 |
Re: SD_Duke v. 1.00 !!!
Whenever I meet Battlelord I'm getting 2-10fps as soon as he coveres the walls with the bulletholes. Switching to classical 8bit mode gives me even less fps... I suggest to reduce bulletholes count dynamically like it was in original version - making new holes deletes old ones as soon as you reach some limit to be exact...
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Last edited by Roma Loom; 11-29-2006 at 07:54 AM.
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11-29-2006, 07:50 AM | #65 |
Re: SD_Duke v. 1.00 !!!
The frozen protector drone looks great. My only quibble is that it looks a little bit too much like marble.
__________________
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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11-29-2006, 11:43 AM | #66 |
Re: SD_Duke v. 1.00 !!!
I think it looks like marble bacause snapshot was takin from 3D editor. I believe in game it will looks OK.
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11-29-2006, 01:55 PM | #67 | |
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Re: SD_Duke v. 1.00 !!!
Quote:
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11-29-2006, 05:38 PM | #68 |
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Re: SD_Duke v. 1.00 !!!
Hey people! I asked that before, but no answers. What happening when you enter Bank Roll? how it's going there?
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11-30-2006, 01:45 AM | #69 |
Re: SD_Duke v. 1.00 !!!
Looks fine to me... Now, Let's see the "bloody injured texture" for that guy ?
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11-30-2006, 06:55 AM | #70 |
Re: SD_Duke v. 1.00 !!!
I will have the current sd duke mod version with all recent snapshots on my site this evening. I have also made sure that the DukeDC HRP reference has been removed from ALL files (even duke3d.def). For this, you will still need DukeDC HRP (and the groupfile, of course).
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11-30-2006, 08:16 PM | #71 |
Re: SD_Duke v. 1.00 !!!
I have established new XTR + new SD mod.
At start: Somebody collided with it?
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11-30-2006, 08:21 PM | #72 |
Re: SD_Duke v. 1.00 !!!
Use a new snapshot and you won't get those errors.
__________________
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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12-01-2006, 10:28 AM | #73 |
Re: SD_Duke v. 1.00 !!!
Good to see you working on the mod again, Hellbound. I thought it was dead. I've had no time to work on it. Been busy working.
Edit: Here's a couple pics of some blood decals I worked on a few months back. I need to combine what I was adding with the SD mod, and I will probably make new painskins. Hellbound will have to add what I want back in (pigcop jibs, hooker jibs) for my version of the pack, cause I have no time any more, and the coding is completely different from the mess I made a year or so ago!
Last edited by Dr. Kill; 12-01-2006 at 02:10 PM.
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12-01-2006, 06:42 PM | #74 |
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Re: SD_Duke v. 1.00 !!!
Hey, Killie, nice to see ya!
Can you send us those blood particles? They are much better than present ones! |
12-02-2006, 02:21 AM | #75 |
Re: SD_Duke v. 1.00 !!!
Looks really nice. If only we could be rid of that ugly 'flickering blinds' effect...
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12-02-2006, 09:30 AM | #76 |
Re: SD_Duke v. 1.00 !!!
WarHammer if you get latest SD_Duke and Eduke32 blood shouldn't anymore "Flickering blinds effect".
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12-04-2006, 02:32 PM | #77 | |
Re: SD_Duke v. 1.00 !!!
Quote:
For the first 10 seconds, it's just laggy, but after that it just slows down to a crawl. Pressing ESC to bring up the menu takes repeated attempts. (My first post here, BTW) |
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12-04-2006, 02:37 PM | #78 |
Re: SD_Duke v. 1.00 !!!
When I played it, I noticed a slow down and such, but I remember it speeding up once I got past the fire in the crack. I get the occasional drop to 10 FPS or so when I play, usually it is above 45.
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12-04-2006, 06:15 PM | #79 |
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Re: SD_Duke v. 1.00 !!!
I've checked and that's not a problem with fire on a bank roll. It has to be something else, but I can't find out. Help me people!
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12-05-2006, 12:09 AM | #80 |
Re: SD_Duke v. 1.00 !!!
When you open the door to the office building (directly opposite from the Bank), an explosion occurs with a LOT of shrapnel being thrown everywhere, then a fire that takes a while to die down. Once i went through that bit, and witnessed it the whole level stopped lagging (including when i went back to the start of the level). So i'm guessing it has something to do with that explosion.
Also i did not experience a slow down on the EASIEST difficulty nor did the explosion occur in it so whatever spawns doesnt show up on "Piece Of Cake".
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Last edited by Koopa; 12-05-2006 at 12:41 AM.
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blood, eduke32, eduke32 mod, effects, enhancement, gore |
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