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Old 11-12-2005, 08:18 AM   #1
NightFright

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HRP Update Pack
I´ve decided to open up a new thread for this. I´m willing to provide zipfiles with fixes/tile updates for the latest HRP version. Meaning: Bug fixes and new tiles that look great/are important for gameplay experience.

I´m collecting especially stuff from the models, sprites (textures) and revisions threads or - even better - you post them here for me to implement them.

You should post here only if you have a confirmed *FIX* for a bug reported in other threads. I will then add it to a zipfile which will be released every time it´s sensible to do so. After decompressing this zipfile, integrate the contents as it is to your HRP file without compression and you´re set.

Currently, we´re especially looking for some fixes in E4L1 which are described by 3D Master:

- 3-twist combination lock saved as progressive jpeg (tile number needed)
- TV set with weather forecast by bikini babe: not visible on the TV, and IIRC should be visible even when not 'used'.
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Old 11-12-2005, 03:17 PM   #2
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Re: HRP Update Pack
No, not the lock itself, the texture ABOVE the lock. Which is a narrow rectangle diagonal yellow/dark lines.

Which might be (sign) 0650, 0651, 0652, 0655, or 0656. Might as well save them all as normal jpeg, if one of them is saved as progressive, all of them might be.
 
Old 11-12-2005, 03:32 PM   #3
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Re: HRP Update Pack
As mentioned in another thread, the TV set is not a bug -- it's a block sector with an invisible (one-way, rotated to face the "wall") security monitor on the front. You can only see anything if you click on it, and when you pull away, it's still invisible as it was before. This is as it was when I played the game in Win98 MS-DOS mode back in 1999, it's not a symptom of JFDuke!

The alternative would have been for a TV to have security monitor information on it... mind you, you'd think 3D Realms could have chosen another possible texture for a security monitor (there's two already) that could have fitted in nicely on a TV, e.g. the test card, snow, Emergency Signal etc.?
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Old 11-12-2005, 05:21 PM   #4
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Re: HRP Update Pack
The BSoD!
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Old 11-12-2005, 05:39 PM   #5
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Re: HRP Update Pack
when will someone do the battlelord?
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Old 11-12-2005, 06:07 PM   #6
NightFright

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HRP Update Pack 02
OK, here´s a new version of the pack.


HRP Update 02 Download (3.5 MB):
http://www.uploadtemple.com/view.php/1131840399.zip


Fixes/new stuff included are as follows (fixes from previous version[s] included):

REMADE/ADDED TILES:
- screen\hud: 2523
- sprites\decals: 546-549
- sprites\jibs: 2245
- sprites\signs: 651
- textures: 200-202, 387-390 (with pal15), 749, 884, 889-892 (pal8 only), 3406, 4171, 4250-4253, 4498, 4594-4599, 4948.

FIXES INCLUDE:
- jibs sprite 2245 was progressive jpeg -> no texture
- texture 387-390 pal15 subset, fixing a texture bug outside E2L8 airlock
- crosshair not shaped correctly (tile 2523, looking "squeezed")
- new decals for wall crack sprites (546-549) make them much better visible in-game than before
- fallen skyscraper in E3L11 showing texture grid (tile 3406)
- "ACCESS" switch tile 651 (seen in E4L1) was progressive jpeg -> no texture
- slightly mixed-up space skyboxes (earth/moon not being at the same place as with original textures)
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Old 11-13-2005, 04:14 AM   #7
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Re: HRP Update Pack 02
No route to host!
 
Old 11-13-2005, 08:17 AM   #8
NightFright

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Webspace needed
Isn´t someone willing to provide some private webspace for this? I´d very much like to offer the file from a host that´s always available, but I don´t have any webspace on my own.
Uploadtemple may be a free and cheap solution, but as you see, it´s not the best one.

However, the link seems to be working, and due to uploadtemple´s FAQ, it will stay online for at least 3 weeks. Just keep trying klicking on the link, you´ll eventually get the file.
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Old 11-13-2005, 08:21 AM   #9
gungriffon geona

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Re: Webspace needed
www.rapidshare.de

It's a free host, and stays up all the time. downloads are a tad slow, but it's very useful as long as the file is under 50mb.
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Old 11-13-2005, 09:23 AM   #10
NightFright

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HRP Update 02a
OK, THX for the tip!

Download HRP Update 02a (3.7 MB):
http://rapidshare.de/files/7577259/H...te02a.zip.html

I have made a slight update to the pack, adding the following to the fixes already mentioned above:

- Added modified duke3d.def with alphahacks for eDuke32 (transparent smoke, wall cracks etc)
- Completed highres tileset 889-892 (waterfall textures)


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Old 11-13-2005, 11:29 AM   #11
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Re: HRP Update 02a
It doesn't work! "You have chosen to download...", and that's it. No link, no automatic download prompt, nothing.
 
Old 11-13-2005, 11:40 AM   #12
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Re: HRP Update 02a
Rapidshare is utter poo. Even geocities would be better.
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Old 11-13-2005, 11:49 AM   #13
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Re: HRP Update 02a
I got it -- after a delay a link appears where it said "Please wait X seconds". It works! It woooorks!!!!! \o/
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Old 11-13-2005, 02:44 PM   #14
NightFright

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Re: HRP Update 02a
Quote:
3D Master said:
It doesn't work! "You have chosen to download...", and that's it. No link, no automatic download prompt, nothing.
Ouh man! Just scroll down after clicking the link and choose "Free". Then you´re redirected to the download page, wait for a few seconds, then click the download link. It´s as simple as that.
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Old 11-13-2005, 04:24 PM   #15
Dr. Kylstien
Re: HRP Update 02a
It keeps telling me that my ip is already downloading something and won't let me proceed.
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Old 11-13-2005, 06:26 PM   #16
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Re: HRP Update 02a
Upload it to http://www.megaupload.com/. Slower downloads than RapidShare but fewer restrictions.
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Old 11-13-2005, 07:20 PM   #17
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Re: HRP Update 02a
Does this pack fix the freezer idle model problem?
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Old 11-13-2005, 11:10 PM   #18
gungriffon geona

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Re: HRP Update 02a
odd, it appears Rapidshare is tracking IP addresses from my ISP and bunching them as one IP. therefore it thinks I've been downloading a crapload of stuff when I really haven't been.
Oi, maybe Mega Upload would be a better choice.

EDIT: actually, I managed to get it when the clock hit the first minute of the hour. I got it.
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Old 11-14-2005, 05:43 AM   #19
NightFright

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HRP Update 02a RELOADED
Well currently, this update fixes nothing that has to do with the models. I don´t know what this Freezer bug is you´re mentioning, anyway.
What would really be more important to fix would be the flipped sprites/models (like ceiling gun turrets) not being visible at all - but this is something for maphacks. Enemies should not move when frozen, too - more stuff for official HRP, I guess.
For the time being, it´s up to tile collecting and minor fixes.

I finally got around to upload the file on Megaupload (be patient, you have to wait for 45secs). Hopefully, this will stop any complaints.
So here are the two valid download links for version 02a:

http://www.megaupload.com/?d=ZSJGNLG0

http://rapidshare.de/files/7577259/H...te02a.zip.html
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Old 11-15-2005, 07:06 AM   #20
Killd a ton

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Re: HRP Update 02a RELOADED
>What would really be more important to fix would be the flipped sprites/models (like ceiling gun turrets) not being visible at all - but this is something for maphacks.

NO!, this has been mentioned 1000 times, it is to do with the flip code in JFbuild, theres nothing that haphacks can do about it, the quickest fix would be if Jonof added xyz off set to the maphack files, then it would be a maphack issue.

>More stuff for official HRP, I guess.
>For the time being, it´s up to tile collecting and minor fixes.

?? you can fix somthing like that, it just takes time to make textures, if you wanted this fixed the HRP woud only be released once every thing was 100% done, probably xmas 2006 or somthing like that.
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Old 11-15-2005, 08:52 AM   #21
NightFright

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Sprite flips
If you say so, then it´ll be so. Anyway, if maphacks would do the trick we´d have them by now. As I said, I´m not a pro concerning this programming stuff, I´m just collecting new textures and fixes that are popping up here and pack them together.
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Old 11-15-2005, 12:34 PM   #22
Parkar

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Re: Sprite flips
Fixing the flipped sprites with con hacks is a realy bad way of doing it since just making sure the game draws them correctly fixes them always wheres maphacks would need to be made for each and every flipped sprite in all the maps in the game not to mention all the user maps.

Basicaly what the code has to do is mirror the vertices and move them up the height of the sprite. It is curently moving it to much up.
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Old 12-02-2005, 04:11 PM   #23
NightFright

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HRP Update 03
OK, here´s Update 03. This time it´s new/updated textures and some updated models only, no bug fixes.

Note that the new shotgun pickup model currently is not fully compatible to current maphacks, so it will not be positioned correctly in the maps.
If you don´t want the new model integrated into your HRP file, manually delete
- highres\sprites\pickups folder and
- highres\sprites\pickups.def
from my zipfile *BEFORE* updating your HRP.


Download HRP Update 03 (5.5 MB):
http://www.megaupload.com/?d=R05LG8TC


Changes in this version:
- highres\sprites\pickups: 28 (shotgun pickup)
- highres\sprites\props\bottles: 955, 956, 1014, 1160-1166 (transparent bottles)
- highres\sprites\signs: 4892, 4948 (relocated)
- highres\sprites\switches: 130 series (access switches r/y/b)
- highres\textures: 446 (with subsets 18/21/22), 889-892 (lavafall subset 2), 1082-1087 (lava textures)
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Old 12-03-2005, 07:51 AM   #24
Parkar

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Re: HRP Update 03
Replace the tint 7 with this line. (in duke3d_hrp.def)

definetint 7 172 157 140 0
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Old 12-03-2005, 12:23 PM   #25
NightFright

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Definetint 7
Errr... OK, will do. But what is the difference afterwards?
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Old 12-03-2005, 05:52 PM   #26
Another Duke Fan

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Re: Definetint 7
What shall I do to get this right?
Attached Images
File Type: jpg 999017-Unbenannt.jpg (95.4 KB, 100 views)
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Old 12-03-2005, 06:09 PM   #27
NightFright

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Shattered
I have never seen this kind of error in my version of the game. I think someone else reported a similar issue somewhere in this forum. It was about trooper models being "shattered" when shot. As I understand it, this was related to the blood & gore pack they could not get working properly with jfDuke3D. If this is the case here, you´re at the wrong place.

Besides, you should point out what this actually is. Did you shoot an enemy, or was this mess just lying around there? Which level in the game?
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Old 12-03-2005, 06:19 PM   #28
Another Duke Fan

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Re: Shattered
It is the beginning of shrapnel city. Whatever I shoot it turns into that. I did not install any gore pack. Troopers do turn blue once wounded and when they fall to pieces turn into that.
How to get it sorted out?
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Old 12-03-2005, 07:06 PM   #29
Hellbound
 

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Re: Shattered
That's because you have no painskins and blood grahs from B&G and you're using game.con with my version of blood particle system and some repairs in code. You can do:

1) Delete your game.con and an original from duke3d.grp will be loaded

2) Download missed files. I recommend that. It gives you no all stuff from B&G pack, but only blood particles nad painskins. It's nice, I think
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Old 12-03-2005, 07:27 PM   #30
Another Duke Fan

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Re: Shattered
Thank you Hellbound. I badly needed that advice.
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Old 12-03-2005, 09:43 PM   #31
Parkar

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Re: Definetint 7
Quote:
NightFright said:
Errr... OK, will do. But what is the difference afterwards?
It just looks colser to the 8-bit pallete then the old one. Especialy effects some of the Roch maps.
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Old 12-04-2005, 03:58 AM   #32
Hellbound
 

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Re: Shattered
Quote:
Another Duke Fan said:
Thank you Hellbound. I badly needed that advice.
You're welcome
Just let me know if it works.
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Old 12-04-2005, 05:56 AM   #33
Another Duke Fan

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Re: Shattered
Quote:
Hellbound said:
That's because you have no painskins and blood grahs from B&G and you're using game.con with my version of blood particle system and some repairs in code. You can do:

1) Delete your game.con and an original from duke3d.grp will be loaded

2) Download missed files. I recommend that. It gives you no all stuff from B&G pack, but only blood particles nad painskins. It's nice, I think
1) - Didn`t work, as GAME.CON gets not loaded from the GRP. Do not know why...

2) - Where are the missing files? Any link?

Thank you!
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Old 12-04-2005, 08:25 AM   #34
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Re: Shattered
Sign 4945 is not defined in signs.def.
 
Old 12-04-2005, 09:00 AM   #35
Parkar

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Re: Shattered
Quote:
Another Duke Fan said:
It is the beginning of shrapnel city. Whatever I shoot it turns into that. I did not install any gore pack. Troopers do turn blue once wounded and when they fall to pieces turn into that.
How to get it sorted out?
Well some how you hava managed to get gore pack files in your duke folder.
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Old 12-04-2005, 11:26 AM   #36
Another Duke Fan

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Re: Shattered
Even that I do not think I did, this must be it. In some point back in time I tried the Gore Pack, but it didn`t work and I remember that I have removed it. Well, I obviously didn`t do it clean. Such a mess.
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Old 12-04-2005, 02:11 PM   #37
Hellbound
 

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Re: Shattered
The best way - reinstall everything
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Old 12-04-2005, 03:06 PM   #38
NightFright

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HRP Update 03a
OK, 2 minor fixes and some redone textures by Piterplus.

BTW note that many redone textures have a different format than their original - jpg instead of png in most cases. This means that if you add them to your HRP file, you will have two versions of the same texture. So when you encounter images with the same number, you may look at the corresponding def file and delete the format that is NOT listed in it. Saves file size.
This could be avoided if finally a unified texture format was set - IMHO it should be jpg.

Download HRP Update 03a (6.5 MB):
http://www.megaupload.com/?d=FJPOD541

CHANGES:
- duke3d_hrp.def: changed definetint 7 for better match of 8bit palette
- highres\sprites: added existing 4945 to signs.def
- highres\textures: 238/1169 ([moon]rock), 263-275, 357-359, 806-808, 4123/4124, 4128/4129 (TV monitors)
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Old 12-04-2005, 06:22 PM   #39
TerminX

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Re: HRP Update 03a
Quote:
NightFright said:
IMHO it should be jpg.
Opinion noted and discarded.
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Old 12-04-2005, 06:44 PM   #40
Parkar

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Re: HRP Update 03a
Quote:
NightFright said:
...
IMHO it should be jpg.
...

IMHO it should be dds with dxt compression, we just need suport for it .
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