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Old 06-14-2006, 05:22 PM   #41
DeeperThought

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Re: High-Res Pack XTR
Where can I get just the XTR by itself without an installer?
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Old 06-14-2006, 05:49 PM   #42
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Re: High-Res Pack XTR
Read three posts above :|

Let me rephrase.
Here is the latest HRP on a fast mirror, zipped.
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Old 06-14-2006, 06:25 PM   #43
Geleta

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Re: High-Res Pack XTR
where can i download xtr pack with installer besides fileplanet.
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Old 06-14-2006, 08:21 PM   #44
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Re: High-Res Pack XTR
In the post directly above yours?
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Old 06-14-2006, 08:45 PM   #45
DeeperThought

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Re: High-Res Pack XTR
Quote:
Originally Posted by Symok
In the post directly above yours?
No, I think he wants the one on file planet, actually. Plagman's is a .zip, not an .exe
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Old 06-15-2006, 03:56 AM   #46
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Re: High-Res Pack XTR
Dawnloading from plagman @ 2,5MBps, can't wait to try
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Old 06-15-2006, 06:59 AM   #47
NightFright

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Re: High-Res Pack XTR
Quote:
Originally Posted by Pineapple
Pretty nice update, love how the weapons are changed, shotgun is 3 times better. Thanks much for these release!
The only bug I've been found is that, it seems the chaingun (and maybe the shotgun too) haven't got visible "fire".
The missing chaingun fire is not a bug, but a feature. I removed all sprite muzzleflashes since it was necessary for weapon repositioning. You see, the muzzleflashes still are those of the old sprites, and if you move the modelled weapon to another position, the muzzleflashes will still remain in their current position, becoming noticably misaligned at some point. Besides that, the sprite style doesnīt fit the way the models are made, anyway. Someone should either add md3 muzzleflashes or remake the weapons completely (which will be done at some point).
Weapons affected by this are the shotgun, chaingun and the RPG. The ones for the chaingun could be potentially brought back because model alignment hasnīt changed that much, but thereīs no chance for the shotgun or RPG with TerminXīs corrected HUD display mode.

Also note I made this clear already in the readme! READ IT!

If you really want to have at least chaingun muzzleflashes back, you may put my attachment below into the XTR pack (all dirs are already included). Itīs "firstperson.def" which comments out the changes I made in order to make the chaingun muzzleflashes disappear.
Attached Files
File Type: zip chaingun_oldmuzzleflash.zip (2.2 KB, 18 views)
Last edited by NightFright; 06-15-2006 at 07:08 AM.
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Old 06-15-2006, 09:39 AM   #48
DeeperThought

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Re: High-Res Pack XTR
Quote:
Originally Posted by NightFright
Someone should either add md3 muzzleflashes or remake the weapons completely (which will be done at some point).
Muzzleflashes are only seen from one angle, so it isn't clear to me why a model would be superior to a sprite in this case.

Does this mean that jonof users who get XTR will not have muzzleflashes, either? That would be odd, since jonof doesn't have the corrected HUD display.
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Old 06-15-2006, 10:15 AM   #49
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Re: High-Res Pack XTR
I've been playing Duke 3D since 1996, and I've been using Jonof's port for about a year now.

Today I came across this high definition pack; kudos to you It's amazing.

For those of you using Jonof's Duke 3D port, I made a little front end program in VB6 you may find useful. I've not looked around if anyone else has done something like this, so don't whine at me for copying

Main Menu
Multiplayer Settings
Custom Group / CON Files

I wrote it so I'd spend less time writing batches or making shortcuts to start up different games (because I am very lazy like that). I only started it yestoday, so any suggestions are wanted. Maybe there are more add-ons around I've not included. I may be wrong about the con/group files still being limited to the 8.3 filename format for example...

All I have left before I release it is to complete the HTML page containing a list of all the episode and level names for the games I've included on the left (it pops up when you click the ? at the top right). If you guys want to try it out before hand, I don't mind handing it out.
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Last edited by CombatGold1 on 2 Dec 2003 09:53; edited 541978961291 times in total.
Last edited by CombatGold1; 06-15-2006 at 10:20 AM.
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Old 06-15-2006, 10:22 AM   #50
DeeperThought

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Re: High-Res Pack XTR
This looks great, and something like this has been needed for a long time

Under "custom game", maybe the player should have the option of choosing zip files as well, since these are commonly necessary for mods (including the HRP).
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Old 06-15-2006, 10:24 AM   #51
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Re: High-Res Pack XTR
I think you should start a new topic for this, it looks like something we've been waiting for.

One question, how come all add-ons aren't mentioned under the same header?
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Last edited by Iggy; 06-15-2006 at 10:27 AM.
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Old 06-15-2006, 10:30 AM   #52
CombatGold1

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Re: High-Res Pack XTR
Try it out if you like:

Version 0.2

Extract the 4 files to your Duke 3D folder. Let me know how it goes

Edit: Which addons do you mean? Okay I'll start a thread. Should it go in the source code forum, or the duke3d forum above it?
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Old 06-15-2006, 10:50 AM   #53
Iggy

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Re: High-Res Pack XTR
Source code me thinks, since it's related to the JonoFport.
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Old 06-15-2006, 11:14 AM   #54
CombatGold1

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Re: High-Res Pack XTR
It's been threaded

Man this new high-res pack is big but I'm sure it's worth it. The one I got before was anyway.
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Old 06-15-2006, 12:13 PM   #55
Tea Monster

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Re: High-Res Pack XTR
Yes, as there was some discussion earlier about whether it would be included or not.
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Old 06-15-2006, 01:42 PM   #56
Symok

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Re: High-Res Pack XTR
Quote:
Originally Posted by DeeperThought
No, I think he wants the one on file planet, actually. Plagman's is a .zip, not an .exe
Well, the "installer" is nothing more than a self-extracting compressed archive, so downloading the .zip or the .exe is really the same thing.
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Old 06-15-2006, 02:09 PM   #57
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Re: High-Res Pack XTR
@ DeeperThought (#48):
You must admit TerminXīs eDuke32 currently is far superior compared to jfDuke3D. Itīs updated more often, offering cool new features and allowing you to do things with the game that cannot be done with J. Fowlerīs release. The new corrected viewing angle for the HUD weapons is an example for that.
Regarding the muzzleflashes: You could just create high-res sprites for them, but consider you can reposition models with definitions - AFAIK this is not possible with sprites. This means I could move modelled muzzleflashes if necessary, but not the high-res sprites (if available).

@ Iggy (#51):
Since the Duke addons are managed by different guys (well, at least DukeDC and Nuclear Winter are... still no crew for Carribbean), different threads are appropriate.
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Old 06-15-2006, 02:20 PM   #58
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Re: High-Res Pack XTR
The only feature I really miss with the latest and greatest eDuke32 is the option to use external music (mp).
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Old 06-15-2006, 02:32 PM   #59
DeeperThought

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Re: High-Res Pack XTR
Quote:
Originally Posted by NightFright
@ DeeperThought (#48):
You must admit TerminXīs eDuke32 currently is far superior compared to jfDuke3D. Itīs updated more often, offering cool new features and allowing you to do things with the game that cannot be done with J. Fowlerīs release. The new corrected viewing angle for the HUD weapons is an example for that.
Regarding the muzzleflashes: You could just create high-res sprites for them, but consider you can reposition models with definitions - AFAIK this is not possible with sprites. This means I could move modelled muzzleflashes if necessary, but not the high-res sprites (if available).
We're in agreement here, as you can see by looking at my last post in the eDuke32 beta thread. But I think it's still important not to give JonoF users the shaft, for reasons that TX pointed out in his reponse to the post just mentioned.
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Old 06-15-2006, 02:32 PM   #60
NightFright

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Re: High-Res Pack XTR
@ Another Duke Fan:
I wouldnīt worry too much about that. JFAud is well underway (and if jfDuke has it, eDuke32 will, too), and we will have two complete soundtracks to choose from: one by PeteB (which is obviously completed but not yet released) and the upcoming full remix by Mark McWane with very professional synthesizers.

@ DeeperThought:
Well tell me how to correctly display the HUD weapons in both jfDuke and eDuke right now, and I will change my mind!
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Old 06-15-2006, 03:20 PM   #61
DeeperThought

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Re: High-Res Pack XTR
Quote:
Originally Posted by NightFright
@ DeeperThought:
Well tell me how to correctly display the HUD weapons in both jfDuke and eDuke right now, and I will change my mind!
I didn't notice that the muzzle flashes were all that bad in eDuke. Maybe the alignment has gotten worse since the last time I checked. I did notice that you posted a def that puts the chaingun flash back in, so obviously that one at least isn't too bad. Unless they are truly awful, I think I would rather have somewhat misaligned muzzle flashes than none at all. It's not a huge deal, but imo the muzzle flashes should be a high priority for the next release of XTR.

Edit: OK, so I guess the alignment HAS gotten worse (from the standpoint of the muzzle flashes) since the last time I checked.
Last edited by DeeperThought; 06-15-2006 at 04:31 PM.
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Old 06-15-2006, 03:45 PM   #62
NightFright

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Re: High-Res Pack XTR
Shotgun muzzleflash:
In order to make the weapon look better, I had to realign the shotgun considerably, actually moving off the point where its muzzle "ended" in the sprite version. So going back to muzzleflash means reverting to old shotgun position. Meaning the "boom stick look" again. I think the new alignment looks too good in order to give it up for that.

RPG muzzleflash:
Problematic because itīs drawn together with the weapon. So each shot you fire with the modelled RPG, you will also see part of the sprite RPG for a moment. This is not acceptable.

I knew people would come up with complaints about that, but I have done it for a reason. And you get used to it, even so if you havenīt ever seen it differently.
Last edited by NightFright; 06-15-2006 at 04:11 PM.
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Old 06-16-2006, 06:40 AM   #63
Pineapple
Re: High-Res Pack XTR
Quote:
Originally Posted by NightFright
The missing chaingun fire is not a bug, but a feature. I removed all sprite muzzleflashes since it was necessary for weapon repositioning.
Ah okay, it's worth it, because weapons (especially shotgun) looks better. Oh by the way, there's still a "bug" the with shotgun, Duke reloades it when it's at the middle of the screen not at the edge, but I'm sure you already know about it. Also, I noticed that the skin's color of duke model looks much different than the weapon keeping hands. It's not an awesome big problem, and dunno, just hope it will gets fixed in the future. (sure, there are more important things before)
Thanks to all of you again, for putting the effort into this hrp.

Quote:
Originally Posted by NightFright
Also note I made this clear already in the readme! READ IT!
Ah damn, I've been falled into the most tipical mistake of the internet users.

Quote:
Originally Posted by NightFright
If you really want to have at least chaingun muzzleflashes back, you may put my attachment below into the XTR pack (all dirs are already included).
Thanks, I will.
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Old 06-16-2006, 12:17 PM   #64
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Re: High-Res Pack XTR
Quote:
Originally Posted by Pineapple
lso, I noticed that the skin's color of duke model looks much different than the weapon keeping hands. It's not an awesome big problem, and dunno, just hope it will gets fixed in the future. (sure, there are more important things before)
Thanks to all of you again, for putting the effort into this hrp.
i never noticed that, but looking at the skins I see that you are right. It wouldn't take that much to correct: seperate the hands in the skin into a different layer, change the hue/saturation a bit to match the duke model.
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Old 06-16-2006, 01:33 PM   #65
NightFright

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Re: High-Res Pack XTR
Muzzleflash issue:
They can be added to the model - it has been done already with the pistol, and it looks quite well (itīs not even actually modelled, I think). It could be done by editing existing shotgun/chaingun/RPG models. You would just have to change the firing animation frames (see firstperson.def for this, I have commented them out there).

Besides that, I can already say that next XTR will
- include Mapster32 (in a separate directory, however)
- be packed with NSIS like Parkarīs HRP (meaning: English button texts, scripted shortcut placement, uninstaller etc)
- have SD Duke Mod v1.02 which brings you DukeDC HRP compatibility.
Last edited by NightFright; 06-16-2006 at 02:09 PM.
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Old 06-17-2006, 02:53 PM   #66
Crix

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Re: High-Res Pack XTR
Hey fellas, first post for me so have mercy on my noobness. I have already gone through plain jain eduke and an earlier version of hrp. As updates were released (maphack files etc) I didn't know how to use them/where to put them. I'm trying to start fresh with this xtr release. Eduke32 is up and running just fine. Now where do I send all these zipped files? I wanted to ask first before I go and screw something up. Everything (eduke, zip files, etc) is currently in the folder c:\Duke3dhrp.
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Old 06-17-2006, 03:48 PM   #67
Parkar

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Re: High-Res Pack XTR
All you need to do is make a shortcut or a bat file with this command,

eduke32.exe /gduke3d_xtr.zip

and if you want to run with the sd duke mod just add /gduke3d_sd.zip at the end.
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Old 06-17-2006, 03:50 PM   #68
DeeperThought

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Re: High-Res Pack XTR
EDIT: Holy crap, all this time I assumed that XTR was like an update pack, but looking at the size of it I guess it's a straight up replacement. lol
Last edited by DeeperThought; 06-17-2006 at 03:54 PM.
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Old 06-17-2006, 04:10 PM   #69
NightFright

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Re: High-Res Pack XTR
Thatīs what this was all about in the first place. Next release will create shortcuts for you so no one needs to start guessing what to do.
Last edited by NightFright; 06-17-2006 at 04:24 PM.
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Old 06-17-2006, 04:18 PM   #70
DeeperThought

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Re: High-Res Pack XTR
Yes, and I was one of the people who requested that the HRP updates be merged with the original HRP. But for some reason, it never got through to me that the XTR was that merger.
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Old 06-17-2006, 06:39 PM   #71
Parkar

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Re: High-Res Pack XTR
Quote:
Originally Posted by DeeperThought
Yes, and I was one of the people who requested that the HRP updates be merged with the original HRP. But for some reason, it never got through to me that the XTR was that merger.
hehe.
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Old 06-18-2006, 04:25 PM   #72
NightFright

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Re: High-Res Pack XTR
"Hehe" indeed. I mean where should the additional 100 MB for the Update Pack have come from otherwise?
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Old 06-18-2006, 07:55 PM   #73
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Re: High-Res Pack XTR
He then we would already be finished making content.
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Old 06-21-2006, 04:45 AM   #74
NightFright

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Re: High-Res Pack XTR
AFAIK, we only have one mirror for the XTR until now (the one by Plagman). I believe we might need more...
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Old 06-21-2006, 07:49 AM   #75
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Re: High-Res Pack XTR
So, is it out already?
 
Old 06-21-2006, 08:53 AM   #76
Plagman

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Re: High-Res Pack XTR
News bulletin : it has been out for weeks now.
http://polymer.plagman.net
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Old 06-21-2006, 12:40 PM   #77
NightFright

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Re: High-Res Pack XTR
For Chrissakes! Do guys even read these god-damned messages over here or what?!?

ITīS OUT!!!! DOWNLOAD!!! *NOW*!!!!!!!!!!!!!!!!!!!!!!!!

BTW I have also put up the two existing links on my site.
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Old 06-21-2006, 01:23 PM   #78
NightFright

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Re: High-Res Pack XTR
Something else: Does anyone know what might be wrong with THIS guy using the XTR? Got this via email. I have no idea what could cause this...
Attached Images
File Type: jpg XTR_Error.jpg (120.8 KB, 65 views)
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Old 06-21-2006, 01:30 PM   #79
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Re: High-Res Pack XTR
Ask him if his driver's are updated.
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Old 06-21-2006, 01:47 PM   #80
DeeperThought

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Re: High-Res Pack XTR
Quote:
Originally Posted by NightFright
Something else: Does anyone know what might be wrong with THIS guy using the XTR? Got this via email. I have no idea what could cause this...
Does it look like that all the time or just when he's kicking?
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