01-05-2008, 05:24 PM | #81 |
Re: High Resolution Pack discussion thread.
Yep. during and after the error I used the latest version of duke plus, and the Eduke32.exe included.
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01-05-2008, 05:28 PM | #82 |
Re: High Resolution Pack discussion thread.
It's probably not my fault, then.
__________________
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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01-05-2008, 05:57 PM | #83 |
Re: High Resolution Pack discussion thread.
It's probably not my fault, either.
If you were using that, you wouldn't have "the player that is always facing me" bug. Hence I've figured out that you were using the same EDuke32.exe. |
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01-06-2008, 11:58 AM | #84 |
Re: High Resolution Pack discussion thread.
Probably just an error during extracting the files from their package or something like that.
I got everything to work as i want it now. I noticed however that my actor shifts back too her human form whenever I walk into a sector with a different palette. Is there any command I can use to get the actor to ignore sector palettes?
Last edited by lycanox; 01-06-2008 at 12:13 PM.
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01-06-2008, 12:07 PM | #85 |
Re: High Resolution Pack discussion thread.
You probably sould use "flags 1" when defining a model...
__________________
GRPViewer, DN3D/SW Models |
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01-06-2008, 12:53 PM | #86 |
Re: High Resolution Pack discussion thread.
Already did and failed.
I think that command only prevents the model from changing colours. While internally the actor still changes its palette. |
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01-06-2008, 01:44 PM | #87 |
Re: High Resolution Pack discussion thread.
This problem(in colorized sectors) is my fault.
Note: it has nothing to do with not displaying model which you had before. A new ice pack is here(3.6 MB). "flag 1" prevents from tinting which are defined in the "duke3d_hrp.def" file.
Last edited by Hunter_rus; 01-06-2008 at 03:01 PM.
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01-06-2008, 02:11 PM | #88 |
Re: High Resolution Pack discussion thread.
Thanks. That fixed it.
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01-07-2008, 10:41 PM | #89 |
Re: High Resolution Pack discussion thread.
I'm having a problem with the latest HRP, I'm getting that green alien texture popping up in a lot of odd places.
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01-08-2008, 06:03 AM | #90 |
Re: High Resolution Pack discussion thread.
Screenshot would come in handy.
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01-08-2008, 09:12 AM | #91 |
Re: High Resolution Pack discussion thread.
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01-08-2008, 09:16 AM | #92 |
Re: High Resolution Pack discussion thread.
sd_duke related, I think.
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01-08-2008, 09:33 AM | #93 |
Re: High Resolution Pack discussion thread.
@ T!M
Post the log(the "eduke32.log" file). EDIT There might be several reasons:
You can run
Last edited by Hunter_rus; 01-08-2008 at 04:07 PM.
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01-09-2008, 01:20 AM | #94 |
Re: High Resolution Pack discussion thread.
EDuke32 1.4.0 svn (Apr 21 2007 16:56:55)
Copyright (c) 1996, 2003 3D Realms Entertainment Copyright (c) 2007 EDuke32 team addsearchpath(): Added F:/Tim's Folder/Games/duke3d/ Initialising Windows DirectX/GDI system interface OS: Windows XP (Version 5.1.2600) - Service Pack 2 Loading OPENGL32.DLL Loading GLU32.DLL Initialising DirectDraw... - Loading DDRAW.DLL - Enumerating display devices * Primary Display Driver - Creating DirectDraw object - Checking capabilities Detecting video modes: - 320x200 8-bit fullscreen - 320x240 8-bit fullscreen - 400x300 8-bit fullscreen - 512x384 8-bit fullscreen - 640x400 8-bit fullscreen - 640x480 8-bit fullscreen - 640x960 8-bit fullscreen - 720x480 8-bit fullscreen - 720x576 8-bit fullscreen - 800x600 8-bit fullscreen - 848x480 8-bit fullscreen - 1024x768 8-bit fullscreen - 1152x864 8-bit fullscreen - 1280x480 8-bit fullscreen - 1280x720 8-bit fullscreen - 1280x768 8-bit fullscreen - 1280x960 8-bit fullscreen - 1280x1024 8-bit fullscreen - 320x200 16-bit fullscreen - 320x200 32-bit fullscreen - 320x240 16-bit fullscreen - 320x240 32-bit fullscreen - 400x300 16-bit fullscreen - 400x300 32-bit fullscreen - 512x384 16-bit fullscreen - 512x384 32-bit fullscreen - 640x400 16-bit fullscreen - 640x400 32-bit fullscreen - 640x480 16-bit fullscreen - 640x480 32-bit fullscreen - 720x480 16-bit fullscreen - 720x480 32-bit fullscreen - 720x576 16-bit fullscreen - 720x576 32-bit fullscreen - 800x600 16-bit fullscreen - 800x600 32-bit fullscreen - 848x480 16-bit fullscreen - 848x480 32-bit fullscreen - 1024x768 16-bit fullscreen - 1024x768 32-bit fullscreen - 1152x864 16-bit fullscreen - 1152x864 32-bit fullscreen - 1280x720 16-bit fullscreen - 1280x720 32-bit fullscreen - 1280x768 16-bit fullscreen - 1280x768 32-bit fullscreen - 1280x960 16-bit fullscreen - 1280x960 32-bit fullscreen - 1280x1024 16-bit fullscreen - 1280x1024 32-bit fullscreen - 800x600 8-bit windowed - 640x480 8-bit windowed - 640x400 8-bit windowed - 512x384 8-bit windowed - 480x360 8-bit windowed - 400x300 8-bit windowed - 320x240 8-bit windowed - 320x200 8-bit windowed - 800x600 32-bit windowed - 640x480 32-bit windowed - 640x400 32-bit windowed - 512x384 32-bit windowed - 480x360 32-bit windowed - 400x300 32-bit windowed - 320x240 32-bit windowed - 320x200 32-bit windowed Using config file 'duke3d.cfg'. Scanning for GRP files... Using group file 'duke3d.grp' as main group file. Using group file 'autoload/duke3d.grp/duke3d_hrp.zip'. Using group file 'autoload/duke3d.grp/maphacks.zip'. Compiling: GAME.CON (99639 bytes) Including: DEFS.CON (35992 bytes) Including: USER.CON (45482 bytes) Duke Nukem 3D v1.4+ style CON files detected. GAME.CON: In actor `SPACESHUTTLE': GAME.CON:42: error: parameter `SPACESHUTTLE' is undefined. GAME.CON: In state `blimphitstate': GAME.CON:157: warning: expected a action, found a define. Found 0 warning(s), 1 error(s). Error(s) found in file `GAME.CON'. Do you want to use the INTERNAL DEFAULTS (y/N)? Yes Compiling: GAME.CON (151190 bytes) Including: DEFS.CON (35992 bytes) Including: USER.CON (45482 bytes) Duke Nukem 3D v1.4+ style CON files detected. Compiled code size: 16207/98304 bytes 1903/11264 labels, 284/2048 variables 0 event definitions, 207 defined actors Initialising DirectInput... - Loading DINPUT.DLL - Creating DirectInput object - Enumerating attached input devices * MOUSE: Mouse * KEYBOARD: Keyboard - Creating keyboard device - Creating mouse device Initialising mouse CONTROL_Startup: Mouse Present Loading art header... initcache(): Initialised with 33554432 bytes Loading palette/lookups... mmulti: This machine's IP is 10.0.0.1 Definitions file 'duke3d.def' loaded. RTS Manager Started. RTS file DUKE.RTS was not found Initializing OSD... Setting video mode 1024x768 (32-bit fullscreen) polymost_glinit(): ATI detected, GL_FOG_HINT = GL_DONT_CARE Checking music inits... Checking sound inits... Initializing MultiVoc... - Maximum voices: 32 - Using 1280 byte mixing buffers Initializing DirectSound... - Loading DSOUND.DLL - Creating DirectSound object - Creating primary buffer - Setting primary buffer format Channels: 2 Sample rate: 44100Hz Sample size: 16 bits - Creating secondary buffer Writing cached tex: texcache/6b85d6c1aaab8bbe01943c0f5ca18d87-1227b-40 Writing cached tex: texcache/421d0dec4f8a748f3d6c9d9f80384a52-4271-40 Demo demo1.dmo is of an incompatible version (117). EOF: EDuke32 Cache time: 63239ms GOD MODE: ON Sound (#411) not found. Sound (#411) not found. Sound (#411) not found. Sound (#411) not found. Sound (#410) not found. Sound (#411) not found. Sound (#411) not found. Sound (#402) not found. Sound (#402) not found. Sound (#402) not found. Sound (#402) not found. Sound (#402) not found. Sound (#402) not found. Sound (#402) not found. Sound (#410) not found. Sound (#411) not found. Sound (#411) not found. Sound (#410) not found. Sound (#410) not found. Sound (#411) not found. Sound (#411) not found. Sound (#410) not found. Sound (#410) not found. Sound (#410) not found. Sound (#411) not found. Sound (#410) not found. Sound (#410) not found. Sound (#410) not found. Sound (#410) not found. Sound (#410) not found. Sound (#411) not found. Sound (#410) not found. Sound (#410) not found. Sound (#411) not found. Sound (#411) not found. Sound (#402) not found. Sound (#402) not found. Sound (#402) not found. Sound (#402) not found. Sound (#402) not found. Sound (#402) not found. Sound (#402) not found. Sound (#410) not found. Sound (#406) not found. Sound (#406) not found. Sound (#407) not found. Sound (#411) not found. Sound (#410) not found. Sound (#406) not found. Sound (#402) not found. Sound (#402) not found. Sound (#402) not found. Sound (#402) not found. Sound (#402) not found. Sound (#402) not found. Sound (#402) not found. Sound (#407) not found. Sound (#406) not found. Sound (#407) not found. Sound (#407) not found. Sound (#407) not found. Sound (#406) not found. Sound (#406) not found. Sound (#407) not found. Uninitializing MultiVoc... DirectSound: Waiting for sound thread to exit DirectSound: Sound thread has exited Uninitializing DirectSound... - Releasing secondary buffer - Releasing primary buffer - Releasing DirectSound object - Unloading DSOUND.DLL Uninitialising DirectDraw... - Releasing DirectDraw object - Unloading DDRAW.DLL Uninitialising DirectInput... - Releasing keyboard device - Releasing mouse device - Releasing DirectInput object - Unloading DINPUT.DLL |
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01-09-2008, 01:25 AM | #95 | |
Re: High Resolution Pack discussion thread.
Quote:
How do I know which zip loads first? There is a file called 'duke3d.def.sample', do I want to be getting rid of it? |
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01-09-2008, 08:50 AM | #96 |
Re: High Resolution Pack discussion thread.
Well he doesn't seem to be running SD_Duke, at least I cannot see the zipfile loaded. He's probably using external cons which he should not.
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01-09-2008, 08:53 AM | #97 |
Re: High Resolution Pack discussion thread.
Try removing the CON files from the game folder and check if that helps.
Though I can't understand where from the sound errors come and I see no line which is indicating a map you were playing. That's kinda confusing me. Also try clean install(make a new folder with this structure): eduke32.exe DUKE3D.GRP autoload/duke3d_hrp.zip |
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01-09-2008, 08:56 AM | #98 |
Re: High Resolution Pack discussion thread.
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01-09-2008, 10:41 AM | #99 | |
Re: High Resolution Pack discussion thread.
Quote:
@Puritan: I used that thread in the first place Oh, and am I supposed to get the two minute waiting times for levels to load? The old hrp I was using didn't do that. |
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01-09-2008, 01:24 PM | #100 |
Re: High Resolution Pack discussion thread.
Press the spacebar to skip pre-caching, but if you do that expect hitching.
__________________
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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01-11-2008, 10:55 PM | #101 | ||
Re: High Resolution Pack discussion thread.
Quote:
Quote:
Dont you think a maximum limit should be put on what size a texture can be. I reduce the 1280x1024's all down to 1024x768 and often less with no real visible or noticeable difference. All it does is swell the hell out of the hrp and extend loading times.
__________________
http://www.proasm.com |
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01-12-2008, 01:37 PM | #102 |
Re: High Resolution Pack discussion thread.
im having a problem with frozen enemys they dissapear but still shatter normaly its just i cant see them when they are frozen
EDIT this problem existed before and after getting the new ice pack
__________________
humanity is obselete too easy to defeat a new race must be complete |
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01-12-2008, 01:43 PM | #103 |
Re: High Resolution Pack discussion thread.
if you are talking about sd mod then put sd GRP to autoload and it should do the trick.
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01-12-2008, 02:01 PM | #104 |
Re: High Resolution Pack discussion thread.
The ice pack isn't SD_Duke mod even though it does use frozen models from that mod. It can be part of the regular HRP in the future.
Post the log("eduke32.log") so I will be able to figure out the problem. |
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01-12-2008, 02:59 PM | #105 |
Re: High Resolution Pack discussion thread.
EDuke32 1.4.0 svn (Sep 1 2007 14:30:18)
Copyright (c) 1996, 2003 3D Realms Entertainment Copyright (c) 2007 EDuke32 team addsearchpath(): Added C:/Program Files/duke3d/ Initialising Windows DirectX/GDI system interface OS: Windows XP (Version 5.1.2600) - Service Pack 2 Loading OPENGL32.DLL Loading GLU32.DLL Initialising DirectDraw... - Loading DDRAW.DLL - Enumerating display devices * Primary Display Driver - Creating DirectDraw object - Checking capabilities Detecting video modes: - 320x200 8-bit fullscreen - 320x240 8-bit fullscreen - 400x300 8-bit fullscreen - 512x384 8-bit fullscreen - 640x400 8-bit fullscreen - 640x480 8-bit fullscreen - 720x480 8-bit fullscreen - 720x576 8-bit fullscreen - 800x600 8-bit fullscreen - 848x480 8-bit fullscreen - 1024x480 8-bit fullscreen - 1024x768 8-bit fullscreen - 1152x864 8-bit fullscreen - 1280x720 8-bit fullscreen - 1280x768 8-bit fullscreen - 1280x960 8-bit fullscreen - 1280x1024 8-bit fullscreen - 1360x768 8-bit fullscreen - 1360x1024 8-bit fullscreen - 1440x900 8-bit fullscreen - 1600x1200 8-bit fullscreen - 320x200 16-bit fullscreen - 320x200 32-bit fullscreen - 320x240 16-bit fullscreen - 320x240 32-bit fullscreen - 400x300 16-bit fullscreen - 400x300 32-bit fullscreen - 512x384 16-bit fullscreen - 512x384 32-bit fullscreen - 640x400 16-bit fullscreen - 640x400 32-bit fullscreen - 640x480 16-bit fullscreen - 640x480 32-bit fullscreen - 720x480 16-bit fullscreen - 720x480 32-bit fullscreen - 720x576 16-bit fullscreen - 720x576 32-bit fullscreen - 800x600 16-bit fullscreen - 800x600 32-bit fullscreen - 848x480 16-bit fullscreen - 848x480 32-bit fullscreen - 1024x480 16-bit fullscreen - 1024x480 32-bit fullscreen - 1024x768 16-bit fullscreen - 1024x768 32-bit fullscreen - 1152x864 16-bit fullscreen - 1152x864 32-bit fullscreen - 1280x720 16-bit fullscreen - 1280x720 32-bit fullscreen - 1280x768 16-bit fullscreen - 1280x768 32-bit fullscreen - 1280x960 16-bit fullscreen - 1280x960 32-bit fullscreen - 1280x1024 16-bit fullscreen - 1280x1024 32-bit fullscreen - 1360x768 16-bit fullscreen - 1360x768 32-bit fullscreen - 1360x1024 16-bit fullscreen - 1360x1024 32-bit fullscreen - 1440x900 16-bit fullscreen - 1440x900 32-bit fullscreen - 1600x1200 16-bit fullscreen - 1600x1200 32-bit fullscreen - 1152x864 8-bit windowed - 1024x768 8-bit windowed - 800x600 8-bit windowed - 640x480 8-bit windowed - 640x400 8-bit windowed - 512x384 8-bit windowed - 480x360 8-bit windowed - 400x300 8-bit windowed - 320x240 8-bit windowed - 320x200 8-bit windowed - 1152x864 32-bit windowed - 1024x768 32-bit windowed - 800x600 32-bit windowed - 640x480 32-bit windowed - 640x400 32-bit windowed - 512x384 32-bit windowed - 480x360 32-bit windowed - 400x300 32-bit windowed - 320x240 32-bit windowed - 320x200 32-bit windowed Using config file 'duke3d.cfg'. Scanning for GRP files... EDIT tried moving the sd duke.grp into autoload it made the frozen model appear but only in sprite form
__________________
humanity is obselete too easy to defeat a new race must be complete |
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01-12-2008, 03:29 PM | #106 |
Re: High Resolution Pack discussion thread.
Your log is incomplete.
Also you could remove the video mode list. |
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01-13-2008, 12:38 AM | #107 | |
Re: High Resolution Pack discussion thread.
Quote:
__________________
Therefore I will wail and howl, I will go stripped and naked: I will make a wailing like the dragons, and mourning as the owls. |
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01-14-2008, 03:48 AM | #108 |
Re: High Resolution Pack discussion thread.
It seems my problem stemmed from the old save files I was using, I started a new game and it looks fine. Thanks for your help though everyone.
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01-14-2008, 06:34 PM | #109 |
Re: High Resolution Pack discussion thread.
Can i use this with the duke nukem 3d shareware version ?
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01-14-2008, 08:34 PM | #110 |
Re: High Resolution Pack discussion thread.
Yes............
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01-14-2008, 09:46 PM | #111 |
Re: High Resolution Pack discussion thread.
including sd game.con
sd game.con in state checksparkhit sd game.con 1327 warning duplicate case ignored sd game.con 1332 warning duplicate case ignored sd game.con 1368 warning duplicate case ignored sd game.con 1369 warning duplicate case ignored sd game.con 1374 warning duplicate case ignored increasing script buffer size to 32768 bytes when i run sd duke im getting huge sprites where the sd effects should go (i coulnt post the actual log so i typed the only part in i could see)
__________________
humanity is obselete too easy to defeat a new race must be complete |
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01-15-2008, 03:32 PM | #112 |
Re: High Resolution Pack discussion thread.
Do you have 1.3d or 1.5? If you have 1.3d, than SD_Duke won't be compatible with your game.
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01-15-2008, 04:02 PM | #113 |
Re: High Resolution Pack discussion thread.
@ king karl
As for the warning. Download the latest SD_Duke mod. http://hrpupdate.duke4.net/downloads.html I need a log to know what's wrong(I have the guess about it): Make sure you have started the game, otherwise a log will be incomplete and useless. You can remove the video mode list because it's not important. |
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01-15-2008, 07:19 PM | #114 |
Re: High Resolution Pack discussion thread.
i use atomic edition yes and as for starting my game before i copy my log im not sure how i do that after i start my game the log is gone and after hitting start the game starts too quicly too take down the log unless theirs some hotkey i dont know about
__________________
humanity is obselete too easy to defeat a new race must be complete |
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01-15-2008, 07:39 PM | #115 |
Re: High Resolution Pack discussion thread.
There is a file eduke32.log in your duke folder. open it up and post the contents (or post the file itself.)
__________________
http://thaunandshad.com |
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01-16-2008, 01:36 AM | #116 |
Re: High Resolution Pack discussion thread.
Every time I see an eduke32.log file posted on here, it reminds me of what a godawful mess that hijackthis! has made of google's search results for malware.
Maybe editing and directing people to the EDuke32 FAQ and adding troubleshooting solutions as they're discovered/reported might tidy this place up a little. |
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01-16-2008, 09:18 PM | #117 |
Re: High Resolution Pack discussion thread.
log removed
__________________
humanity is obselete too easy to defeat a new race must be complete
Last edited by king karl; 01-17-2008 at 05:57 PM.
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01-16-2008, 11:14 PM | #118 |
Re: High Resolution Pack discussion thread.
You have messed two mods: DukePlus and SD_Duke.
You should: 1. Remove the *.CON and *.DEF files in the game folder. That restores the regular game and DukePlus(dukeplus.bat). 2. After that you can install SD_Duke mod or put the "z_ice.zip" file into the "autoload\duke3d.grp\" folder.
Last edited by Hunter_rus; 01-16-2008 at 11:27 PM.
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01-17-2008, 05:18 PM | #119 |
Re: High Resolution Pack discussion thread.
problem solved i had a stray def file in main directory uv been a huge help thanks
__________________
humanity is obselete too easy to defeat a new race must be complete
Last edited by king karl; 01-17-2008 at 05:57 PM.
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01-17-2008, 05:47 PM | #120 |
Re: High Resolution Pack discussion thread.
I set up the same config as yours but I can't replicate the problem. Everything seems to be right.
Make sure there is no DEF files in the game folder. If it don't help try making a clean install. Also let's continue in the SD_Duke thread. |
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