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Old 03-01-2007, 04:07 AM   #41
NightFright

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Re: EDuke32 thread
As a future feature, I'd wish to see the ability to have maphacks for sprite positions (up/down/fwd/backwd), not only their rotation. Some models could really need those, like some weapons pickups stuck into walls even with best maphack values or the flipped #603 slimebabe that won't touch ground.
Last edited by NightFright; 03-01-2007 at 04:28 AM.
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Old 03-01-2007, 08:34 AM   #42
Daedolon
Re: EDuke32 thread
Quote:
Originally Posted by TerminX View Post
This is not a bug. You can probably rename the unused ones to an underscore to get around this.
Is there a way to remove certain key functions and events totally from my mod. Ie. have the game only use the events that have been defined?
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Old 03-01-2007, 08:56 AM   #43
Hendricks266
Re: EDuke32 thread
Quote:
Originally Posted by NightFright View Post
As a future feature, I'd wish to see the ability to have maphacks for sprite positions (up/down/fwd/backwd), not only their rotation. Some models could really need those, like some weapons pickups stuck into walls even with best maphack values or the flipped #603 slimebabe that won't touch ground.
I made a thread about it once, but it was pretty much vetoed by TerminX as it would affect multiplayer to move the actual sprites. The solution would be to just adjust the positions of the highres replacements.

Here is a better list.

It might also have to be a DIY deal.
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Old 03-01-2007, 09:29 AM   #44
DeeperThought

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Re: EDuke32 thread
Quote:
Originally Posted by Daedolon View Post
Is there a way to remove certain key functions and events totally from my mod. Ie. have the game only use the events that have been defined?
I think you can use EVENT_PROCESSINPUT to detect whether the player is using certain keys, then null them out by changing the player's input bits.
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Old 03-01-2007, 11:24 AM   #45
kaotic_oz

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Re: EDuke32 thread
I believe I have found what is causing the lag issue for for me at least in Mapster when there are a lot of detail textures around it makes my frame rate drop quite abit (I thought it was random lag tell I noticed that it really only happened around textures that had detail enabled for them) but the weird part is were I will get 5 to 40 fps in Mapster ill get 90 to 140 or something in Eduke I really wish I knew why.
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Old 03-01-2007, 12:28 PM   #46
Daedolon
Re: EDuke32 thread
Quote:
Originally Posted by DeeperThought View Post
I think you can use EVENT_PROCESSINPUT to detect whether the player is using certain keys, then null them out by changing the player's input bits.
I was referring to a possibility of compeletely removing the events from the game (that way they wouldn't show up in the options menu), but I think it would require editing the source code.
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Old 03-01-2007, 04:31 PM   #47
Phayzon

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Re: EDuke32 thread
Quote:
Originally Posted by TerminX View Post
I've heard that from a few people and, honestly, I blame Vista. It probably has something to do with Microsoft raping DirectSound. Can you show me the portion of your eduke32.log that relates to the sound system?
Surely

Spoiler:


And heres what I get after exiting (if its important):

Spoiler:


Pretty sure thats anything of importance. If theres anything else I should be looking for let me know.
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Old 03-01-2007, 04:45 PM   #48
johndough

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Re: EDuke32 thread
I'd really like to see 3d skys like Doomsday does. I believe the source is available for it.
The way EDuke does it now is kind of distracting (with the sky just cutting off), I'd rather not be able to look that high if its going to just cut off the sky like that.
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Old 03-01-2007, 04:52 PM   #49
lycanox

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Re: EDuke32 thread
They don't cut of if you look to high, Only the original sky's did that.
We already have sky boxes as an fix for that.
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Old 03-01-2007, 05:03 PM   #50
johndough

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Re: EDuke32 thread
Quote:
Originally Posted by lycanox View Post
They don't cut of if you look to high, Only the original sky's did that.
We already have sky boxes as an fix for that.
Are you saying that the sky will be cut off unless I use a high res one?
What if I just want to play the original?
And what do you mean we have sky boxes?
I haven't seen it in the options.
I would love to be able to stretch the sky out.
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Old 03-01-2007, 06:18 PM   #51
Parkar

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Re: EDuke32 thread
Sky boxes only works with highres art.
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Old 03-02-2007, 02:21 AM   #52
Piterplus

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Re: EDuke32 thread
BTW, Doomsday also use skyboxes, IIRC. If you want to play original - don't complain that your sky is cut off - you get that you want.
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Old 03-02-2007, 03:20 AM   #53
johndough

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Re: EDuke32 thread
Quote:
Originally Posted by Piterplus View Post
BTW, Doomsday also use skyboxes, IIRC.
I know it does, that's why I used it as an example.
Quote:
Originally Posted by Piterplus View Post
If you want to play original - don't complain that your sky is cut off - you get that you want.
I can complain because in the original game you're never able see above the top of the sky texture like that.
If it's a matter of being able to look too high, then I'd want to be able to limit how high the Y axis can go up, so that it doesn't go above the sky texture.
And I don't mean "just turn off mouselook" because that's out of the question.
I know ZDOOM allows mouselook, but not too high.
It stays below the top of the sky texture so that you're not looking into empty space.
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Old 03-02-2007, 09:59 AM   #54
DeeperThought

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Re: EDuke32 thread
TerminX: I hope you don't decide to limit mouselook because of this skybox issue, but if for some reason you do, I hope you will allow the full range of mouselook to be unlocked in CONs, so that mods aren't crippled by the limitation.
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Old 03-02-2007, 11:43 AM   #55
Plagman

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Re: EDuke32 thread
Two solutions exist if you really can't stand this sky problem : waiting for stretched skies to happen (could take some time) or using classic mode. Mouse look surely won't get limited to less than what existed in classic mode just because someone doesn't like the fact that stuff is now displayed as it should.
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Last edited by Plagman; 03-02-2007 at 02:08 PM. Reason: changed skybox to sky
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Old 03-02-2007, 01:58 PM   #56
Moz
Re: EDuke32 thread
what about just stretching the last line of pixels so that the blank solid colour at the top matches the ones on the top.
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Old 03-02-2007, 02:53 PM   #57
johndough

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Re: EDuke32 thread
Quote:
Originally Posted by Moz View Post
what about just stretching the last line of pixels so that the blank solid colour at the top matches the ones on the top.
You mean like this?

Looks kind of stupid.


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Old 03-02-2007, 03:07 PM   #58
lycanox

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Re: EDuke32 thread
You could always make an sky box with screenshots from the 8 bit skies and remove everything else in the high res folder.
This should result in an 8 bit look while playing in 16 bit mode without having the rest in highres or messed up sky's
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Old 03-02-2007, 03:16 PM   #59
TerminX

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Re: EDuke32 thread
He could also just play in 8-bit mode, where the skies are displayed as they are in the DOS version.
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Old 03-03-2007, 09:48 AM   #60
lycanox

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Re: EDuke32 thread
Found an weird selection bug.
If you pres TAB on the tribbomb sprite (Not the pickup but the in game active sprite). It doesn't display the cross hair anymore and displays the little trip bomb picture in the middle of the screen.
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Old 03-03-2007, 11:51 AM   #61
TerminX

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Re: EDuke32 thread
Ummm... no, it doesn't.
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Old 03-04-2007, 12:49 AM   #63
DeeperThought

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Re: EDuke32 thread
Quote:
Originally Posted by TerminX View Post
Does this snapshot help with the HRP related performance issues you mentioned earlier?
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New map effects and various optional extras for Duke 3D.

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XP based weapon upgrades, progressive difficulty, and more.
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Old 03-04-2007, 03:03 AM   #64
FXS
Re: EDuke32 thread
Hello,

Thanks for the new snapshot.
The new parameter in "mapster32.cfg" is very cool ("editorgridextent" for "grid limits" im mapster32). I have set it to 524288, so i can make my map much times larger. My quad-deck-subway-train in my curent level gets now a much times longer tunnel.

bye,
FXS
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Old 03-04-2007, 03:46 AM   #65
Scrooge
Question Re: EDuke32 thread
Quote:
Originally Posted by TerminX View Post
Hello, I'm runing Vista 32 bit, and the only problem I have is with crackling sound. I tried to lower the sampling rate in duke3d.cfg, and the lower it was, the "less" cracking sound I had. So I wonder if it's not perchance
the ever returning problem related to the size of DirectSound buffers , which would be too small in that case ?
Could you give us an option in duke3d.cfg to specify the buffer size, so we can experiment on it ?
I must add that this sound problem was present on the previous builds as well.
For the rest, the buid is great, I run it on ATI Mobility x1900, with no preblems.
My sound chip was an integrated Realtek "High Definition audio" chip. Latest drivers installed, tested with and without the option "allow applications to take exclusive control". That didn't fixed it. All other applications are OK about the sound.

Tank you for your great work !
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Old 03-04-2007, 11:42 AM   #66
TerminX

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Re: EDuke32 thread
Quote:
Originally Posted by DeeperThought View Post
Does this snapshot help with the HRP related performance issues you mentioned earlier?
Yes.

Quote:
Originally Posted by FXS View Post
Hello,

Thanks for the new snapshot.
The new parameter in "mapster32.cfg" is very cool ("editorgridextent" for "grid limits" im mapster32). I have set it to 524288, so i can make my map much times larger. My quad-deck-subway-train in my curent level gets now a much times longer tunnel.

bye,
FXS
Yeah, I thought you would like that.

Quote:
Originally Posted by Scrooge View Post
Hello, I'm runing Vista 32 bit, and the only problem I have is with crackling sound. I tried to lower the sampling rate in duke3d.cfg, and the lower it was, the "less" cracking sound I had. So I wonder if it's not perchance
the ever returning problem related to the size of DirectSound buffers , which would be too small in that case ?
Could you give us an option in duke3d.cfg to specify the buffer size, so we can experiment on it ?
I must add that this sound problem was present on the previous builds as well.
For the rest, the buid is great, I run it on ATI Mobility x1900, with no preblems.
My sound chip was an integrated Realtek "High Definition audio" chip. Latest drivers installed, tested with and without the option "allow applications to take exclusive control". That didn't fixed it. All other applications are OK about the sound.

Tank you for your great work !
The sound sucks because Vista raped DirectSound. DirectSound in Vista is in no way 'direct' anymore -- everything is sent through some hodgepodge software emulation layer. The buffer size is calculated at sound engine initialization, based on your chosen sampling rate, number of bits, et cetera, so choosing a lower sampling rate actually lowers your buffer size. I'm not sure that adding in a way to let the user define it manually would help anything.

Here, this might help put it into perspective:

XP:
http://forums.creative.com/attachmen...5/1/vista1.JPG
Vista:
http://forums.creative.com/attachmen...6/1/vista3.JPG
http://forums.creative.com/attachmen...6/2/vista4.JPG
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Old 03-04-2007, 12:56 PM   #67
DeeperThought

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Re: EDuke32 thread
At times like this I'm glad that I'm not a real programmer and I don't have to deal with shit like that.
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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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Old 03-04-2007, 01:01 PM   #68
Scrooge
Re: EDuke32 thread
OK, I thought from DirectSound XP perspective, but if the architecture is nowhere similar in Vista, my "theory" do not apply anyway
Thank you for the information.
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Old 03-06-2007, 07:33 PM   #69
Odin
 

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Re: EDuke32 thread
If possible, could you fix the demo issue, at least in 8-bit? I like recording demos, makes it seem as "Dukish" as possible.

EDIT: This is probably the wrong place to ask, right? Nevermind my post if it is.
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Old 03-06-2007, 07:46 PM   #70
TerminX

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Re: EDuke32 thread
Huh? You can record and play back demos.
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Old 03-06-2007, 08:15 PM   #71
Odin
 

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Re: EDuke32 thread
Well, for me, the playback is totally out-of-whack (a key is skipped or interpreted wrong, and suddenly I'm running into and shooting walls). Maybe it just has to do with the map I'm recording on.
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Old 03-06-2007, 08:17 PM   #72
TerminX

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Re: EDuke32 thread
E-mail me your cfg and a demo that goes out of sync.
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Old 03-07-2007, 07:12 PM   #73
DeeperThought

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Re: EDuke32 thread
Lately, I have been having the following problem in Mapster: Sometimes when in 3D mode, the clipboard contents appear near the middle of the screen instead of on the left side, and the cursor disappears. I tried switching back and forth between 2D and 3D in hopes that the 3D cursor would come back, but it doesn't.
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Old 03-07-2007, 07:14 PM   #74
TerminX

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Re: EDuke32 thread
What do you mean sometimes?
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Old 03-07-2007, 07:23 PM   #75
DeeperThought

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Re: EDuke32 thread
Quote:
Originally Posted by TerminX View Post
What do you mean sometimes?
I've narrowed it down. It happens as soon as I press tab on certain sprites. The sprites that it is happening with are ones in tiles015.art which have placeholder tiles but are being replaced by models as defined in duke3d.def. It is happening to me consistently in one particular map, and I haven't confirmed that it happens in general.

More details: If I remove the model definition from duke3d.def, I can put the sprite in the clipboard without problem. Then if I put the definition back, the problem returns. The model definition works in game, and the model is displayed correctly in mapster. If I tab on the sprite when the model is being used, it renders the model at clipboard pic size near the middle of the screen and the cursor vanishes... until I tab on a 2D sprite, at which time the clipboard functions normally again and the cursor returns.
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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; 03-07-2007 at 07:35 PM.
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Old 03-08-2007, 11:42 AM   #76
lycanox

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Re: EDuke32 thread
Got the same problem with the trip bomb ingame sprite. ( the one that starts activated in the map if you place one)

Apparently it isn't only my computer.
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Old 03-10-2007, 04:32 AM   #78
Hellbound
 

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Re: EDuke32 thread


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Old 03-10-2007, 04:35 AM   #79
DeeperThought

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Re: EDuke32 thread
This was a bug report, but it turned out that my keyboard was at fault, so nevermind
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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; 03-10-2007 at 04:40 AM.
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Old 03-10-2007, 04:42 AM   #80
Hellbound
 

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Re: EDuke32 thread
I see you fixed shaking when using faceplayerslow command, but the objects are sometimes shaking anyway (with faceplayerslow) when turned about 90 degrees from player.
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