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Old 11-22-2006, 07:07 PM   #1
Hellbound
 

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SD_Duke v. 1.00 !!!
Here's the link

http://www.yourfilelink.com/get.php?fid=219211

All you want to know should be in readme file.
Commentz and opinions are welcome.

Also mirrors and intresting screenshots are welcome too
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Old 11-22-2006, 09:10 PM   #2
Cipher

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Thumbs up Re: SD_Duke v. 1.00 !!!
I love all of the new effects.

I have a quick request, though. Is it possible to move the new gore definitions to another file so that the inclusion of that particular file could be commented out? I'm not all that squeamish, but some of the gore is a little excessive IMHO.

Finally, why was the name of the zip file changed? Now my shortcuts don't work.
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Last edited by Cipher; 11-22-2006 at 09:24 PM.
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Old 11-22-2006, 11:13 PM   #3
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Re: SD_Duke v. 1.00 !!!
Man! I would like to try, but it doesn't work.
I have this kind of problem.



This happend when I just extracted to my Duke3d folder.
Earlier versio worked fine.
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Old 11-22-2006, 11:36 PM   #4
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Re: SD_Duke v. 1.00 !!!
It does work, but you have to use the latest snapshot of EDuke32. There isn't really an error in the code. As TX explained to me when I had the same problem running my own mod a while back, there is a counter in the compiler which keeps track of how many if conditions without elses there are, and if that counter rolls over, it thinks there is an else with no if. In recent snapshots, the maximum value for this counter is much higher, so it is no longer an issue.

Hellbound: You might want to include a snapshot of EDuke32 with sd_duke, at least until TX makes another official update.
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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 11-23-2006, 12:15 AM   #5
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Re: SD_Duke v. 1.00 !!!
Quote:
Originally Posted by Hellbound View Post
Here's the link

http://www.yourfilelink.com/get.php?fid=219211

All you want to know should be in readme file.
Commentz and opinions are welcome.

Also mirrors and intresting screenshots are welcome too

Hellbound, it is fantastic. I love all these new effects. Awesome addition!
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Old 11-23-2006, 12:20 AM   #6
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Re: SD_Duke v. 1.00 !!!
Quote:
Originally Posted by DeeperThought View Post
It does work, but you have to use the latest snapshot of EDuke32. There isn't really an error in the code. As TX explained to me when I had the same problem running my own mod a while back, there is a counter in the compiler which keeps track of how many if conditions without elses there are, and if that counter rolls over, it thinks there is an else with no if. In recent snapshots, the maximum value for this counter is much higher, so it is no longer an issue.

Hellbound: You might want to include a snapshot of EDuke32 with sd_duke, at least until TX makes another official update.
Thanks! I'll download the latest Snapshot.
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Old 11-23-2006, 01:33 AM   #7
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Re: SD_Duke v. 1.00 !!!
Quote:
Originally Posted by Hellbound View Post
Commentz and opinions are welcome.
It rocks.
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Old 11-23-2006, 02:58 AM   #8
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Re: SD_Duke v. 1.00 !!!
Och, here's the first snapshot:

http://www.yourfilelink.com/get.php?fid=219342

just overwrite the file

It fixes the bug that all old bloodpools which weren't red, were not floor alligned.
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Old 11-23-2006, 06:39 AM   #9
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Re: SD_Duke v. 1.00 !!!
OK. I will try with my current DukeDC HRP build, and if I get it to work with the mod, I will host the new version on my site as well...

Darn, I have already changed my site, telling I was about to suspend SD Duke mod support. Hehehe...

I took the liberty of cleaning up your release a bit, doing the following:
1) DukeDC episode removed from sd_user.con (not everybody got it, and it shouldn´t be Ep.5, anyway)
2) Thumbs.db files removed (AGAIN)
3) New sd_game.con included

Get SD Duke v1.0a (let´s call it like that) here (10.5 MB):
http://z06.zupload.com/file.php?filepath=12704

In order to download, search for the link "Download file" (1st box below title bar, upper left). I think you'll find it!
Last edited by NightFright; 11-23-2006 at 07:08 AM.
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Old 11-23-2006, 07:48 AM   #10
Lazaroth

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Re: SD_Duke v. 1.00 !!!
Hi. Tested SD Duke and I find it awesomeness!

Although, I have three comments.

1. I find the "shells hitting ground"-sound too loud.
2. When shooting a wall, debris starts to fall down. If I shoot high up on a wall, it looks kinda weird when the debris falls down, since it falls so slow.
3. How about making the smoke that comes when shooting on something more transparent? (if it's possible)
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Old 11-23-2006, 08:22 AM   #11
Cipher

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Re: SD_Duke v. 1.00 !!!
Quote:
Originally Posted by Lazaroth View Post
Hi. Tested SD Duke and I find it awesomeness!

Although, I have three comments.

1. I find the "shells hitting ground"-sound too loud.
2. When shooting a wall, debris starts to fall down. If I shoot high up on a wall, it looks kinda weird when the debris falls down, since it falls so slow.
3. How about making the smoke that comes when shooting on something more transparent? (if it's possible)
I agree with the smoke suggestion. There is just a bit too much when shooting a wall. You shoot a tiny hole in a crate with a pistol and 3 huge billows of smoke come out. The smoke in the explosions looks good, but the bullet hole smoke should be either smaller or more transparent.

Oh, BTW, I love the new water ripple effect.
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Old 11-23-2006, 08:39 AM   #12
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Re: SD_Duke v. 1.00 !!!
To Nightfright:
1) Well, it's not v1.0a The one bug fixed doesn't give the new letter
2) Thumbs - hehehe, sorry
And I've tested it with DukeDC with DC_HRP and everything works great.

Lazaroth:
1. That depends on how far are you from there and is that shotgun or what. Anyway, try to shoot in concrete from shotgun and check that
2. If it's outerior, it disappears, but I didn't do that inside the buildings. If more people will request for that, I'll change it.
3. Well, it is possible but notice when there is just a few of that smoke, it's quite enough transparent, but usually there's a lot of it. I don't think I'll change that because in small amount it would be almost invisible. Of course If more people will request for that, I'll change it.

Thanks for being intrested in my Modeepheekshun

Quote:
I agree with the smoke suggestion. There is just a bit too much when shooting a wall. You shoot a tiny hole in a crate with a pistol and 3 huge billows of smoke come out. The smoke in the explosions looks good, but the bullet hole smoke should be either smaller or more transparent.

Oh, BTW, I love the new water ripple effect.
When you shoot a tiny hole in a crate, it is usually wood hole without any smoke hehehe. I really can't resize that smoke with concrete destructio, because it would destroy the overall effect IMHO. Try it yourself and share with us a screen.

And the new water ripple effect loves you too
Last edited by Hellbound; 11-23-2006 at 08:44 AM.
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Old 11-23-2006, 08:44 AM   #13
NightFright

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Re: SD_Duke v. 1.00 !!!
Well, the DukeDC episode doesn´t belong in SD Duke mod after all... or you start getting support mails with users asking why they cannot start Ep.5. Hehehe!
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Old 11-23-2006, 09:19 AM   #14
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Re: SD_Duke v. 1.00 !!!
Again I say this is totally great!
But it would be nice if you make Low SD_Duke.

LowSD_Duke could have less smokes, blood and gore. For those who have slow PC like I got.
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Old 11-23-2006, 09:21 AM   #15
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Re: SD_Duke v. 1.00 !!!
Well, it was designed for fast PC's, I always talk about that
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Old 11-23-2006, 09:23 AM   #16
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Re: SD_Duke v. 1.00 !!!
For what it's worth, I think that with reduced smoke and some optimizations, sd_duke could run better without sacrificing visuals.
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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 11-23-2006, 09:31 AM   #17
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Re: SD_Duke v. 1.00 !!!
But it is reduced. When your frame rate is under 30 (or 35, don't remember), smoke isn't spawned.
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Old 11-23-2006, 09:40 AM   #18
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Re: SD_Duke v. 1.00 !!!
Quote:
Originally Posted by Hellbound View Post
But it is reduced. When your frame rate is under 30 (or 35, don't remember), smoke isn't spawned.
Oh, I haven't tried the update posted last night.

NightFright: Why did you make me spend time getting sd_duke to be compatible with the DC add-on, if your position is that "it doesn't belong in sd_duke" and you don't want to get support e-mails about it? No harm is done if people try to start the DC episode and nothing happens -- just tell them they need the add on.
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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; 11-23-2006 at 09:49 AM.
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Old 11-23-2006, 09:46 AM   #19
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Re: SD_Duke v. 1.00 !!!
Och, I'm sad now because of that

Hey, people! When you shoot at the organic walls (there where the slime is spawned), is the smokey-cloud green or red?
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Old 11-23-2006, 09:54 AM   #20
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Re: SD_Duke v. 1.00 !!!
anyway, here's the next snapshot

http://www.yourfilelink.com/get.php?fid=219475

NightFright, if you can, please update that yours link, because that bloodpool problem wasn't really solved (I've messed something up, now it's good)
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Old 11-23-2006, 10:47 AM   #21
Cipher

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Re: SD_Duke v. 1.00 !!!
Hmm, the smoke with wood problem went away when I installed the latest snapshot. Anywho, the new sound addons are great. They could just use a little volume adjustment in the cons. For instance, the clang when you shoot a metal object is just a bit too loud IMHO.

Oh, and is it possible to make the pieces of shrapnel responsive to forcefields?
Attached Images
File Type: jpg duke0002.jpg (64.7 KB, 188 views)
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Old 11-23-2006, 10:54 AM   #22
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Re: SD_Duke v. 1.00 !!!
About that metal sound, I thought about something like in HL2, but left that idea, cause it would be TOO loud

And about those scraps - check out that they almost always going through all walls, because they are just old scraps but with some enchancement. Can't do anything with it :/

And it's strange, I didn't redo anything with smoke in the latest snapshot (?)
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Old 11-23-2006, 02:23 PM   #23
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Re: SD_Duke v. 1.00 !!!
Quote:
Originally Posted by DeeperThought View Post
NightFright: Why did you make me spend time getting sd_duke to be compatible with the DC add-on, if your position is that "it doesn't belong in sd_duke" and you don't want to get support e-mails about it? No harm is done if people try to start the DC episode and nothing happens -- just tell them they need the add on.
You misunderstood. The problem is that SD Duke is primarily meant for Duke3D HRP. So in general, users should not see the DC episode when using the mod. What I will do is use the files and modify them to fit into the DukeDC HRP. This way, only those guys will see the DC episode who also have the DC HRP (and the addon groupfile, hopefully).
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Old 11-23-2006, 03:44 PM   #24
DeeperThought

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Re: SD_Duke v. 1.00 !!!
That sounds like it should work, as long as the DC HRP gets loaded after sd_duke (so that the right user con gets used).
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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 11-23-2006, 05:32 PM   #25
NightFright

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Re: SD_Duke v. 1.00 !!!
Shit... Hellbound, I told you NOT TO USE THE NEW CHARACTERS FOLDER DEFS before the next HRP is out! This way, everything in the characters folder will not work in your mod and will produce errors!

I wanted to avoid this, but I guess I will just include the full new (merged) characters folder in the upcoming Update Pack. Don´t change anything in your mod, it will probably only confuse you and everyone else. Just don´t be surprised you get some error messages regarding some models that cannot be found in characters subfolders. With new Update Pack, everything will be fine. I hope.
Last edited by NightFright; 11-23-2006 at 05:36 PM.
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Old 11-23-2006, 05:37 PM   #26
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Re: SD_Duke v. 1.00 !!!
hehehe, sorry for my dumbassnes It works for me anyway.
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Old 11-23-2006, 05:39 PM   #27
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Re: SD_Duke v. 1.00 !!!
Like it?



GO GET IT!

http://www.yourfilelink.com/get.php?fid=219720
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Old 11-23-2006, 05:45 PM   #28
NightFright

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Re: SD_Duke v. 1.00 !!!
I am just wondering why no one else noticed... I couldn´t because I am using latest SVN build which is currently only available for Parkar and myself. There, the new characters folder is already merged. But in the XTR all you guys are using, it´s still with the duke, babes and other subdirs.
Well anyway, in just 6 more days, you can forget about that. Just be sure to use the Update Pack then with SD Duke, or the errors will remain.

Anyway, the new mod has truly evolved and has turned from a "nice addon" into a "must have". Job well done.
Last edited by NightFright; 11-23-2006 at 05:53 PM.
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Old 11-23-2006, 05:54 PM   #29
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Re: SD_Duke v. 1.00 !!!
Quote:
Originally Posted by NightFright View Post
Anyway, the new mod has truly evolved and has turned from a "nice addon" into a "must have". Job well done.
Thanks for that!
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Old 11-23-2006, 08:12 PM   #30
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Re: SD_Duke v. 1.00 !!!
Good job Hellbound, I'll reward you with this complimentary meat trophy!

good job, only one other person on this forum has earned it
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Old 11-23-2006, 08:28 PM   #31
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Re: SD_Duke v. 1.00 !!!
So what's this mod all about anyway?
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Old 11-24-2006, 02:42 AM   #32
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Re: SD_Duke v. 1.00 !!!
oak man:

hehehe, good! I feel kinda hungry

Hudson:

Well, hard to say. CIY - check it youself - it only 11 mb
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Old 11-24-2006, 02:54 AM   #33
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Re: SD_Duke v. 1.00 !!!
I've downloaded the latest eduke32 dev build but still getting errors in eduke.con:
Code:
Compiling: EDUKE.CON (153325 bytes)
Dynamic tile remapping enabled.
Including: sd_defs.con (40582 bytes)
Including: sd_user.con (46424 bytes)
Duke Nukem 3D v1.4+ style CON files detected.
Including: sd_game.con (107440 bytes)
EDUKE.CON: In state `burningstate':
EDUKE.CON:978: error: parameter `FIRE_SPAWNER2' is undefined.
EDUKE.CON: In actor `ROTATEGUN':
EDUKE.CON:1361: error: parameter `FIRE_PARTICLE1' is undefined.
EDUKE.CON:1436: error: parameter `FIRE_SPAWNER2' is undefined.
EDUKE.CON: In state `firestate':
EDUKE.CON:2262: error: parameter `FIRE_SPAWNER1' is undefined.
EDUKE.CON: In actor `SHOTSPARK1':
EDUKE.CON:3135: error: parameter `NEWSPLASH' is undefined.
EDUKE.CON: In actor `APLAYER':
EDUKE.CON:3292: error: parameter `WATERCIRCLE' is undefined.
EDUKE.CON:3293: error: parameter `WATERCIRCLE' is undefined.
EDUKE.CON:3294: error: parameter `WATERCIRCLE' is undefined.
EDUKE.CON:3295: error: parameter `WATERCIRCLE' is undefined.
EDUKE.CON:3296: error: parameter `WATERCIRCLE' is undefined.
EDUKE.CON:3297: error: parameter `WATERCIRCLE' is undefined.
EDUKE.CON:3298: error: parameter `WATERCIRCLE' is undefined.
Found 0 warning(s), 12 error(s).
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Old 11-24-2006, 05:16 AM   #34
0815Jack
Re: SD_Duke v. 1.00 !!!
i am also getting errors

is this command line correct?

eduke32.exe /gduke3d_xtr.zip /gxtr_update202.zip /gmaphacks201.zip /gsd_duke_v10a.zip
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Old 11-24-2006, 02:29 PM   #35
Hendricks266
Devilish Re: SD_Duke v. 1.00 !!!
Quote:
Originally Posted by oak man View Post
Good job Hellbound, I'll reward you with this complimentary meat trophy!

good job, only one other person on this forum has earned it
It's 1st place…
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Old 11-24-2006, 02:52 PM   #36
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Re: SD_Duke v. 1.00 !!!
RomaLoom - I have no idea wtf! Maybe try to reinstall everything from scratch?

0815Jack - what errors r u getting? Try to unzip everything to your game folder and start from that file.
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Old 11-24-2006, 03:03 PM   #37
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Re: SD_Duke v. 1.00 !!!
Quote:
Originally Posted by Hendricks266 View Post
It's 1st place…
lol I know that I just wanted it to sound wacky like oneth place!
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Old 11-25-2006, 05:14 AM   #38
0815Jack
Re: SD_Duke v. 1.00 !!!
Code:
Error: file 'highres/screen/fonts/buildfont/0001.png' does not exist
Error: file 'highres/screen/fonts/buildfont/0002.png' does not exist
Error: file 'highres/screen/fonts/buildfont/0003.png' does not exist
Error: file 'highres/screen/fonts/buildfont/0004.png' does not exist
Error: file 'highres/screen/fonts/buildfont/0005.png' does not exist
Error: file 'highres/screen/fonts/buildfont/0006.png' does not exist
Error: file 'highres/screen/fonts/buildfont/0007.png' does not exist
Error: file 'highres/screen/fonts/buildfont/0008.png' does not exist
Error: file 'highres/screen/fonts/buildfont/0009.png' does not exist
Error: file 'highres/textures/4114.jpg' does not exist
Warning: Failed including dukedc_hrp.def on line duke3d.def:2
it turned out that it is related to the HRP...sorry my mistake
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Old 11-25-2006, 10:03 AM   #39
Geoffrey
Re: SD_Duke v. 1.00 !!!
It kindof runs horribly - even though other graphic/model-intensive projects like Survival run perfectly on my pc in 1280/1024 at 32 bit.

I mean - how many sprites do you really need?
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Old 11-25-2006, 12:42 PM   #40
Hellbound
 

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Re: SD_Duke v. 1.00 !!!
Och, I can reduce those bubbles. In the next update.

Anyway, what PC do you have?

I've got P3000, 1024 ram, asus eax1300pro and it sucks only in extremal actions and it only tooks a second.
Last edited by Hellbound; 11-25-2006 at 12:45 PM.
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