Forum Archive

Go Back   3D Realms Forums > 3D Realms Topics > Duke Nukem > Duke Nukem 3D Modifications
Blogs FAQ Community Calendar

Notices

 
 
Thread Tools
Old 11-26-2006, 02:28 AM   #41
Geoffrey
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
__________________
"if we fill survival with particles then we can compete with modern games" - James
Geoffrey is offline  
Old 11-26-2006, 10:30 AM   #42
Chip

Chip's Avatar
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
Chip is offline  
Old 11-26-2006, 01:15 PM   #43
Hellbound
 

Hellbound's Avatar
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 )
Hellbound is offline  
Old 11-26-2006, 03:29 PM   #44
DeeperThought

DeeperThought's Avatar
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.
__________________
DUKE PLUS
New map effects and various optional extras for Duke 3D.

DUKE NUKEM: ATTRITION
XP based weapon upgrades, progressive difficulty, and more.
DeeperThought is offline  
Old 11-26-2006, 04:06 PM   #45
Hellbound
 

Hellbound's Avatar
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?
Hellbound is offline  
Old 11-26-2006, 04:39 PM   #46
DeeperThought

DeeperThought's Avatar
Re: SD_Duke v. 1.00 !!!
Quote:
Originally Posted by Hellbound View Post
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?
OK, here's one:

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  }  }
You are finding those 6 different actors into 6 different vars, but then you are doing the same thing for most of the actors. So, you had might as well find one actor, then look again for the next actor only if the first one wasn't found, and put the results in the same var. Plus you finding them when you don't need to be. Anyway, I would do it like this:

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 } 
}
EDIT:You see, you are finding all those actors for 3 action counts without using them, and you are finding them all separately. Of course, if you are using the information from those findactors in another state, then I am completely wrong.
__________________
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.
DeeperThought is offline  
Old 11-26-2006, 04:50 PM   #47
Hellbound
 

Hellbound's Avatar
Re: SD_Duke v. 1.00 !!!
Well, it's right, it was an old code
Hellbound is offline  
Old 11-26-2006, 05:06 PM   #48
DeeperThought

DeeperThought's Avatar
Re: SD_Duke v. 1.00 !!!
Quote:
Originally Posted by Hellbound View Post
Well, it's right, it was an old code
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.
__________________
DUKE PLUS
New map effects and various optional extras for Duke 3D.

DUKE NUKEM: ATTRITION
XP based weapon upgrades, progressive difficulty, and more.
DeeperThought is offline  
Old 11-26-2006, 06:15 PM   #49
Hellbound
 

Hellbound's Avatar
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...
Hellbound is offline  
Old 11-26-2006, 08:13 PM   #50
DeeperThought

DeeperThought's Avatar
Re: SD_Duke v. 1.00 !!!
Quote:
Originally Posted by Hellbound View Post
Here's the latest snapshot
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.
That's good, but next something must be done about that state checksparkhit
EDIT: Actually, it's not that bad, because I see now that the killit command gets used in every case.

Quote:
Originally Posted by Hellbound View Post
and remember to follow the freezing moon...
__________________
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.
DeeperThought is offline  
Old 11-27-2006, 02:34 AM   #51
Hellbound
 

Hellbound's Avatar
Re: SD_Duke v. 1.00 !!!
Quote:
Och nevermind... who knows, he knows
Hellbound is offline  
Old 11-27-2006, 02:44 AM   #52
Hellbound
 

Hellbound's Avatar
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?
Hellbound is offline  
Old 11-27-2006, 08:53 AM   #53
coksakinol

coksakinol's Avatar
Re: SD_Duke v. 1.00 !!!
What is this?Anyone idea?
Attached Images
File Type: jpg duke0001.JPG (43.4 KB, 107 views)
File Type: jpg duke0007.JPG (46.4 KB, 90 views)
File Type: jpg duke0008.JPG (40.1 KB, 89 views)
File Type: jpg duke0009.JPG (49.7 KB, 114 views)
Last edited by coksakinol; 11-27-2006 at 09:02 AM.
coksakinol is offline  
Old 11-27-2006, 03:02 PM   #54
Mr.Fibbles

Mr.Fibbles's Avatar
Re: SD_Duke v. 1.00 !!!
Quote:
Originally Posted by Hellbound View Post
btw. did anyone noticed that turrets are spinning now when shot?
I did, but I didn't say anything about it. I was wondering why they didn't spin before. Glad to see that someone found a way to fix that.
Quote:
Originally Posted by coksakinol View Post
What is this?Anyone idea?
That is very bizarre. That is all I can say about that.
__________________
http://thaunandshad.com
Mr.Fibbles is offline  
Old 11-27-2006, 03:06 PM   #55
Hellbound
 

Hellbound's Avatar
Re: SD_Duke v. 1.00 !!!
WTF ????

Can you describe when that happens? What Duke version do u have?
Hellbound is offline  
Old 11-27-2006, 03:07 PM   #56
DeeperThought

DeeperThought's Avatar
Re: SD_Duke v. 1.00 !!!
Quote:
Originally Posted by coksakinol View Post
What is this?Anyone idea?
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.
DeeperThought is offline  
Old 11-28-2006, 02:41 AM   #57
coksakinol

coksakinol's Avatar
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.
Attached Images
File Type: jpg 2605_2611.JPG (42.0 KB, 92 views)
File Type: jpg 5120_5126.JPG (41.9 KB, 85 views)
Last edited by coksakinol; 11-28-2006 at 07:10 AM.
coksakinol is offline  
Old 11-28-2006, 10:48 AM   #58
Mr.Fibbles

Mr.Fibbles's Avatar
Re: SD_Duke v. 1.00 !!!
Quote:
Originally Posted by coksakinol View Post
Sorry I come from TURKEY.
My English is bad.
I don't think the SD mod alters the projectiles.def does it?
I never had that problem before though.
__________________
http://thaunandshad.com
Last edited by Mr.Fibbles; 11-28-2006 at 11:29 AM.
Mr.Fibbles is offline  
Old 11-28-2006, 02:12 PM   #59
Hellbound
 

Hellbound's Avatar
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.
Hellbound is offline  
Old 11-28-2006, 02:21 PM   #60
Mr.Fibbles

Mr.Fibbles's Avatar
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.
__________________
http://thaunandshad.com
Mr.Fibbles is offline  
Old 11-28-2006, 07:44 PM   #61
Mr.Fibbles

Mr.Fibbles's Avatar
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.
__________________
http://thaunandshad.com
Last edited by Mr.Fibbles; 11-28-2006 at 07:54 PM.
Mr.Fibbles is offline  
Old 11-28-2006, 07:50 PM   #62
Hellbound
 

Hellbound's Avatar
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
Hellbound is offline  
Old 11-29-2006, 05:10 AM   #63
Hellbound
 

Hellbound's Avatar
Re: SD_Duke v. 1.00 !!!
grrrr

Hellbound is offline  
Old 11-29-2006, 06:14 AM   #64
Roma Loom

Roma Loom's Avatar
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...
__________________
GRPViewer, DN3D/SW Models
Last edited by Roma Loom; 11-29-2006 at 07:54 AM.
Roma Loom is offline  
Old 11-29-2006, 07:50 AM   #65
DeeperThought

DeeperThought's Avatar
Re: SD_Duke v. 1.00 !!!
Quote:
Originally Posted by Hellbound View Post
grrrr
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.
DeeperThought is offline  
Old 11-29-2006, 11:43 AM   #66
Piterplus

Piterplus's Avatar
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.
__________________
Piterplus's textures and models vault:
http://members.lycos.co.uk/piterplus/
Piterplus is offline  
Old 11-29-2006, 01:55 PM   #67
Hellbound
 

Hellbound's Avatar
Re: SD_Duke v. 1.00 !!!
Quote:
Originally Posted by Roma Loom View Post
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...
Have you got the latest snapshot ?
Hellbound is offline  
Old 11-29-2006, 05:38 PM   #68
Hellbound
 

Hellbound's Avatar
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?
Hellbound is offline  
Old 11-30-2006, 01:45 AM   #69
L2theKING

L2theKING's Avatar
Thumbs up Re: SD_Duke v. 1.00 !!!
Quote:
Originally Posted by Hellbound View Post
grrrr

Looks fine to me... Now, Let's see the "bloody injured texture" for that guy ?
__________________
Guess who's working for Ubisoft now !?
L2theKING is offline  
Old 11-30-2006, 06:55 AM   #70
NightFright

NightFright's Avatar
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).
NightFright is offline  
Old 11-30-2006, 08:16 PM   #71
Alexander Filippov

Alexander Filippov's Avatar
Exclamation Re: SD_Duke v. 1.00 !!!
I have established new XTR + new SD mod.
At start:


Somebody collided with it?
__________________
I don't speak English. PROMT is my translator
Alexander Filippov is offline  
Old 11-30-2006, 08:21 PM   #72
DeeperThought

DeeperThought's Avatar
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.
DeeperThought is offline  
Old 12-01-2006, 10:28 AM   #73
Dr. Kill

Dr. Kill's Avatar
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.
Dr. Kill is offline  
Old 12-01-2006, 06:42 PM   #74
Hellbound
 

Hellbound's Avatar
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!
Hellbound is offline  
Old 12-02-2006, 02:21 AM   #75
WarHammer

WarHammer's Avatar
Re: SD_Duke v. 1.00 !!!
Looks really nice. If only we could be rid of that ugly 'flickering blinds' effect...
WarHammer is offline  
Old 12-02-2006, 09:30 AM   #76
Pappi_men

Pappi_men's Avatar
Re: SD_Duke v. 1.00 !!!
WarHammer if you get latest SD_Duke and Eduke32 blood shouldn't anymore "Flickering blinds effect".
Pappi_men is offline  
Old 12-04-2006, 02:32 PM   #77
Unkillable Cat

Unkillable Cat's Avatar
Re: SD_Duke v. 1.00 !!!
Quote:
Originally Posted by Hellbound View Post
Hey people! I asked that before, but no answers. What happening when you enter Bank Roll? how it's going there?
Not so good. It's slower than a pig cop.

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)
Unkillable Cat is offline  
Old 12-04-2006, 02:37 PM   #78
Mr.Fibbles

Mr.Fibbles's Avatar
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.
__________________
http://thaunandshad.com
Mr.Fibbles is offline  
Old 12-04-2006, 06:15 PM   #79
Hellbound
 

Hellbound's Avatar
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!
Hellbound is offline  
Old 12-05-2006, 12:09 AM   #80
Koopa

Koopa's Avatar
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".
__________________
Justice & Faith, Ignorance & Escapism, they NEVER learn, they NEVER LISTEN ..
Last edited by Koopa; 12-05-2006 at 12:41 AM.
Koopa is offline  
 

Bookmarks

Tags
blood, eduke32, eduke32 mod, effects, enhancement, gore


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 12:21 PM.

Page generated in 0.22302699 seconds (100.00% PHP - 0% MySQL) with 17 queries

Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2024, vBulletin Solutions, Inc.

Website is ©1987-2014 Apogee Software, Ltd.
Ideas and messages posted here become property of Apogee Software Ltd.