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[RELEASE] Widescreen Fixes for Duke3D  "Previously "Fixes for Duke3D""

Poll: Game.con fixes (13 member(s) have cast votes)

Should fixed game.con remain a part of this mod?

  1. Yes (2 votes [15.38%])

    Percentage of vote: 15.38%

  2. No (6 votes [46.15%])

    Percentage of vote: 46.15%

  3. Don't care (5 votes [38.46%])

    Percentage of vote: 38.46%

Vote Guests cannot vote

User is online   NightFright 

  • The Truth is in here

#1

I couldn't find a dedicated topic for the "Fixes for Duke Nukem 3D", so I thought it was time to make one.

I have just released version 1.4 of the mod which finally adds pretty much complete 8-bit widescreen support for all relevant tiles - weapons, menus, title screens - even the 3DR logo hasn't been forgotten. Oh, and did I mention the official addons are all covered as well?

Changelog v1.4:
- Added: duke3d-raze.def (Raze support)
- Added: Widescreen tiles for menu tiles 2445, 2456, 2492, 2493, 2500, 2504-2506, 3240, 3245, 3280, 3281, 3292, 3293 (Duke3D + addons)
- Added: Missing widescreen tiles for weapons (not needed in EDuke32, but elsewhere)
- Updated: duke3d_fixes.def (can switch menufont color to blue/green/grey, EDuke32 only)
- Updated: game.con (custom mod: picking up access cards now mentions their color)

Maybe not all widescreen replacements are perfect right now (I have been working a lot with lazy tile stretching), but it's a start and may hopefully inspire some real pixel artists to provide even better versions. It's still a lot better than it used to be before, one way or the other. See attachment for a few samples.

Don't be shy, give it a try!

Attached thumbnail(s)

  • Attached Image: 2456.png
  • Attached Image: 2504_nw.png
  • Attached Image: 3293.png

9

#2

As much as I respect your work here, this is not something we can call "Fixes for Duke3D". Fixes should include the handling of some bugs, ie. adding the reconcar spawn for E1L2 and for the egg, adding the palette 21 troop spawns, fixing the shrinker radius issue for the Battlelord, adding the initial voices for newbeasts/bosses, resizing newbeasts/tanks at map load, fixing the self-destruct mode and 1 HP for the miniboss 2-3, and other things. Maybe some maphacks as well with typos (ie. using 321 instead of 231 for M lo-tag in Area 51, or properly fixing the horn M sounds in Derelict, or fixing the R hi-tag typos in E1L2 babe), so on.

This post has been edited by The Watchtower: 18 May 2021 - 10:49 PM

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User is online   NightFright 

  • The Truth is in here

#3

Well, the fixing part is handled by Darkus' game.con which is also included. Since the focus is on something else though, I guess the time might have come to rename this thing.
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User is offline   Danukem 

  • Duke Plus Developer

#4

View PostNightFright, on 18 May 2021 - 10:59 PM, said:

Well, the fixing part is handled by Darkus' game.con which is also included. Since the focus is on something else though, I guess the time might have come to rename this thing.


Does the Darkus code work with Raze? You mentioned Raze support was added so that's a logical conclusion to draw. If so then Raze has better scripting then I realized.
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User is online   NightFright 

  • The Truth is in here

#5

Nope, I mentioned in the readme and on the HRP website that you need to remove game.con for that purpose. Darkus' fixed con script only works with EDuke32 and nothing else. No Rednukem, no DukeGDX, no Raze. Given the approach Graf Zahl is taking with Raze, it is safe to assume EDuke32-specific code will never work there again after support had been removed during the beta phase.

This post has been edited by NightFright: 18 May 2021 - 11:28 PM

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User is offline   Aleks 

#6

View PostThe Watchtower, on 18 May 2021 - 10:48 PM, said:

As much as I respect your work here, this is not something we can call "Fixes for Duke3D". Fixes should include the handling of some bugs, ie. adding the reconcar spawn for E1L2 and for the egg, adding the palette 21 troop spawns, fixing the shrinker radius issue for the Battlelord, adding the initial voices for newbeasts/bosses, resizing newbeasts/tanks at map load, fixing the self-destruct mode and 1 HP for the miniboss 2-3, and other things. Maybe some maphacks as well with typos (ie. using 321 instead of 231 for M lo-tag in Area 51, or properly fixing the horn M sounds in Derelict, or fixing the R hi-tag typos in E1L2 babe), so on.


Sorry to derail the thread a bit, but what's the issue with Battlelord's shrinking? I.e. would you want it to be unshrinkable or easily shrinkable like regular monsters? I personally find it perfect as is, that you can use the shrinker to your advantage there, but also need some proper skill to do it, so it's not too cheap. Kinda like Battlelord having an "Achilles heel" :)
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User is offline   Phredreeke 

#7

Honestly, I would pick either to keep GAME.CON and make it EDuke32 only, or ditch it and make it port agnostic. (the inclusion of GAME.CON also breaks Life's a Beach)

I'm a bit puzzled by what you mean with Added: Missing widescreen tiles for weapons (not needed in EDuke32, but elsewhere) as both DukeGDX and Raze already comes with widescreen tiles bundled.
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User is online   NightFright 

  • The Truth is in here

#8

There was a time I had removed game.con, and I guess in the end that's what will happen again. A rename of the project to something like "widescreen stuff" or whatever will be fitting better, then.

EDuke32 does not need certain widescreen tiles such as the RPG or Freezer since it attaches the sprite to the edge of the screen. Other ports need those. It's true that most posts bring their own widescreen replacements, but I just wanted to bring this to the same level.

This post has been edited by NightFright: 19 May 2021 - 05:03 AM

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User is offline   Phredreeke 

#9

Reminds me, I need to add the token to the DEF file to disable widescreen correction for the upscale pack, you might want to do that here too
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#10

View PostAleks, on 19 May 2021 - 12:31 AM, said:

Sorry to derail the thread a bit, but what's the issue with Battlelord's shrinking? I.e. would you want it to be unshrinkable or easily shrinkable like regular monsters? I personally find it perfect as is, that you can use the shrinker to your advantage there, but also need some proper skill to do it, so it's not too cheap. Kinda like Battlelord having an "Achilles heel" :)

It's bugged?
it's annoyingly inconsistent and i've noticed that even when turning off autoaim for the projectile weapons and aiming directly at the space between the feet, there's still a random (even if lowered) chance of it whiffing.
That's not skill, that's a bug fucking you over when the intent is very clear they are supposed to be easily shrinkable like all the rest - hell I've had minilords get shrunk at the first shot WITH autoaim on randomly, and in some (admitedly rare but still bs) occasions, commanders didn't get shrunk despite the fact I clearly hit them. (autoaim on AND off in this particular case)
It's terrible no matter how you slice it and it's one of the bigger technical gaffes of DN3D.
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#11

View PostFuturetime23, on 19 May 2021 - 05:21 AM, said:

It's bugged?
it's annoyingly inconsistent and i've noticed that even when turning off autoaim for the projectile weapons and aiming directly at the space between the feet, there's still a random (even if lowered) chance of it whiffing.


Don't aim between, aim the feet or their dick https://forums.duke4.net/public/style_emoticons/default/biggrin.gif

Or you can increase the shrikerblastradius a bit if really pisses you off :P, let's say from 650 to 1000, just don't stay too much close to walls if there are new beasts around.
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#12

View PostThe Battlelord, on 19 May 2021 - 06:03 AM, said:

Don't aim between, aim the feet or their dick https://forums.duke4.net/public/style_emoticons/default/biggrin.gif

Or you can increase the shrikerblastradius a bit if really pisses you off :P, let's say from 650 to 1000, just don't stay too much close to walls if there are new beasts around.


I initially aimed at their feet and it wasn't working, I noticed aiming in between was giving me better results.
Keep in mind my last full DN3D playthrough was 4 years ago, I'll try testing this out later, thanks.

That being said though, it's still terrible to have to do this kind of shit to shrink an enemy who otherwise should be easily shrinkable like all the rest. The few times commanders weren't affected by shrinker also pissed me off really bad. WTF was up with that?
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User is online   NightFright 

  • The Truth is in here

#13

View PostPhredreeke, on 19 May 2021 - 05:20 AM, said:

Reminds me, I need to add the token to the DEF file to disable widescreen correction for the upscale pack, you might want to do that here too

What cmd would that be?
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User is offline   Phredreeke 

#14

Found it, not a token but a flag

This post has been edited by Phredreeke: 19 May 2021 - 07:02 AM

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User is offline   jkas789 

#15

Tried it out and so far I'm liking it. Good job Nightfright!

I'm not using the game.con though.
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User is online   NightFright 

  • The Truth is in here

#16

Well, the only relevant option I can see there is to make weapons stop being pinned to the edge of the screen (globalgameflags 1). It shouldn't have any effect on the widescreen menu tiles (I guess).

Still it's a parameter to consider if you want to show the extra (widescreen) parts of RPG and Freezer which you normally wouldn't see in EDuke32. I will add this for the next version.

This post has been edited by NightFright: 19 May 2021 - 07:20 AM

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User is online   NightFright 

  • The Truth is in here

#17

In the meantime... decision time about game.con (see poll on top of the thread). Personally, I wouldn't mind if it's removed from the mod (again). Would solve a lot of compatibility issues with other ports (actually pretty much all of them, lol).

This post has been edited by NightFright: 19 May 2021 - 07:26 AM

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User is offline   Phredreeke 

#18

Yeah, I'd be in favour of its removal. It may be worth considering its inclusion in the HRP successor pack since it will likely be limited to EDuke32-based ports anyway due to its reliance on indexed hightiles
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User is online   NightFright 

  • The Truth is in here

#19

Now that people even start opening issues on Github about it, I am going to remove that game.con file for sure. Most important argument is that Vacation is not working, but also pretty much nothing else with a custom game.con included. That's limiting the usability of this mod just too much. I will also rename this since it isn't really fixing anything.

This post has been edited by NightFright: 30 May 2021 - 10:23 AM

1

User is online   NightFright 

  • The Truth is in here

#20

Version 1.41 has been released.

Besides the rename, weapons are no longer pinned to the edge of the screen and game.con is removed. This time, it's gonna stay that way.
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User is offline   Phredreeke 

#21

It's kinda odd how your pack has two different purposes depending on the port.

For EDuke32 it adds the new widescreen sprites. For DukeGDX most of those are already included in the port, but Fox's skyboxes are loaded (personally I'd be in favour of always loading the skyboxes but I realise you run into issues with addons then)
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User is online   NightFright 

  • The Truth is in here

#22

I would omit the DukeGDX skyboxes as well if its renderer was able to display parallax skies properly (does it already maybe?).
EDuke32 and Rednukem are a bit on the "poor" side these days since they don't come with widescreen tiles out of the box. It's getting hard to cover all bases.
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User is offline   jkas789 

#23

View PostNightFright, on 31 May 2021 - 07:45 AM, said:

I would omit the DukeGDX skyboxes as well if its renderer was able to display parallax skies properly (does it already maybe?).
EDuke32 and Rednukem are a bit on the "poor" side these days since they don't come with widescreen tiles out of the box. It's getting hard to cover all bases.


Is there a reason why EDuke32 and Rednukem don't come with widescreen tiles? Is it to maintain vanilla fidelity?
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User is online   NightFright 

  • The Truth is in here

#24

Well, the lack of content filtering can't be the reason since we kinda have it (for 8-bit tiles at least) with the ifcrc parameter.
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User is offline   Dzierzan 

#25

View Postjkas789, on 31 May 2021 - 07:50 PM, said:

Is there a reason why EDuke32 and Rednukem don't come with widescreen tiles? Is it to maintain vanilla fidelity?


Because eduke32 team has a weird mindset that you user has to provide widescreen tiles yourself (modding in general). Now nukey could do it for RedNukem, as he did that for DN64.

This post has been edited by Dzierzan: 01 June 2021 - 04:06 AM

1

User is online   NightFright 

  • The Truth is in here

#26

Nash already said he will take a look at Duke3D widescreen tiles one of these days. Once they are done for Raze, we will have 100% certified and high-quality widescreen replacements to use with any port we choose.
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User is offline   Phredreeke 

#27

View PostDzierzan, on 01 June 2021 - 04:06 AM, said:

Because eduke32 team has a weird mindset that you user has to provide widescreen tiles yourself (modding in general). Now nukey could do it for RedNukem, as he did that for DN64.


Rednukem lives in the NBlood repo though. I think the EDuke32 devs want their repo to be clear of any 3DR assets.
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User is offline   Avenger 

#28

I've been waiting for this for so fucking long. I had hope when the HRP packs had the images included for widescreen but sadly none of them were actually utilized. This had been lacking for at least a decade now and I don't care what anyone says, black bars look like shit.

Much appreciated.

This post has been edited by Avenger: 01 June 2021 - 10:43 AM

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User is offline   Avenger 

#29

Is the loading screen right?

https://i.postimg.cc/MKsPVD09/EDuke32.jpg


It doesn't appear to be widescreen like the image in the pack:

https://i.postimg.cc/ncVSX5ms/3281.png


So far everything else seems to be working fine except this from what I can tell.



EDIT: The "Life's A Beach" credit screen also appears to be displaying the standard Plutonium Pack / The Birth overlay.

This post has been edited by Avenger: 01 June 2021 - 04:50 PM

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User is offline   Phredreeke 

#30

View PostAvenger, on 01 June 2021 - 01:38 PM, said:

EDIT: The "Life's A Beach" credit screen also appears to be displaying the standard Plutonium Pack / The Birth overlay.


I assume it missed including CRC check for those. Edit: weird, it's there. Are you using an old build of Duke3D by any chance?

This post has been edited by Phredreeke: 02 June 2021 - 05:06 AM

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