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Old 12-04-2005, 08:22 PM   #41
Symok

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Re: HRP Update 03a
Are the various update files posted here cumulative or consecutive?
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Old 12-04-2005, 10:33 PM   #42
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Re: HRP Update 03a
Megaupload shoes are stuck in Molasses. SLOOOOOOW!
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Old 12-05-2005, 12:30 AM   #43
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Re: HRP Update Pack
you guys should realy redo the game intro and make that hi res!!!that'd be the shit! also you all should realy fix the pistola's flash.

-ps did you guys perposley pixelate the hrp? i gotto say it looks good for pixelation,kinda remineds me of quake II
keep up the <font color="yellow">GREAT WORK! </font>
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Old 12-05-2005, 09:20 AM   #44
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Re: HRP Update 03a
Quote:
Parkar said:
Quote:
NightFright said:
...
IMHO it should be jpg.
...

IMHO it should be dds with dxt compression, we just need suport for it .
Am I correct assuming that if Jonof and Ken will add support for DDS format, in the future, were will be no need to make several kinds of pack (lite & hires), and player will be able to choose texture size from game options (if Jonof will add such option) ?
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Old 12-05-2005, 09:29 AM   #45
NightFright

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Update policies
Quote:
Symok said:
Are the various update files posted here cumulative or consecutive?
Well, youīll notice the update packs get larger with each release, so you can see all fixes from earlier versions are also included in the latest one.

BTW I noticed another issue which has been pointed out by 3D Master eons ago, but I didnīt realize it until now. Tile 4498 was already included in the highres\sprites dir but not defined. However, I took a different (considered "fake") one from Piterplus, put it into the textures subdir and defined it there. This will be fixed with the next update pack release.
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Old 12-06-2005, 04:17 PM   #46
Parkar

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

IMHO it should be dds with dxt compression, we just need suport for it .
Am I correct assuming that if Jonof and Ken will add support for DDS format, in the future, were will be no need to make several kinds of pack (lite & hires), and player will be able to choose texture size from game options (if Jonof will add such option) ?
It does not solve the problem with the download size so I am not sure it woud mean getting rid of the light version. Choosing texture sizes should be possible to do with png/jpg textures to. You just need to down sample them while loading them. It would be easier with dxt though since it can keep the mipmaps in the file.
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Old 12-07-2005, 06:37 AM   #47
NightFright

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Update Pack 03a Mirror
I think I will go back to upload future versions of the update pack over at uploadtemple.com. I just realized by myself how extremely slow Megaupload is (16 KB/s definitely is a joke for broadband users, not to speak of the 45sec download delay).

Next release will have the fixed shotgun pickup model in it which Roma Loom was (finally) so kind to provide yesterday, among with some new textures that have been released.

In the meantime, hereīs an uploadtemple.com mirror for the current version. Double-time it!

Download HRP Update Pack 03a (Mirror, 6.5 MB):
http://www.uploadtemple.com/view.php/1133959899.zip
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Old 12-13-2005, 05:22 AM   #48
NightFright

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Update Pack 04
OK, now weīre finally approaching the 10MB-barrier. Lots of new stuff this time! As always, all previous fixes and revisions are included.

Download HRP Update 04 (9.7 MB):
http://www.uploadtemple.com/view.php/1134472820.zip

CHANGES SINCE LAST VERSION:
- duke3d.def: added "alphahack 1060 -1" (wall clock transparent glass)
- highres\screen\fonts\smallfont: complete folder
- highres\screen\menu: 2456 (menu panel, 1024x768)
- highres\sprites: signs.def includes existing 4498
- highres\sprites\pickups: 28 (fixed shotgun)
- highres\sprites\signs: 1064-1066, 4891 ("Crap"), 4941 ("Shop-n-Bag"), 4956 ("Comedy Club")
- highres\textures: 238, 298-300, 302, 1169, 3381, 4120-4122, 4147, 4183-4189/4191 ("vegetable" set)
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Old 12-14-2005, 06:06 PM   #49
NightFright

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Update Pack Site
Well, I finally got around to raise up a VERY rudimentary site over at Lycos Tripod. From now on, you can find the Update Pack over there.

http://members.lycos.co.uk/nightfright

Of course, Iīll keep you posted in this thread as soon as anything new gets out.
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Old 12-16-2005, 03:59 PM   #50
NightFright

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Version number changes
In order to prevent misunderstandings whether these updates are cumulative or consecutive, Iīll change version numbers starting with next release.

Update #01 = v1.00
Update #02 = v1.01
Update #03 = v1.02
Update #04 = v1.03

This means the next update will be v1.04. So donīt confound 1.04 with #04, itīs #05 then!

BTW every update pack based on v2005-11-01 HRP will have a v1.xx number. As soon as a new HRP gets out (letīs all hope it happens SOON), future packs will step up to v2.xx and so on.
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Old 12-17-2005, 09:31 AM   #51
NightFright

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Site moved
Well those ad frames of Lycos really pissed me off, so I moved the site over to atspace.com.

The new URL is:
http://nightfright.atspace.com

The files however remain on the Lycos server for the time being, for I believe I have read that it is forbidden to upload .rar, .zip or .exe files at atspace.com (which is quite a handicap!). Canīt there just be some free webspace without *ANY* restrictions?!?

The only way around that would probably be to rename the .zip ending to something like .pak. You would have to rename the file manually after download then. Would that be acceptable or should I leave everything as it is?

Oh, BTW: If anyone knows how to PROPERLY implement a download (and visit hit) counter on my site, please tell me.
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Old 12-17-2005, 01:38 PM   #52
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Re: Site moved
yeah i dont like the whole renaming thing i liked megaupload better.i didn't mind the wait.
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Old 12-20-2005, 07:03 AM   #53
NightFright

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The future
Iīm still looking for some decent free webspace (BESIDES megaupload or uploadtemple), for atspace.com is only accepting 200KB as maximum filesize. This means I have to stick to the atspace.com site / Lycos download combination for the time being. Unless one of you has to offer something better, of course.

Otherwise, I intend to release another version of the update pack still before the new year. After that, montly updates should be provided. This way youīll get much new stuff at once while you still receive patches on a regular basis.

Parkar intends to include my pack on the official HRP download site as well in the near future, so things donīt look that bad.
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Old 12-20-2005, 10:55 AM   #54
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Re: The future
Why is webspace a problem for a lot of people? Doesn't your ISP provide you some?
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Old 12-20-2005, 12:35 PM   #55
NightFright

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Re: The future
Well the magic word is filesize limitation. I have indeed 60MB webspace from my ISP, but he only allows files up to 1.5 MB.

Since the current version of the update is growing towards 15 MB, you can easily guess I would have to split up the file - which is not an option.
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Old 12-20-2005, 01:03 PM   #56
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Re: The future
why is it not an option to split up the rar/zip file?
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Old 12-20-2005, 01:04 PM   #57
oak man

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Re: The future
are you working on any boss models?
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Old 12-20-2005, 01:06 PM   #58
Luigi
Re: The future
Parkar i think you forgot to include Soul Collectors Police lightpole model in the hrp.
Here's the link: http://forums.3drealms.com/ubbthread...?Number=913224
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Old 12-20-2005, 02:30 PM   #59
ProAsm

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Re: The future
Quote:
tpz said:
Why is webspace a problem for a lot of people? Doesn't your ISP provide you some?
Webspace is not the problem, its the download bandwidth they bitch about.
I have 1 gig of Webspace but only 12 gig of monthly download space and with a popular file that can get gobbled up in a few days so one needs to spread it carefully.
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Old 12-20-2005, 04:41 PM   #60
NightFright

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Waiting for the Battlelord
Quote:
Luigi said:
Parkar i think you forgot to include Soul Collectors Police lightpole model in the hrp.
Here's the link: http://forums.3drealms.com/ubbthread...?Number=913224
THX for pointing that out! This will be included in the upcoming release of the update pack as well.

Concerning the Battlelord model:
I *really* wished we had as many modellers as texture artists at the moment. Textures are coming in almost every day, but with models, itīs completely different. Especially the Battlelord would be an important model, for the Battlelord Sentry could be made of it (and that one appears throughout the game, as you all know). I donīt know if anyone is currently working on him at all, but if it were released, you could count on me making a special update pack release just for that occasion...
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Old 12-20-2005, 05:23 PM   #61
tpz

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Re: The future
Quote:
NightFright said:
Well the magic word is filesize limitation. I have indeed 60MB webspace from my ISP, but he only allows files up to 1.5 MB.
What an *******s. You pay them, they give you 60MB and you can't even decide for yourself how you use it. I don't know how many ISP's do this in your country, but I would definitely consider switching to another ISP for shit like this.

Quote:
ProAsm said:Webspace is not the problem, its the download bandwidth they bitch about.
I have 1 gig of Webspace but only 12 gig of monthly download space and with a popular file that can get gobbled up in a few days so one needs to spread it carefully.
Yeah you're right, some providers even charge you for it.


mirror:
http://members.home.nl/tpz/HRP_Update103.txt
http://members.home.nl/tpz/HRP_Update103.zip
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Old 12-20-2005, 06:23 PM   #62
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Re: The future
EXCELLENT! I didnīt even ask you for providing a mirror. If you donīt mind, I will add the link to my site.

In other terms, we have discovered some issues with Linux users and upper/lower case stuff which prevent quite a bunch of textures and models from loading. Will be fixed with the next update pack, as well as another 3 textures that were already there but not defined.
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Old 12-20-2005, 06:25 PM   #63
tpz

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Re: The future
I do not mind that. If you have any updates or if the link goes dead just PM me.
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Old 12-20-2005, 06:33 PM   #64
NightFright

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Re: The future
Very well. However you donīt have to host the txt file, I think my webspace can handle those few KBs just fine. Besides, the readme will be included in the zipfile from the next version onwards.
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Old 12-20-2005, 06:40 PM   #65
tpz

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Re: The future
hehe, I just upped it to make 'the package' complete. I'll let it stay until the new version has arrived.
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Old 12-22-2005, 09:57 AM   #66
NightFright

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Some more \"ignored\" textures
Hey I have made a thorough check of the highres/textures folder and found some more textures that were there but not defined in textures.def: 335, 362, 4532 - this is stuff from July or late October 2005!

Together with the 3 I have already found b4 (370-372), that makes six new textures that are old!
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Old 12-22-2005, 05:32 PM   #67
NightFright

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HRP Update Pack v1.04
As promised and even b4 X-Mas eve: v1.04 of the Update Pack is online. Follow my signature link. Linux users should definitely get this.

PS: The mirror by tpz will be online soon.
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Old 12-22-2005, 07:35 PM   #68
3D Master
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Re: HRP Update Pack v1.04
Texture 3979 to 4409 ALL have texture 4401.png defined to it. This seems to be a problem even with the original .def file of the hrp pack.
 
Old 12-22-2005, 08:22 PM   #69
3D Master
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Re: HRP Update Pack v1.04
OOPS! That should be SIGNS. Signs 4379 to 4409, have 4401.png defined to it. There don't seem to be highres versions of those though, bogus definitions completely it seems. Odd.
 
Old 12-22-2005, 08:53 PM   #70
Ding Bat

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Re: HRP Update Pack v1.04
Quote:
3D Master said:
OOPS! That should be SIGNS. Signs 4379 to 4409, have 4401.png defined to it. There don't seem to be highres versions of those though, bogus definitions completely it seems. Odd.
Instead of making a new post, why not just edit your previous post.
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Old 12-23-2005, 05:06 AM   #71
Another Duke Fan

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Re: HRP Update Pack v1.04
Quote:
NightFright said:
As promised and even b4 X-Mas eve: v1.04 of the Update Pack is online. Follow my signature link. Linux users should definitely get this.

PS: The mirror by tpz will be online soon.
Thank you very much!!
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Old 12-23-2005, 05:44 AM   #72
3D Master
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Re: HRP Update Pack v1.04
Quote:
Ding Bat said:
Quote:
3D Master said:
OOPS! That should be SIGNS. Signs 4379 to 4409, have 4401.png defined to it. There don't seem to be highres versions of those though, bogus definitions completely it seems. Odd.
Instead of making a new post, why not just edit your previous post.
An edit won't be notified via e-mail; which means that if anyone whose busy with the official and has notifications, won't get the notification and wastes time looking through textures.
 
Old 12-23-2005, 03:10 PM   #73
NightFright

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Re: HRP Update Pack v1.04
Quote:
3D Master said:
OOPS! That should be SIGNS. Signs 4379 to 4409, have 4401.png defined to it. There don't seem to be highres versions of those though, bogus definitions completely it seems. Odd.
I have noticed that by myself. But since I didnīt do those defs in the first place, I guess this should serve some purpose. Itīs not unusual to have one image for several tiles - but so many are too much, I must admit. I think 4401 should just be used once.

Perhaps weīll know more when 4379-4399 and 4409 are actually (re-)made. Until then, Iīll change nothing as long as it does no harm to the game... Reviewing the def files in search for missing tiles was exhausting enough. I only hope Parkar will use these as a base for his new defs, or else I or somebody else has to to do the whole sh... all over again.
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Old 12-25-2005, 02:59 PM   #74
NightFright

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Small bug
I have noticed a small bug in the latest Update Pack. In the loadup message log, three lines in the highres\sprites\props.def are not recognized. This is due to the following mistake I made and concerns the three new barrel models:

Code:
  
// Barrels 

model "highres/sprites/props/1227_nukebarrel.md2" {
   scale 1.8 shade 8

      // NukeBarrel (1227)
      skin { pal 0 file "highres/sprites/props/1227_nukebarrel.png" }
      frame { name "Frame 1" tile 1227 }
      frame { name "Frame 2" tile 1228 }
      frame { name "Frame 3" tile 1229 }

      // OilBarrel (4580)
      skin { pal 0 file "highres/sprites/props/4580_oilbarrel.jpg" }
      frame { name "Frame1" tile 4580 }
      
      // WhiteBarrel (4581)   
      skin { pal 0 file "highres/sprites/props/4581_whitebarrel.jpg" }
      frame { name "Frame1" tile 4581 }
      
      // ToxicBarrel (4582)
      skin { pal 0 file "highres/sprites/props/4582_toxicbarrel.jpg" }
      frame { name "Frame1" tile 4582 }
}
In the frame lines of 4580-4582, I should have written "Frame 1" instead of "Frame1". Otherwise, this causes the frames not to be recognized. Will have that fixed for next release.
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Old 12-26-2005, 06:56 AM   #75
NightFright

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Barrels Fix
For those of you who cannot wait... see attachment for updated props.def.
Either put this into Update Pack or directly into the HRP zipfile after you have patched it. After that, no errors related to the HRP should be listed in the log file. [That is, if you are using eDuke32. With jfDuke3D or Duke3dw, youīll have some errors related to the unrecognized alphahacks in duke3d.def, of course.]
Attached Files
File Type: zip 1011767-BarrelsFix.zip (4.0 KB, 17 views)
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Old 12-26-2005, 11:22 AM   #76
NightFright

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Even more missing stuff!
When looking through Piterplusīs textures on his site, I noticed quite some textures and models that I didnīt find in the HRP at all, though they are quite old now. Those are the following:

- highres\sprites\props: 2453 (skull), 4410 (letter), 4460 (certificate)
- highres\sprites\signs: 1008, 1009-1011 (arrows), 3672-3675 (alien planets), 4495 ("Slippery when wet")
- highres\textures: 85-87 (Earth), 436, 739, 3610/3611, 3629, 3684/3685, 3779

There is some noticable stuff among this, especially the models for the letter and the slippery sign. I donīt know how this could be overlooked in the first place, but anyway... itīs coming in the next Update Pack.
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Old 12-26-2005, 05:25 PM   #77
Piterplus

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Re: Even more missing stuff!
Tiles range from 3584 to 3840 are reserved to the user art textures (for user maps). I did them because they are used in Duke in DC pack. Somebody mentioned that they are should not be included in HRP because of possible incompatibility problems with another missions.
4495 slippery sign was modelled by somebody, I just improved skin. Just in case you do not have the model, I attach it with the message.
Attached Files
File Type: zip 1011989-4495SlipSign.zip (15.1 KB, 20 views)
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Old 12-27-2005, 05:16 AM   #78
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Re: Even more missing stuff!
How about creating a separate *.def file with the DC's definitions? So if you don't want to use it simply delete the include line or comment it.
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Old 12-27-2005, 07:18 AM   #79
NightFright

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\"Dead\" tiles
Quote:
Piterplus said:
Tiles range from 3584 to 3840 are reserved to the user art textures (for user maps). I did them because they are used in Duke in DC pack. Somebody mentioned that they are should not be included in HRP because of possible incompatibility problems with another missions.
4495 slippery sign was modelled by somebody, I just improved skin. Just in case you do not have the model, I attach it with the message.
THX for the info. Iīll remove the corresponding tiles from the pack again. I found the Slippery sign model back in the original posting within the modelling thread (July 2005) - the download was still working! Of course, your skin is better than the one provided, so Iīll use his one.
Perhaps you should consider creating a section within your downloads especially for addon items, separated from the HRP-related stuff.

But where do tiles 85-87 or 436 belong to?
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Old 12-27-2005, 10:58 AM   #80
Piterplus

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Re: \"Dead\" tiles
Quote:
NightFright said:
But where do tiles 85-87 or 436 belong to?
They are all used in main game, 85-87 as texture somewere in space levels , or film studio, 436 in startreck secret place.

Quote:
cage said:
How about creating a separate *.def file with the DC's definitions? So if you don't want to use it simply delete the include line or comment it.
Hm, good idea.
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