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Duke Theft Auto

User is offline   The Commander 

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#1

A continuation thread of Duke Theft Auto from the one on 3DR as it seems we will loose that forum.

http://forums.3dreal...ead.php?t=32744 - Original thread.

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This post has been edited by The Commander: 07 May 2009 - 02:09 PM

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User is offline   Spiker 

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#2

You could post some cool movie to start filling this thread with some nice new comments:D or at least some new screens.

So what is the estimated percentage of this done?

Looks like those alien bastards drank all my beer.
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User is offline   d3drocks 

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#3

View PostSpiker, on May 8 2009, 03:45 AM, said:

You could post some cool movie to start filling this thread with some nice new comments:D or at least some new screens.

So what is the estimated percentage of this done?

who cares?
you get to play as jack thompson!
I'm willing to wait just for that :lol:
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User is offline   zchri9 

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#4

I wonder if there will be a hot coffee modification :lol:
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User is offline   The Commander 

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#5

View Postzchri9, on May 8 2009, 11:42 PM, said:

I wonder if there will be a hot coffee modification ;)


This is GTA 1 not San Andreas.

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User is offline   Daedolon 

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#6

View PostThe Commander, on May 8 2009, 07:19 PM, said:

This is GTA 1 not San Andreas.


So we get to fly the helicopter?!







;)

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User is offline   The Commander 

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#7

View PostDaedolon, on May 9 2009, 08:09 AM, said:

So we get to fly the helicopter?!


You could not fly the Helicopter in GTA 1, if you got in it, it would crash the game. ;)

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User is offline   TerminX 

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  #8

Well, that effect shouldn't be hard to emulate... ;)
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User is offline   Hendricks266 

  • EDuke32 Senior Developer
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#9

divvar RETURN 0

[ EDuke32 Team Member ][ EDukeWiki, central EDuke32 knowledge base (Administrative Requests) ][ Hendricks266's Add-on HRPs, Music Packs, Prototype Research, and Mods ]
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User is offline   Jimmy 

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#10

One cannot divide by zero, you'll destroy the universe.
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User is offline   TerminX 

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  #11

View PostHendricks266, on May 8 2009, 08:35 PM, said:

divvar RETURN 0

Dividing by zero used to exit the game (rather than crash), but I changed it to be a "soft" error a while back that just prints a nasty red line in the console.
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User is offline   The Commander 

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#12

View PostTX, on May 9 2009, 02:57 PM, said:

Well, that effect shouldn't be hard to emulate... ;)


lol, Yes, I should keep the original bugs. ;)

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User is offline   Hendricks266 

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#13

My oh my, how the times have changed. ;)

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User is offline   d3drocks 

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#14

thought ide mention this here, cause its related.
you can get grand theft auto (the orignal) here for free:
http://www.rockstargames.com/classics/
people should play through it before the_commander is done.
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User is offline   The Commander 

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#15

View Postd3drocks, on May 10 2009, 07:21 AM, said:

thought ide mention this here, cause its related.
you can get grand theft auto (the orignal) here for free:
http://www.rockstargames.com/classics/
people should play through it before the_commander is done.


Yes, that's correct. I'm surprised how many people still don't know you can get it from R* free and legally with everything included. They insist to keep using torrents of it which don't have the music etc.

Some people might find it to run REALLY slow on there systems. If this is the case, run DXDIAG and turn the sound tab acceleration to "Basic Acceleration"

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User is offline   Sangman 

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#16

Personally I find the game runs way too fast :D (GTA1, not 2)

traB pu kciP
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User is offline   The Commander 

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#17

View PostSangman, on May 10 2009, 11:40 PM, said:

Personally I find the game runs way too fast :D (GTA1, not 2)


Press F8 and turn the frame rate limiter on or F11 and change the screen res to 1024 x 768 should slow it down.

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User is offline   Rehbock 

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#18

Day and Night change on Duke Theft Auto ? (since there is polymer)
Or does it stay at Dawn or Day? etc...
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User is offline   d3drocks 

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#19

View PostThe Commander, on May 9 2009, 10:30 PM, said:

Yes, that's correct. I'm surprised how many people still don't know you can get it from R* free and legally with everything included. They insist to keep using torrents of it which don't have the music etc.

Some people might find it to run REALLY slow on there systems. If this is the case, run DXDIAG and turn the sound tab acceleration to "Basic Acceleration"

me too.
I've known about this for AGES because of a computer gaming world mag.
just so supprised that people dont know STILL, since its been there since around 2004.
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User is offline   The Commander 

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#20

Thought I would add a GTA I game play video to my You Tube page.

http://www.youtube.c...K_zCRAMg&fmt=22 HD Version

http://www.youtube.c...K_zCRAMg&fmt=18 HQ Version

Don't forget to subscribe. :P

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User is offline   d3drocks 

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#21

View PostThe Commander, on May 14 2009, 11:27 AM, said:

Thought I would add a GTA I game play video to my You Tube page.

http://www.youtube.c...K_zCRAMg&fmt=22 HD Version

http://www.youtube.c...K_zCRAMg&fmt=18 HQ Version

Don't forget to subscribe. ;)

man do I ever wanna play now ;)
I have a qustion relating to it though. how do you save your progress with missions?

hows it coming btw?
need any help audio wise? (jsut ask, im willing to help)

This post has been edited by d3drocks: 19 May 2009 - 10:05 AM

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User is offline   The Commander 

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#22

View Postd3drocks, on May 20 2009, 06:02 AM, said:

man do I ever wanna play now ;)
I have a qustion relating to it though. how do you save your progress with missions?


If you mean the actual GTA 1 game you can not save your progress till you finish the level in GTA II you could save at the Jesus Saves churches for 50,000 points or something. For the mod though you can save at any time. (for the time being)

View Postd3drocks, on May 20 2009, 06:02 AM, said:

hows it coming btw?
need any help audio wise? (jsut ask, im willing to help)


Progress has slowed a little because of changing jobs etc but it's getting there, I'm all good for audio etc
Thanks for your suggestion though.

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User is offline   The Commander 

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#23

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The red light flashes and pulsates between blue and red. Something still seems off with it though. :)

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This post has been edited by The Commander: 22 May 2009 - 10:02 AM

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User is offline   diehard 

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#24

View PostThe Commander, on May 22 2009, 02:01 PM, said:

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The red light flashes and pulsates between blue and red. Something still seems off with it though. :)



Looks good, so am I to assume that basically now ever mod/tc is using polymer?
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User is offline   The Real Slim Flibble 

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#25

I think it is a good idea to make new mods compatible with polymer and non polymer. I mean, why not take advantage of everything you have?

I'm an Ivory Tower Elitist; get used to me calling you stupid.
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User is offline   diehard 

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#26

View PostMr.Flibble, on May 22 2009, 03:38 PM, said:

I think it is a good idea to make new mods compatible with polymer and non polymer. I mean, why not take advantage of everything you have?


Yeah I agree, I just noticed alot of people now posting shots using it.
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User is offline   Trooper Dan 

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#27

If a mod uses Polymer for gameplay stuff (like vehicle headlights without which you can't see where you're going) then there is no way to make it compatible with the older renderers.

From the modders standpoint, it is a pain in the ass to have different renderers. At least now we can detect the rendering mode and tell players to change it if need be.

onevent EVENT_DISPLAYREST

ifvarn rendmode 4 { state gofukyurself break }
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User is online   Tea Monster 

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#28

I'd stick some speccy textures on those windows if I were you.
also if you put lights on all the cars, you'll need a Cray to run that mod. You could try glowmaps on the 'npc' cars to save cycles.
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User is offline   Jimmy 

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#29

View Postdiehard, on May 22 2009, 02:55 PM, said:

Looks good, so am I to assume that basically now ever mod/tc is using polymer?


No, my mod wont be.

Glad to see headlights in the game, it really adds to the realism.


This post has been edited by Captain Awesome: 22 May 2009 - 05:11 PM

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User is offline   The Commander 

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#30

View Postdiehard, on May 23 2009, 06:55 AM, said:

Looks good, so am I to assume that basically now ever mod/tc is using polymer?

There will only be one episode containing "unknown" amount of maps dedicated to the polymer render, (Most likely will end up only being Death Match type maps) the others will work normally in Polymost or Polymer.

I have done this because im stuck on a fence as half the comments I get are, "This mod looks great with Polymer" and then the other half are "What the fuck man? this mod has lost it's nostalgic appeal now!"

So it's really up to the end user to decide what they want to use.

View PostTea Monster, on May 23 2009, 10:58 AM, said:

I'd stick some speccy textures on those windows if I were you.

I tried that a while back but it just looses way to much nostalgic appeal than I would like.

View PostTea Monster, on May 23 2009, 10:58 AM, said:

also if you put lights on all the cars, you'll need a Cray to run that mod. You could try glowmaps on the 'npc' cars to save cycles.

For the time being only the car being driven emits head lights, we will see what happens when further optimizations to the render happen.

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This post has been edited by The Commander: 23 May 2009 - 12:06 AM

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