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#81 |
Re: New EDuke32 DirectX 10 renderer!
By that logic, your skeptic should conclude that this is all an illusion and you are living in the Matrix. Uh, except for the last part about it being too good to be true.
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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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#82 |
Re: New EDuke32 DirectX 10 renderer!
So this means no more shading rite? how do lights work in this?
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WGRealms.com |
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#83 | |
Re: New EDuke32 DirectX 10 renderer!
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#84 | |
Re: New EDuke32 DirectX 10 renderer!
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No they don't. It will look horrific.
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Tea Monster's web portfolio |
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#85 |
Re: New EDuke32 DirectX 10 renderer!
Those shots are looking pretty sexy
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#86 |
Re: New EDuke32 DirectX 10 renderer!
Just saw the video. Never noticed it. Looks niiiiice.
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Roland SC-55 Music Packs Website - MediaFire mirror for Duke3D expansions More SC-55 music packs coming soon... |
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#87 |
Re: New EDuke32 DirectX 10 renderer!
Interesting...can't wait to play it
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#88 |
Re: New EDuke32 DirectX 10 renderer!
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#89 |
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Re: New EDuke32 DirectX 10 renderer!
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#90 |
Re: New EDuke32 renderer!
This thread gets a "Holy Shit!" from me.
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#91 |
Re: New EDuke32 renderer!
Im assuming by the topic change that its not DirectX 10 based, but are you guys using SM 4.0 features? That reflection while "too reflective" does looks bad ass...
That would be irriating if you guys were using OpenGL 3.0, sense win7 doesnt have decent drivers for OpenGL 3.0 yet :|.
Last edited by IceColdDuke; 04-02-2009 at 12:22 AM.
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#92 |
Re: New EDuke32 renderer!
I think it's all OpenGL 2.1 stuff.
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#93 |
Re: New EDuke32 renderer!
Thanks TerminX, so the next question is when is going to be released?
Last edited by IceColdDuke; 04-02-2009 at 12:33 AM.
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#94 |
Re: New EDuke32 renderer!
The shots look sweet.
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#95 |
Re: New EDuke32 renderer!
Hope you guys are working on lights that can be turned on/off with cyclers and sectoreffectors.
Anyway, damn, this is great news. Looks almost too awesome.
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Duke Hard - 17 map episode for Duke Nukem 3D. |
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#96 |
Re: New EDuke32 renderer!
Dude! This is insane - mappers and modders all over the world are going to be singing your praise. I'm not going to try to join the technobabble in this thread, just letting you know that you're doing something great and I'll be refreshing this thread vigourously
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#97 | |
Re: New EDuke32 renderer!
Quote:
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Duke Hard - 17 map episode for Duke Nukem 3D. |
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#98 |
Re: New EDuke32 renderer!
Marry me Plagman <3
![]() I feel a hellawhack shiznit happening inside my brizzle ©_•
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Last edited by Roma Loom; 04-02-2009 at 02:23 AM.
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#99 |
Re: New EDuke32 renderer!
oooo purty and shiny *drools*
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#100 | |
Re: New EDuke32 renderer!
Quote:
![]() I'll try posting a newsmessage about this on D4E but I'm having some stupid problem with it. I can't use my own admin panel so I'll just have to insert it directly into the DB myself.
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Last edited by Iggy; 04-02-2009 at 02:43 AM.
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#101 | |
Re: New EDuke32 renderer!
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I'm hoping this will help me release at least some of my mods since it totally eliminates having to manually do shading to textures.
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#102 |
Re: New EDuke32 renderer!
All I can say is it looks awesome, can't wait to play it. Looks like I'll actually be using the HRP for once.
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#103 |
Re: New EDuke32 renderer!
Question: Is this renderer DirectX 10 or OpenGL 2.1 ?
Please don't force me moving to Vista. I hate them. |
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#104 |
Re: New EDuke32 renderer!
Eduke32 is for Windows AND Linux, what do you think?
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#105 |
Re: New EDuke32 renderer!
The DX10 requirement was the only part about this that was a joke.
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#106 | |
Re: New EDuke32 renderer!
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Last edited by Puritan; 04-02-2009 at 04:41 AM.
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#107 |
Re: New EDuke32 renderer!
I can really imagine all this stuff being created when Duke Nukem Forever comes out.
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#108 |
Re: New EDuke32 renderer!
I noticed there are dynamic shadows in the toiler, but not in from the light emitted by the rocket. Is this a technical limitation or its just a configuration thing?
Also which method do you use for the shadows? I assume that it'll be possible to create "patches/hacks" for the existing maps to add proper dynamic lights, right? :-) |
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#109 |
Re: New EDuke32 renderer!
Only spotlights cast shadows.
The shadow technique used is shadow mapping. Statically placed lights can be added using maphacks.
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Last edited by Parkar; 04-02-2009 at 05:28 AM.
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#110 |
Re: New EDuke32 renderer!
This looks really impressive..! You guys are doing a splendid job with all these effects, but make sure it's not being over-used once released...
I'd love to see advanced lighting in the original 8-bit classic graphics... I'm fond of the original sprites and pixelated look, but things such as light trails from rockets and energy weapons, and red/yellow'ish glows from explosions would be a great addition...
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#111 |
Re: New EDuke32 renderer!
"Only spotlights casts shadows."
Is this a technical limitation? "The shadow technique used is shadow mapping." Just plain Shadow Mapping or do you do some filtering or anything like that? "Statically placed lights can be added using maphacks." How about dynamic ones, or did I misunderstand this as supporting dynamic lights? Edit: In my rush to ask questions I completely forgot to tell you guys have awesome this is, I really appreciate all the hard work you guys(Parkar, Plagman, TerminX and all the HRP guys as well as EDuke32 modders) have put into the Duke3D community. Thank you.
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Last edited by Kristian Joensen; 04-02-2009 at 05:40 AM.
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#112 |
Re: New EDuke32 renderer!
Assuming this is real, what are the requirements?
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#113 |
Re: New EDuke32 renderer!
First post updated with requirements.
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#114 | |
Re: New EDuke32 renderer!
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With statically placed I only mean statically placed. They are in now way limited other then what the light hacks let them do yet. They could be made to move around turn on off etc. |
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#115 |
Re: New EDuke32 renderer!
Okay, cool. Thanks for the answers.
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#116 |
Re: New EDuke32 renderer!
YOU MEAN THIS IS REAL THEN????
Good sweet lord... oh my friggin' bob... this is just... wow... awesome... incredible... I can't believe this... YOU GUYS RULE!! Seriously, epic work guys!
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#117 |
Re: New EDuke32 renderer!
I pity those guys that want to use all these effects in classic mode. It's like putting the F1 engine into a bicycle = ridicuouls.
IMO if you can stand 8 bit pixelioze then you can stand having only improved lighting. Making different textures for sprites wouldn't make it look much better anyway. |
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#118 |
Re: New EDuke32 renderer!
Shiiiit
![]() And i thought this was last years April Fools 2.0, this looks awesome! Looks better than Forever ![]() ![]() |
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#119 |
Re: New EDuke32 renderer!
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#120 |
Re: New EDuke32 renderer!
Curiously, how is it you managed a brand new rendering system that goes past Polymost? for the longest time folks said 'that's never gonna happen, it'd take rebuilding the whole thing etc'. Just WHAT was going on that made this possible?
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