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Old 04-07-2005, 05:02 AM   #81
jimbob

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Re: New Version of High Resolution Pack released!
Quote:
Parkar said:
Quote:
jimbob said:
Quote:
Parkar said:
Geting the fist to look even remotely good in both shrunk and on level exit was a pain.
couldn`t you somehow give the shrunk fists a different piece of code?
Not without changeing the source code.
thats what its there for aint it

maybe someone wil find a workaround or something.
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Old 04-07-2005, 05:14 AM   #82
Parkar

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Re: New Version of High Resolution Pack released!
Yes but, I havent even started looking at the code and if I did it would probably take some time before I can just go change something like that. If its not in jfduke it won't be in hrp at least for now. I wish I had the time to fiddle with the source code as well but the hrp is taking to much of my time already.
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Old 04-07-2005, 05:44 AM   #83
Chip

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Re: New Version of High Resolution Pack released!
After for the first time seeing Duke3D in high res mode and a lot more 3D models (other then just pigcops) I was truely amazed with what I had seen but......but the game ran quite jerky at many points where a lot of 3D sprites were. It seems to run as if the game was never ment to have 3D sprites but bodged in my good programmers. Does anyone else encouter jerkyness and slow gameplay at times?

It's playable but I prefered it better when it ran smooth.
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Old 04-07-2005, 05:56 AM   #84
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Re: New Version of High Resolution Pack released!
Quote:
Chip said:
After for the first time seeing Duke3D in high res mode and a lot more 3D models (other then just pigcops) I was truely amazed with what I had seen but......but the game ran quite jerky at many points where a lot of 3D sprites were. It seems to run as if the game was never ment to have 3D sprites but bodged in my good programmers. Does anyone else encouter jerkyness and slow gameplay at times?

It's playable but I prefered it better when it ran smooth.
Nope, nothing, nada zilch. I play in 1280x960 and I have nothing. It runs smoother than it did in the day on 800x600. The only problem I had was the slime river in a metal tube in e1l4, but I had problems with that back in the day so it didn't bother me - it seems that section just takes a shitload out of your computer. But with the new pack, that's gone as well, even that runs smooth, much to my amazed delight.
 
Old 04-07-2005, 05:57 AM   #85
Parkar

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Re: New Version of High Resolution Pack released!
Its not the 3d models but the textures. There is no proper texture caching in jfduke yet. If you want it smoother a light version with lower resolution textures will be released soon. Last light version ran fine on an old p2 with an gforce 4 mx and 256 mb ram. It ran better then the high version on my amd xp2400+ with 512 mb ram and a ati radeon 9800 pro.
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Old 04-07-2005, 07:35 AM   #86
Chip

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Re: New Version of High Resolution Pack released!
Nope its definetly the 3D models,

I have 3 versions of the game installed on my computer. 2 of them have the same high res tiles. but only one of them has a lot more 3D tiles - the one with the 3D models runs jerky. The one that has just high res tiles runs fine. All 3 of them are being run at resolution 1280x1024 32bit polymost.

I am running this through Eduke32 so is that anything of a problem?
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Old 04-07-2005, 07:45 AM   #87
Parkar

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Re: New Version of High Resolution Pack released!
Well it still should not be the 3d models but the models skins. Running with lower res skins should run fine. the light pack is almost done btw, killd just need to compile the installer.
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Old 04-07-2005, 09:57 AM   #88
Hellbound
 

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Re: New Version of High Resolution Pack released!
Hey, I didn't know that I was a map hacker I though that I was working on con files Hehehe... fix it in credits please And finally, maybe you (Parkar) should add two versions of game.con to pack for those who want to play multiplayer and single player game...

btw... this HRP's bloodpool looks like shit, please may someone make a simmilar to the old one (more like a uddle, not some splashes)... I am writing about that because I am very sensitive for blood in games
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Old 04-07-2005, 11:12 AM   #89
Parkar

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Re: New Version of High Resolution Pack released!
One more mirror added.

Mirrors

edit: Renamed map hack section to map/con hacks.
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Old 04-07-2005, 02:53 PM   #90
TerminX

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Re: New Version of High Resolution Pack released!
Quote:
Chip said:
I am running this through Eduke32 so is that anything of a problem?
Nope.
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Old 04-07-2005, 03:38 PM   #91
NeoN
Re: New Version of High Resolution Pack released!
Parkar, Killd, thanks for releasing this pack! Now I get a chance to see my maps in stunning quality!
However... it was sad to see my most favourite orange sky tile being same old 256 coloured... but heck! Everything else looks stunning!

Thanks so much guys! Heck I must do some MP maps now for everone to enjoy =))
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Old 04-07-2005, 11:57 PM   #92
ADM

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Re: New Version of High Resolution Pack released!
Quote:
Hellbound said:
btw... this HRP's bloodpool looks like shit, please may someone make a simmilar to the old one (more like a uddle, not some splashes)... I am writing about that because I am very sensitive for blood in games
Yeah I know.. it's been like that for awhile. I'm going to make a new one today for it.
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Old 04-08-2005, 05:34 AM   #93
Chip

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Re: New Version of High Resolution Pack released!
After going around the game I have noticed a few things which should / maybe be changed.

1. Blood (as menchioned abouve)
2. The colour of the pile of shit when stepped on (it goes to the radioactive green tile)
3. The launch code required sign has been replaced for the NW dartboard.


Also about my problem with slowness - changed resolution to the lowest but the game still runs at the same speed in the same areas. But I have made it go away by removing 3D monsters and the hud sprites.
Does that mean my computer is too slow to run it?

3.06ghz
512MB ram
ATI raiden 9600 graphics card
Windows XP pro
120GB memory (89GB free space)
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Old 04-08-2005, 05:48 AM   #94
TerminX

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Re: New Version of High Resolution Pack released!
Quote:
Chip said:
After going around the game I have noticed a few things which should / maybe be changed.

1. Blood (as menchioned abouve)
2. The colour of the pile of shit when stepped on (it goes to the radioactive green tile)
3. The launch code required sign has been replaced for the NW dartboard.


Also about my problem with slowness - changed resolution to the lowest but the game still runs at the same speed in the same areas. But I have made it go away by removing 3D monsters and the hud sprites.
Does that mean my computer is too slow to run it?

3.06ghz
512MB ram
ATI raiden 9600 graphics card
Windows XP pro
120GB memory (89GB free space)
That should be enough by a large margin.
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Old 04-08-2005, 05:50 AM   #95
jimbob

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Re: New Version of High Resolution Pack released!
Quote:
Chip said:
After going around the game I have noticed a few things which should / maybe be changed.

1. Blood (as menchioned abouve)
2. The colour of the pile of shit when stepped on (it goes to the radioactive green tile)
3. The launch code required sign has been replaced for the NW dartboard.


Also about my problem with slowness - changed resolution to the lowest but the game still runs at the same speed in the same areas. But I have made it go away by removing 3D monsters and the hud sprites.
Does that mean my computer is too slow to run it?

3.06ghz
512MB ram
ATI raiden 9600 graphics card
Windows XP pro
120GB memory (89GB free space)
i run the game on 1280 * 1024 with everything maxed out ( anisotropic filtering etc ) and it still runs over 60 fps on my p4 1500 mhz 512 mb sdram with an nvidia 6800 le
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Old 04-08-2005, 05:56 AM   #96
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Re: New Version of High Resolution Pack released!
the security monitor screen might cause slowdowns in some areas, dunno why they haven't fixed this yet though (not a problem in Eduke32 afaik)

After you check the monitor and move away the game will lag if you look at the monitor.
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Old 04-08-2005, 06:17 AM   #97
ikkejw
Re: New Version of High Resolution Pack released!
Quote:
CorpusC said:
I remember a guy that did one of those fancy wall switches that has all these bending pipes connected to a box, with a button on it.

Like on RawMeat, going from the kitchen area of the restaurant down the stairs, and then to the right...the button to open that door that leads out to the big pool of water.

Somebody did a 3D version of that switch, or a very similar switch, and it looked quite good, but some people complained to him that it had too many polygons or something.
That must be me. I didn't skin it so if anyone wants to do that, it's attached. (polycount: 518)

btw, I'm not in the credits list. I suppose I did do something in the pack, didn't I?
btw(2), effikan is listed in the credits but he hasn't made a single model or texture.
Attached Files
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Old 04-08-2005, 06:24 AM   #98
TerminX

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Re: New Version of High Resolution Pack released!
Quote:
Jokke_r said:
the security monitor screen might cause slowdowns in some areas, dunno why they haven't fixed this yet though (not a problem in Eduke32 afaik)

After you check the monitor and move away the game will lag if you look at the monitor.
I can't see any reason why it would be any different in EDuke32 instead of JFDuke3D. The primary cause of the slowdown in that situation that I've seen is having different sized monitor textures.
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Old 04-08-2005, 06:44 AM   #99
mylgas
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Re: New Version of High Resolution Pack released!
hello. first i want to say thank you to everyone who helped to create this hrp. the only problem i have is that the tripmine lasers wont show. any help?
 
Old 04-08-2005, 07:00 AM   #100
3D Master
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Re: New Version of High Resolution Pack released!
Quote:
Chip said:
3. The launch code required sign has been replaced for the NW dartboard.

Yep, that would Area 51, E4L11, all the way at the end, where you launch the nukes. I noticed the darboard just now, and went, "Huh? What's dartboards doing here?"
 
Old 04-08-2005, 08:02 AM   #101
Chip

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Re: New Version of High Resolution Pack released!
I never notice before that on Deralict if you press space you can make the ship sound it's horn - cool. The reason why I noticed it now is because the switch is claerly visible. Looks like some map hacking is in order.

Also as you have all noticed - The assault commanders (fat things of floating pplates) they face you all the time when dead. This is most proberbly a con problem involving "faceplayer" on their dead sprite.
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Old 04-08-2005, 09:03 AM   #102
Killd a ton

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Re: New Version of High Resolution Pack released!
The commander has already been fixed but it was keept out of the pack untill the multiplayer code is changed to send the compiled con code to the clients or it could cause sync problems.

the dart board problem was also present in the old pack i just never thord about it

make shure that you have the map hacks for the version of the game you have.
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Old 04-08-2005, 02:15 PM   #103
Boinky

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Re: New Version of High Resolution Pack released!
Found something that could hopefully be changed in the next HRP.. It seems that the JPG files for the slime (200-202) cause a major slow down on some machines in some strange spots.. Small post about it here http://forums.3drealms.com/ubbthreads/sh...5994#Post820621
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Old 04-08-2005, 09:37 PM   #104
CorpusC
Re: New Version of High Resolution Pack released!
Quote:
ikkejw said:
Quote:
CorpusC said:
I remember a guy that did one of those fancy wall switches that has all these bending pipes connected to a box, with a button on it.

Like on RawMeat, going from the kitchen area of the restaurant down the stairs, and then to the right...the button to open that door that leads out to the big pool of water.

Somebody did a 3D version of that switch, or a very similar switch, and it looked quite good, but some people complained to him that it had too many polygons or something.
That must be me. I didn't skin it so if anyone wants to do that, it's attached. (polycount: 518)

btw, I'm not in the credits list. I suppose I did do something in the pack, didn't I?
btw(2), effikan is listed in the credits but he hasn't made a single model or texture.
I hope someone makes a good skin for it. the model was very nice. hope you make some more models.

I think one of the next things that could improve the overall appearance of duke3d probably more than anything else, is a good bottle model. The same model could be used with different skins to replace almost every bottle in the game (and there are ALOT of them). and several of them together, in a steel tub of ice, as another new model next to the 3d chick that meanperson and zork32 did recently.

seeing as how RELATIVELY easy that would be, and yet how much it would improve the look of the game....it almost makes me consider learning modelling myself....but not quite. 8)
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Old 04-09-2005, 02:55 AM   #105
NeoN
Re: New Version of High Resolution Pack released!
Hm.. couldnt help but wandering.... the flame tube tiles, 2333 to 2348, where are they used? Which map? And, most certainly, what are they for?
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Old 04-09-2005, 03:48 AM   #106
jimbob

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Re: New Version of High Resolution Pack released!
Quote:
NeoN said:
Hm.. couldnt help but wandering.... the flame tube tiles, 2333 to 2348, where are they used? Which map? And, most certainly, what are they for?
i dont think they were used in the game, i cant remember them in the original game anyway i did use em in one of my usermaps though, and i`ve seen them in other usermaps aswel. so they could also get a nice high tile version or something
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Old 04-09-2005, 06:13 AM   #107
Killd a ton

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Re: New Version of High Resolution Pack released!
you can use the grp viewer to get a list of maps where a tile was used.
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Old 04-09-2005, 06:49 AM   #108
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Re: New Version of High Resolution Pack released!
You didn't fixed the O, and you didn't fixed the red Play magazine!
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Old 04-09-2005, 12:27 PM   #109
3D Master
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Re: New Version of High Resolution Pack released!
I noticed something odd in the new pack/jfduke build. I go to the map (tab) and you get the map overlayed on the normal screen. You push it again, and you're supposed to get the map on black. Now Duke's there, the black is there, but the map isn't! Anyone got this too, and anyone have solution? Does Jonathan need to do a bugfix?
 
Old 04-09-2005, 01:07 PM   #110
the pineapplehead

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Re: New Version of High Resolution Pack released!
AFAIK, that's always been a bug in JFDuke.

As for the slowdown; I have an Athlon 2000XP, 512mb ram and a 64meg geforce2, and only notice slight lag when levels load. Other than that, smooth as a baby;s backside.
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Old 04-09-2005, 01:18 PM   #111
Chip

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Re: New Version of High Resolution Pack released!
Then what the hell is wrong with mine?
It's only when I have 3D monsters active the game runs slow. It doesn't always run slow, it just does it in strange places.

Start of "It's impossible" when you open the big main door.
The kitchen place as well on that map.

On deralict at the top of the spitral staircase.
The queen outside the green and brown pod things (inside is where you get the access cards)

Hollywood Holocast in the lobby area thats next to the main entrance.

There are some of the places I remember.
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Old 04-09-2005, 01:27 PM   #112
Chip

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Re: New Version of High Resolution Pack released!
OK just done a little research.

I played the game at resolution 1024x780
And typed in DNRATE to see the framerate.
Standardly the framerate is at 304 - 380 When a 3D model comes in it dramticly drops by about 100 or so. Infact On E1L2 when I see a pig reconcar, the framerate drops from 304 down to 32. The game runs jerky when ever the framerate goes below 40.
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Old 04-09-2005, 02:44 PM   #113
3D Master
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Re: New Version of High Resolution Pack released!
Quote:
thepineapplehead said:
AFAIK, that's always been a bug in JFDuke.
Worked perfectly with me with the jfduke before this new pack.
 
Old 04-09-2005, 02:55 PM   #114
Eclipse
Re: New Version of High Resolution Pack released!
Quote:
Chip said:
OK just done a little research.

Do you mean it drops down and stays down, or drops down for a second then resumes?

If it's the latter then, as has been stated many times, JFDuke doesn't have any sort of texture or model caching, therefore when Duke's 'line of site" comes across a texture or model that hasn't been loaded before, it must load it there and then, causing a brief slowdown.
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Old 04-09-2005, 02:56 PM   #115
Eclipse
Re: New Version of High Resolution Pack released!
Quote:
3D Master said:
Worked perfectly with me with the jfduke before this new pack.
It's never worked like that in Polymost mode, due to the way it's drawn on screen.
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Old 04-09-2005, 03:00 PM   #116
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Re: New Version of High Resolution Pack released!
Some problems I have picked up after playing several user maps now.

1. The small Huds - Health - Ammo - Inv - (20, 30, 31, 32, 33)
These are no longer transparent.
Modified ones you can get here:
http://www.unreal.co.za/files/other/smhuds.zip

2. The crack sprite (0546)
This tile is still pretty lame as in many wall textures it is almost invisible which renders many maps useless.
A tile as important as this one should be of very high quality and the width of the crack at least doubled.

3. The new Key Card moddeling.
This is very nice if you are only going to play the standard vanilla maps with the maphacks, but the moment you play user maps, the keys often sit sideways or end on, and it becomes impossible to see them.
They also dont resize correctly as in some maps they are tiny.

4. The Gun Turret (2350)
Can this model not be made bigger, at least depth wise as it still dissapears with user maps that dont have map hacks.

5. The new highres/screen/menu/3190_spinnuke.md2
When you try and save a game into a slot the nuke no longer follows so you dont know where you are saving.

6. A wierd problem I'm experiencing on some maps.
If you pickup several boxes of pipebombs then when you select to throw one, often from that moment on you can no longer select any other weapons regardless of what you do, Next weapon/Previous weapon does not work, pressing 1 to 0 does not work and you need to throw all the bombs until you only have 1 left or none and only then can you select other weapons again.
Now I know you think this is total bullsh*t and a md2 or a graphic cannot cause this but it does.
I have been playing JFDuke solid since October and have played at least 500+ maps and never has this happened with all JonoF's releases but started as soon as I installed the new pack.
After remarking out the last 2 sections in the firstperson.def the problem has not come back again - wierd.

Otherwise a very nice pack Parkar
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Old 04-09-2005, 03:27 PM   #117
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Re: New Version of High Resolution Pack released!
It is just amazing how far duke has come the game just looks amazing. The crack in the wall definently needs to be fixed though. Other than that this pack is great.
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Old 04-09-2005, 03:53 PM   #118
Ecmaster76

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Re: New Version of High Resolution Pack released!
Found small error in fonts.def with 3072
fixed version attached
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File Type: txt 821566-fonts.txt (33.9 KB, 79 views)
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Old 04-09-2005, 07:13 PM   #119
NeoN
Re: New Version of High Resolution Pack released!
Quote:
so they could also get a nice high tile version or something
I think, since they're only usable as sprites, they might do better being models...

Hey guys, one more thing I've noticed.. the rotating fan tile, 407-411, it looks as if one blade is heavier than the rest and feels like its not being spinned, but dragged around the center of the fan... and when you shoot it, the broken fan tile doesnt look close to original as it doesnt have those broken edges.... I noticed that because the tile's used right there, at the beginning of E1L1
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Old 04-10-2005, 09:08 AM   #120
Killd a ton

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Re: New Version of High Resolution Pack released!
yea that could be made allot better
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