Rednukem - Redneck Rampage & Duke3D/64 port with focus on accuracy "Now with official autobuilds on first post"
#31 Posted 25 October 2018 - 09:17 AM
@ NukeYKT
What about my Questions ??
Give us Feedback , because some said , File was Detected as Virus !!
TP555
#32 Posted 25 October 2018 - 09:47 AM
This happens all the time on legitimate stuff.
#33 Posted 25 October 2018 - 09:52 AM
TP555, on 25 October 2018 - 09:17 AM, said:
@ NukeYKT
What about my Questions ??
Give us Feedback , because some said , File was Detected as Virus !!
TP555
Sorry for late reply.
1) I'm not quite understanding your widescreen/fov question.
2) Texture filtering option is available in polymost renderer.
3) Soundtrack is sort of supported. You have to export tracks from yer CD disk/image to OGG or FLAC format and put to yer Redneck folder.
4) Yes. Duke 3d HRP should work fine with Rednukem.
5) It's of course false alert
#34 Posted 25 October 2018 - 09:53 AM
TP555, on 24 October 2018 - 11:47 AM, said:
And of course , Texture Filtering ? , i don't realy like the Classic Texture Rendering
TP555, on 24 October 2018 - 03:40 PM, said:
Yes, those features are the same as in eduke32.
Edit: NukeYKT beat me to answering the first question
This post has been edited by Phredreeke: 25 October 2018 - 09:54 AM
#35 Posted 25 October 2018 - 09:55 AM
TP555, on 24 October 2018 - 03:40 PM, said:
Rednukem should have the Color Correction menu just like EDuke32.
#36 Posted 25 October 2018 - 10:20 AM
@ NukeYKT
ok np , and thx for your Repley
@ Phredreeke
Ah is based on EDuke32 ok !
@ Hendricks266
Yes , that is what i think too , but who have problems , can mayby try to set the Gamma/Brightness in the Graphics Driver , or use Reshade !
TP555
#37 Posted 25 October 2018 - 10:23 AM
Mblackwell, on 24 October 2018 - 07:02 PM, said:
That's true, but the real issue is that the renderer in the GDX ports is based on the ancient version of Polymost that was in JFBuild and simply doesn't support rendering some of the sector/wall/sprite properties in the engine correctly.
#38 Posted 25 October 2018 - 11:46 AM
#39 Posted 25 October 2018 - 03:41 PM
TerminX, on 25 October 2018 - 10:23 AM, said:
Also true.
Edit:
I haven't seen the skybox def but in response to that it can be a good idea to add the line "nocompress" to the end of the skybox def.
Like in this example.
#41 Posted 25 October 2018 - 10:58 PM
- I'm not very familiar with Redneck Rampage but one bug I noticed is the behavior of the player corpse when collided with the truck. I recall it would ride with the truck but here it makes a strange.........repeated slow motion air juggle which is kind of amusing
- The 2x and 4x scaling options are interesting though on 1080 i do notice uneven aliasing with the weapon sprites. It would probably go away with a 16:10 res though (oddly 1280x800 isn't available)
- surprised the OPL3 emulation stuff isn't there in the audiolib yet (for Duke)
This post has been edited by leilei: 25 October 2018 - 11:00 PM
#42 Posted 25 October 2018 - 11:40 PM
leilei, on 25 October 2018 - 10:58 PM, said:
That's a result of moving to hardware scaling. Previously the screen was pixel doubled before applying HUD and first person weapon sprites. Now the screen is scaled after those are applied.
#43 Posted 26 October 2018 - 08:00 AM
leilei, on 25 October 2018 - 10:58 PM, said:
- I'm not very familiar with Redneck Rampage but one bug I noticed is the behavior of the player corpse when collided with the truck. I recall it would ride with the truck but here it makes a strange.........repeated slow motion air juggle which is kind of amusing
This also happens in original version as well.
leilei, on 25 October 2018 - 10:58 PM, said:
- surprised the OPL3 emulation stuff isn't there in the audiolib yet (for Duke)
EDuke32 devs are going to add OPL3 emulation at some point.
#44 Posted 26 October 2018 - 12:08 PM
leilei, on 25 October 2018 - 10:58 PM, said:
NukeYKT, on 26 October 2018 - 08:00 AM, said:
Regarding the original tracks, it's also possible to load an AdLib music pack for now. I think it's a part of the "Alternate Duke3D Music Packs" from the HRP website's downloads page: https://hrp.duke4.net/download.php
#45 Posted 26 October 2018 - 01:43 PM
#46 Posted 26 October 2018 - 07:39 PM
MrEWhite, on 26 October 2018 - 01:43 PM, said:
How does original EDuke32 work on your setup?
This post has been edited by NukeYKT: 26 October 2018 - 07:40 PM
#47 Posted 26 October 2018 - 11:56 PM
TerminX, on 25 October 2018 - 10:23 AM, said:
What are you about? Examples?
#48 Posted 27 October 2018 - 09:32 AM
NukeYKT, on 26 October 2018 - 07:39 PM, said:
Works fine at a solid 165 FPS, but this drops from that 165 a lot to 110-120ish. It's not awful by any stretch, just a bit jarring. Honestly, it's probably just due to the fact I'm running software at 1440p.
This post has been edited by MrEWhite: 27 October 2018 - 09:49 AM
#49 Posted 27 October 2018 - 09:45 PM
Hendricks266, on 24 October 2018 - 09:35 AM, said:
Sorry for the late reply, and slightly off-topic, but does that mean this 32-bit rendering issue is present in newer versions of eDuke as well?
With all these different versions running around I'm starting to get confused...
#50 Posted 28 October 2018 - 12:22 AM
Ninety-Six, on 27 October 2018 - 09:45 PM, said:
With all these different versions running around I'm starting to get confused...
Yes, but it happens rarely with Duke 3D maps.
#51 Posted 28 October 2018 - 12:39 AM
NukeYKT, on 28 October 2018 - 12:22 AM, said:
What kind of rendering errors are they, anyway?
#52 Posted 28 October 2018 - 01:51 AM
Ninety-Six, on 28 October 2018 - 12:39 AM, said:
#53 Posted 28 October 2018 - 02:11 AM
NY00123, on 26 October 2018 - 12:08 PM, said:
Sounds like these tracks were recorded with a CQM(Creative's OPL3 clone) rather than proper OPL3 card.
#54 Posted 28 October 2018 - 02:12 AM
#55 Posted 28 October 2018 - 04:06 PM
NukeYKT, on 28 October 2018 - 01:51 AM, said:
Is there any sort of trigger for those effects or is it just whenever it feels like?
#56 Posted 29 October 2018 - 08:26 AM
NukeYKT, on 28 October 2018 - 02:11 AM, said:
That's interesting. I also have the older files of musicpack_opl.zip, eduke32_musopl.zip (+eduke32_musonly.zip for use without the HRP) and duke3d_musopl.zip (the latter of which probably being eduke32_musopl.zip with modified highres/music.def and readme.txt files).
The later duke3d_music-adlib.zip file was repacked to not require the HRP. All of these packages (except for maybe musicpack_opl.zip?) were reportedly prepared using High Treason's recordings from a YM262 based card, at least according to their README files. See also: https://forums.duke4...lib-music-pack/
#57 Posted 29 October 2018 - 07:30 PM
NY00123, on 29 October 2018 - 08:26 AM, said:
The later duke3d_music-adlib.zip file was repacked to not require the HRP. All of these packages (except for maybe musicpack_opl.zip?) were reportedly prepared using High Treason's recordings from a YM262 based card, at least according to their README files. See also: https://forums.duke4...lib-music-pack/
Here High Treason stated that he used AWE64 card to record this music pack. It is well known that none of AWE64 cards had true OPL3.
#58 Posted 02 November 2018 - 06:19 AM
#59 Posted 05 November 2018 - 01:05 AM
I am able to make the addon show up in the launcher when adding the "dependency" flag (with CRC of redneck.grp), but after launch the screen would remain black.
My grpinfo looks as follows:
grpinfo { name "Suckin' Grits on Route 66" scriptname "game66.con" size 18211915 crc -1467060190 dependency 433699961 }
This post has been edited by NightFright: 05 November 2018 - 01:07 AM