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Old 04-10-2009, 07:26 PM   #121
IceColdDuke
Re: Cradle to Grave -- Your Blood experience will live again!
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Originally Posted by sirlemonhead View Post
Did that RoR code not make it onto the svn at sourceforge, IceColdDuke?

I think this was the latest code you gave me for winblood - the file game_sector.cpp has some RoR code in it

http://homepage.eircom.net/~duncands...d/winblood.zip
Now I know what Carmack said about looking at old code and how messy shit is :|, whats in sourceforge wasnt the last revision of code, let me dig around some more, and ill look for my Blood CD.
Last edited by IceColdDuke; 04-10-2009 at 07:31 PM.
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Old 04-10-2009, 07:36 PM   #122
sirlemonhead

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Re: Cradle to Grave -- Your Blood experience will live again!
That's from my hard drive, which should be newer than the svn I think.
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Old 04-10-2009, 07:41 PM   #123
IceColdDuke
Re: Cradle to Grave -- Your Blood experience will live again!
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Originally Posted by sirlemonhead View Post
That's from my hard drive, which should be newer than the svn I think.
Was this the revision that it worked in the main courtyard, but wasnt working any place else? and check ur messages.
Last edited by IceColdDuke; 04-10-2009 at 07:43 PM.
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Old 04-10-2009, 10:13 PM   #124
supergoofy

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Re: Cradle to Grave -- Your Blood experience will live again!
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Originally Posted by Sang View Post
Source? I bought a good graphics card capable of SM3 some months ago (though it's installed on a different PC) and that one costed 70 euros. I doubt an 8400 GS is going to cost less than that by now.


Anyway what good is a new graphics card if you still have inferior RAM and processor? I would have to upgrade my entire system which would, obviously, cost a bit more than 35 euros.
check your p.m.
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Old 04-13-2009, 11:24 AM   #125
Dimebog

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Re: Cradle to Grave -- Your Blood experience will live again!
@IceColdDuke:

Any progress on fixing the RoR implementation in eDuke32? Have you been able to look into it thoroughly these days? This is one of the two things that separates the current eDuke32 to BLOOD's Build engine in terms of capabilities, and it would be MUCH appreciated if you could do anything in this field. In fact, I have faith that you can do it, having proven so before.

The other thing (which is more of the aesthetic nature) is the intensity of depth cueing in Duke (the shading thing that looks like a 'dark fog' in the distance). The values seem to go from intense darkness to slightly less intense darkness and then there's ten or so values which don't really vary much and where the effect is almost not noticeable except in very large areas. It would be a great thing if the range could be increased to 1-255 so that people could create the appearance of daylight exterior architecture in the afternoon, early evening and late evening (none of which were used in any retail Duke levels which either looked like after midnight or something like 10 AM, but these were used a lot in BLOOD). See if you can deduce some answers on whether doing something like this would be possible the next time you take a look at the engine code.
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Old 04-13-2009, 03:10 PM   #126
IceColdDuke
Re: Cradle to Grave -- Your Blood experience will live again!
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Originally Posted by Dimebog View Post
@IceColdDuke:

Any progress on fixing the RoR implementation in eDuke32? Have you been able to look into it thoroughly these days? This is one of the two things that separates the current eDuke32 to BLOOD's Build engine in terms of capabilities, and it would be MUCH appreciated if you could do anything in this field. In fact, I have faith that you can do it, having proven so before.

The other thing (which is more of the aesthetic nature) is the intensity of depth cueing in Duke (the shading thing that looks like a 'dark fog' in the distance). The values seem to go from intense darkness to slightly less intense darkness and then there's ten or so values which don't really vary much and where the effect is almost not noticeable except in very large areas. It would be a great thing if the range could be increased to 1-255 so that people could create the appearance of daylight exterior architecture in the afternoon, early evening and late evening (none of which were used in any retail Duke levels which either looked like after midnight or something like 10 AM, but these were used a lot in BLOOD). See if you can deduce some answers on whether doing something like this would be possible the next time you take a look at the engine code.
Im looking at the ROR code right now, I think ive got it down ill make a post about it next weekend.
Are you talking about a fog implementation, im not sure what you mean by "depth cueing".
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Old 04-13-2009, 05:31 PM   #127
Dimebog

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Re: Cradle to Grave -- Your Blood experience will live again!
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Originally Posted by IceColdDuke View Post
Im looking at the ROR code right now, I think ive got it down ill make a post about it next weekend.
Are you talking about a fog implementation, im not sure what you mean by "depth cueing".
Excellent to hear.

I believe the effect is referred to as 'Visibility' in Duke. But don't worry about that. I might be confused on how it is used, since adjusting the global Visibility, and sector Visibility seem to do two different things. I just got the impression that the range of Visibility jumps too harshly from 240-254, as opposed to the smooth transition from 255 (it proceeds to 0, 1, 2, etc) to 239. Global values seem to jump from from 16 to 32, 64, 128, 256... 16384. It's just that I got the impression that it is impossible to fine-tune the Visibility effect to give the feeling of a late afternoon using some straight-forward value, but now after experimenting a bit, I see that combining sector Visibility with global Visibility can achieve greater amount of finesse.

Keep working on the RoR though, we are counting on you.
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Old 04-20-2009, 01:59 PM   #128
sirlemonhead

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Re: Cradle to Grave -- Your Blood experience will live again!
what's the legality of modifying a build game to read in a blood map directly? ie, add code to build to decrypt the blood levels, and also code to handle the blood specific sector and sprite flags?
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Old 04-21-2009, 07:40 PM   #129
Dimebog

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Re: Cradle to Grave -- Your Blood experience will live again!
The engines are far too different for a fully automatized conversion without human intervention to be possible. There are, however, a few things that could be changed about the current converter utility (it is open source) that would make our lives a lot easier when converting the maps (given that RoR will be implemented in the near future; otherwise any attempts to convert the maps are pointless).
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Old 04-22-2009, 02:37 AM   #130
sirlemonhead

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Re: Cradle to Grave -- Your Blood experience will live again!
What do you need me to do with that utility? I can make whatever changes necessary.
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Old 04-22-2009, 07:31 AM   #131
XTHX2

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Re: Cradle to Grave -- Your Blood experience will live again!
Lol, you won't believe me but I saw a dream about this mod, working with the new renderer... god it was awesome. But it got ridiculous at the end, as I was killing a blue coat version of caleb in the end with sawed-off akimbo near a waterfall like place with transluscent water... I hope you guys are still working on this.
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Old 04-22-2009, 09:19 AM   #132
Dimebog

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Re: Cradle to Grave -- Your Blood experience will live again!
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Originally Posted by XTHX2 View Post
Lol, you won't believe me but I saw a dream about this mod, working with the new renderer... god it was awesome. But it got ridiculous at the end, as I was killing a blue coat version of caleb in the end with sawed-off akimbo near a waterfall like place with transluscent water... I hope you guys are still working on this.
Don't worry, we are. I am going to post a new blog entry as soon as possible and include some videos demonstrating physics and gore. A blue version of Caleb, you say? Did he shoot from the Tesla cannons exclusively? Anyway, it must be a good omen.

Quote:
Originally Posted by sirlemonhead View Post
What do you need me to do with that utility? I can make whatever changes necessary.
It would be really helpful if it had a feature that allowed you to specify some flags and parameters from the command line that would collectively change the shading of all surfaces by a certain amount (for example -15 shading or +25 of the current values), while converting the map. This should be possible since the utility does manually process all the properties of each sector, wall and ceiling, including the shading values and picnums.

And another, even more useful feature that would make all the difference is an option to read an external 'def' file of sorts, where we could specify a replacement tile number for each picnum. This would eliminate the need to retexture everything by hand. Things like texture panning and 'XY repeat' values are all translated correctly so that is not an issue.

If we had those two things, we would only need to work on the sector tags and scripted mechanics by hand, which is not that much work. Perhaps even some of that could be automatized in the future.
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Old 04-22-2009, 09:25 AM   #133
XTHX2

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Re: Cradle to Grave -- Your Blood experience will live again!
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Originally Posted by Dimebog View Post
Don't worry, we are. I am going to post a new blog entry as soon as possible and include some videos demonstrating physics and gore. A blue version of Caleb, you say? Did he shoot from the Tesla cannons exclusively? Anyway, it must be a good omen.
Lol, you spoke like you have seen the same dream too... Anyway, looking forward to see more from you guys
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Old 04-22-2009, 09:26 AM   #134
sirlemonhead

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Re: Cradle to Grave -- Your Blood experience will live again!
I'll have a look at sorting that out for you tonight. I have 99% of the extra sector stuff figured out so it might be possible to carry over the sector effects to duke3d
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Old 04-22-2009, 09:37 AM   #135
Dimebog

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Re: Cradle to Grave -- Your Blood experience will live again!
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Originally Posted by sirlemonhead View Post
I'll have a look at sorting that out for you tonight. I have 99% of the extra sector stuff figured out so it might be possible to carry over the sector effects to duke3d
Sounds almost too good to be true.

Now we only need to have the RoR effect fixed in Polymost.
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Old 04-22-2009, 09:54 AM   #136
sirlemonhead

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Re: Cradle to Grave -- Your Blood experience will live again!
Are you writing all the levels in mapedit then, and tweaking in duke build?
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Old 04-22-2009, 04:33 PM   #137
Dimebog

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Re: Cradle to Grave -- Your Blood experience will live again!
No. We are using Mapster32 to build new levels.
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