02-25-2008, 02:16 PM | #161 |
Re: High Resolution Pack discussion thread.
@ironballz: probably should start a different thread. This one is for the HRP, whereas you sound like you are having more generic problems with your system.
Anyways, here's a HRP & network game question: If I have one client using the HRP, and another client running in 8bit/classic mode, should I expect that to NOT affect a network game? This would be running the same version of eduke32 (and everything else such as cons & maps). I'm getting back into the networking code, and this affects my approach. EDIT: rcvd answer offline.
Last edited by Mr. Pink; 02-25-2008 at 08:25 PM.
Reason: deleted references to Paris Hilton and hot grits
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03-02-2008, 06:54 AM | #162 |
Re: High Resolution Pack discussion thread.
That is correct, it should not affect the game. Using the HRP should just be like upping the graphical options in the game.
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03-02-2008, 10:25 AM | #163 |
Re: Duke in DC question
I'm unable to get the DC HRP to work. The only files on the DukeDC cd are:
Install.exe DukeDC13.ssi DukeDCpp.ssi Gamer.exe Gamer.ini No .grp file on the disk. I'm guessing it went corrupt. Is my only option going to be to buy a new disk? I'll place a bid on ebay for one... |
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03-02-2008, 10:40 AM | #164 | |
Re: Duke in DC question
Quote:
Edit: Download unpackssi, and follow these instructions.
Last edited by Dr. Kylstien; 03-02-2008 at 10:49 AM.
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03-02-2008, 12:42 PM | #165 |
Re: High Resolution Pack discussion thread.
Oh ok thanks I'll give it a shot!
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03-02-2008, 02:48 PM | #166 |
Re: High Resolution Pack discussion thread.
I got DC working with just the basic hrp content. For the past hour and a half I've been trying to get the DC zip file to work as well.
"Put the zip file into your Eduke32 "autoload" subdir (where you should have put your DC group file and the HRP)" Well I've put the zipfile in that autoload folder as \duke3d\autoload\DukeDC.zip and only have the 3-d enemies and what not from generic HRP. None of the custom designs in the zip file. phones/wall pictures/US flag etc. I went ahead and tried it in the \duke3d\autoload\duke3d.grp\ folder. That one already has the dukedc.grp file and two zip files, the duke3d_hrp and maphacks. Still nothing. I must be misinterpreting those instructions somehow. |
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03-05-2008, 08:06 AM | #167 |
Re: High Resolution Pack discussion thread.
Shouldn't the holes be clear? It was like that in the original game.
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03-05-2008, 09:29 AM | #168 |
Re: High Resolution Pack discussion thread.
Well feel free to add transparency to those PNGs by yourself. Tile numbers are #407-410.
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03-05-2008, 10:22 AM | #169 |
Re: High Resolution Pack discussion thread.
There is a tile that is not transparent. It is not breakable and is used as a texture.
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03-05-2008, 10:32 AM | #170 |
Re: High Resolution Pack discussion thread.
I thought as much. Hardly anything in the HRP is done without a reason.
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03-05-2008, 11:14 AM | #171 |
Re: High Resolution Pack discussion thread.
Alright. But if they are sometimes transparent in 8-bit and sometimes not, then why can't the same thing be done in 32-bit?
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03-05-2008, 01:44 PM | #172 |
Re: High Resolution Pack discussion thread.
407-411 png textures from hrp has transparency (and always was).
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03-05-2008, 01:52 PM | #173 |
Re: High Resolution Pack discussion thread.
The modelled version has transparency, not the texture version. If the texture version had tranparency then it would have transparency in my game, but it doesn't. The above screenshot proves that it doesn't.
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03-05-2008, 02:05 PM | #174 |
Re: High Resolution Pack discussion thread.
You don't understand. Textured version has transparensy. It is just a matter of mapping. When it (fan 407) is used as a sprite it has transparency, when it used as texture - you'll see dark surface under it. But in our hrp we have both modelled and textured versions of 407-411 and game engine used models to replace sprites and hi-res texturs to replace 2d textures. Go to modelled sprite in e1l1 (on the roof) and swith modells off in game video options and you'll see what I'm talking about.
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03-05-2008, 03:49 PM | #175 |
Re: High Resolution Pack discussion thread.
Okay, but i'm not sure i still get it. In my screenshot, in 8-bit, the fan is a sprite, meaning it has transparency. But in my screenshot in 32-bit, it shows up to be a texture for some reason.
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03-05-2008, 05:10 PM | #176 |
Re: High Resolution Pack discussion thread.
I have a question. How come tile #2456 is the menu screen in 8-bit but in 32-bit it is #3281 and how can i change it back?
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03-06-2008, 01:12 AM | #177 |
Re: High Resolution Pack discussion thread.
I was testing the latest snapshot in classic mode, and I just noticed something for the first time. If an explosion is spawned on the ground (from an RPG, pipebomb, etc.) it has an extra bit of animation -- there are flaming bits which can be seen briefly before it dies out. Actually, I know better than that. Evidently what happens is that a separate sprite, EXPLOSION2BOT, is spawned when EXPLOSION2 occurs on the ground. It's a nice little touch. Unfortunately, you cannot see this at all in the HRP. I guess the HRP explosion completely obscures the EXPLOSION2BOT effect.
There are two other shortcomings of the HRP explosion. One, as TerminX recently pointed out, it uses dummytiles to resize the new artwork with the result that if you switch to classic mode after the HRP has been loaded, the explosions will appear as black squares. The other is pretty minor but still bugs me -- the ending of the animation does not look very smooth compared with the original. For these reasons I think the original explosion is still better than the HRP version.
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03-06-2008, 02:20 AM | #178 | |
Re: High Resolution Pack discussion thread.
As for the transparensy of fan.
I think The fan would be rendered as a model if you didn't use the maphacks. I don't know if the maphack is required there. Where is The fan? Anyway, the texture doesn't seem like it has transparensy but it should have. Quote:
onevent EVENT_GETMENUTILE setvar RETURN 2456 endevent |
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03-06-2008, 06:19 AM | #179 |
Re: High Resolution Pack discussion thread.
Texture has transparency whet it have emty space behind it. When it stuck to the wall or ceiling it is naturally not transparent. To illustrate it I have made few screenshots in E3L1 (notice that fan texture may be transparent and not transparent side by side, it depends of how it was used :
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03-06-2008, 06:43 AM | #180 |
Re: High Resolution Pack discussion thread.
The shortest way to explain: Transparent fans are models, solid fans are textures. At least AFAIK.
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03-06-2008, 07:10 AM | #181 |
Re: High Resolution Pack discussion thread.
I'm using the latest HRP+update.
The "highres\textures\0407.png" has no transparency so I can't see through it. If I replace it with the fence(0913.png), I can see. |
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03-06-2008, 07:20 AM | #182 |
Re: High Resolution Pack discussion thread.
Tried replacing it with #408?
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03-06-2008, 07:23 AM | #183 |
Re: High Resolution Pack discussion thread.
"0407.png", "0408.png", "0409.png", "0410.png" haven't transparency as well.
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03-06-2008, 07:53 AM | #184 |
Now its all clear to me. I have just checked HRP and found that all those textures indeed are not transparent. Don't know how it happened, maybe (gm gm) somebody tried to optimise them and converted then to 8-bit .
I do not use regular hrp, so mine textures are all transparent exactly as I have posted them here first time. Here is a link (which was available couple of years) to those textures: http://members.lycos.co.uk/piterplus/download/0407.rar
Last edited by Piterplus; 03-06-2008 at 07:56 AM.
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03-06-2008, 03:42 PM | #185 |
Re: High Resolution Pack discussion thread.
That's good. Finally this had been sorted out.
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03-06-2008, 04:20 PM | #186 |
Re: High Resolution Pack discussion thread.
Here is something else i found.
At the end of Lunatic Fringe, at the nuke button, there is some red water surrounding the nuke button. If you don't get what i'm saying, go to the nuke button in Lunatic Fringe and you'll know what i'm talking about. But there's a problem. In 32-bit, the water is blue, not red like it's supposed to be. I geuss we don't have a red pallete for it, someone should make it. EDIT: I made them. I don't know what pallete they are, but they have been made.
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03-06-2008, 04:26 PM | #187 |
Re: High Resolution Pack discussion thread.
It is palette 21. In fact, they are the same as palette 2 (which we already have), but they weren't defined in textures.def. Besides that, pal2 was still based on old highres water textures. So thanks for adding!
Last edited by NightFright; 03-06-2008 at 04:32 PM.
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03-07-2008, 03:18 PM | #188 | |
Re: High Resolution Pack discussion thread.
Quote:
I put that code at the end of GAME.CON and i didn't see any difference.
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03-07-2008, 03:23 PM | #189 |
Re: High Resolution Pack discussion thread.
If you're using a mod the game may load "eduke.con" or another file. See the "eduke32.log" for something like "Compiling: EDUKE.CON (718 bytes)".
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03-07-2008, 03:46 PM | #190 |
Re: High Resolution Pack discussion thread.
The log says "Compiling: EDUKE.CON (453 bytes)".
Were is EDUKE.CON? Is that were i'm supposed to put that code in?
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03-07-2008, 03:51 PM | #191 |
Re: High Resolution Pack discussion thread.
I think he's in the sd_duke.zip. Unzip him and put the code in.
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03-07-2008, 03:57 PM | #192 |
Re: High Resolution Pack discussion thread.
Thanks Hunter_Rus, it worked.
(Changing the subject) We desperatly need a maphack for this:
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03-07-2008, 04:13 PM | #193 |
Re: High Resolution Pack discussion thread.
Actually you're not supposed to be here(in open space). NightFright also requested this maphack.
Code:
// e2l3.mhk sprite 499 mdzoff -5600000 sprite 499 pitch 2 sprite 499 roll 1 |
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03-07-2008, 04:50 PM | #194 |
Re: High Resolution Pack discussion thread.
Some modelled switches in the HRP seem to have low resolution skins IMO, or at least they look low resolution. Would there be a big difference if detail were applied to them?
Also, i noticed that tile #477 doesn't have a high resolution texture yet, but in the game, it looks high resolution because it has detail mapping. Detail mapping should be applied to all unmade textures so that thay looks highres.
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03-09-2008, 02:58 PM | #195 |
Re: High Resolution Pack discussion thread.
There are relatively few textures left to do. Some guys might as well do them right away in highres, then detail textures would make a lot more sense.
Lowres #477 with detail textures was done by special request AFAIK. It's better not to do that again. Texture artists should see what's missing right in the game. To be reminded what sticks out when playing. However your help is of course appreciated, Radar. Some of your previous suggestions were known to me, while some others were not. I think we need nitpickers. At least from time to time.
Last edited by NightFright; 03-09-2008 at 03:01 PM.
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03-09-2008, 03:36 PM | #196 |
Re: High Resolution Pack discussion thread.
So, my textures will only be uses as pallete 21, right? It shouldn't be used as pallete 2 because pallete 2 is used as lava in the game, and the pone already in the HRP looks more like lave then mine.
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03-09-2008, 03:52 PM | #197 |
Re: High Resolution Pack discussion thread.
It cannot be lava. Duke is swimming in it in E2L9. *LOL*
Besides, the real lava textures are #1082-1087. Not the most convincing ones maybe, but at least recognizable. |
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03-10-2008, 05:37 AM | #198 |
Re: High Resolution Pack discussion thread.
Please be more carefull while saying "mine textures". You just edited somebody's else work. Of course it is not forbidden here, and we all appreciate all efforts to enhance HRP, but authors may be slightly disappointed reading such words.
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03-10-2008, 03:56 PM | #199 |
Re: High Resolution Pack discussion thread.
Guys keep asking me about next HRP release (v4), so I wanna take the opportunity to answer this question... again.
Short answer: We do not know. Longer answer: Before Ep.1 is fully highres (see HRPWiki), nothing will happen. Then we should also find a way to free up some memory by palmaps, HUD weapons optimization (only one hand model for all weapons) and the like. A proper soundtrack for the OGG support part we now have could come in handy, too, but would probably not become part of the HRP itself. However we will see what impact it will have on HRP file size. Anyway, a release at some point within this year would be great. |
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03-10-2008, 04:18 PM | #200 |
Re: High Resolution Pack discussion thread.
Well, i think that the highres music pack should become a part of the HRP. And if someone doesn't like it, then all he has to do is go to sound options and turn of highres music. (Yes, i know that that is not possible in eDuke32 yet, but it would be VERY useful, expecially in this scenario.)
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