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PCExhumed - Exhumed/PowerSlave PC port

User is offline   Phredreeke 

#151

View Postoasiz, on 17 May 2021 - 06:44 AM, said:

While it's hard to fully confirm this... but I think I should share this, As we were working on the map pack, upon discovering slopes and wondering about stuff related to shade tables I contacted Ken as he had some old tool he used.


Speaking of which, I found that Powerslave has two sets of shade tables for the default palette, one in PALETTE.DAT (with 32 entries) and another in NORMAL.RMP (with 64 entries) - I assume this is what you're referring to, which of these is used in-game? Any idea why it may exist in two places?

This post has been edited by Phredreeke: 17 May 2021 - 07:04 AM

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User is offline   oasiz 

  • Dr. Effector

#152

The game uses 64 shades instead of 32.

If you've used the map pack then it provides a "ported one" but the shading is still not correct as it shows only up to 50% of the darkness.
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User is offline   Avenger 

#153

Any timeline on a proper settings menu or a widescreen patch so that the sword animation and HUD are no longer cut off on the sides on monitors outside a 4:3 aspect ratio?
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User is offline   Phredreeke 

#154

Dzierzan already made widescreen weapon sprites for all but the death animation... search moddb for them
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User is offline   Avenger 

#155

View PostPhredreeke, on 29 May 2021 - 01:38 PM, said:

Dzierzan already made widescreen weapon sprites for all but the death animation... search moddb for them


Do you have a link to the final version?

It's not on moddb:

https://www.moddb.co...ame=&game=57007

https://www.moddb.co...7007&timeframe=

https://www.moddb.co...7007&timeframe=
-2

User is offline   Phredreeke 

#156

you're right. I could have sworn dzierzan put it on there.

anyway, you can download the upscale pack I made, it has those sprites bundled. if you don't want to use the upscales they can be disabled in-game by writing r_hightile 0 in console (and widescreen weapons remain)
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User is offline   Avenger 

#157

View PostPhredreeke, on 29 May 2021 - 04:43 PM, said:

you're right. I could have sworn dzierzan put it on there.

anyway, you can download the upscale pack I made, it has those sprites bundled. if you don't want to use the upscales they can be disabled in-game by writing r_hightile 0 in console (and widescreen weapons remain)


Thanks.

Does this pack upscale just the sprites or are all the textures done as well?
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User is offline   Phredreeke 

#158

Sprites only
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User is offline   Dzierzan 

#159

@Avenger
Widescreen sprites are already bundled with PowerslaveGDX, Raze and rencetly PCExhumed as well.
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User is offline   Avenger 

#160

View PostDzierzan, on 07 June 2021 - 06:05 AM, said:

@Avenger
Widescreen sprites are already bundled with PowerslaveGDX, Raze and rencetly PCExhumed as well.


I installed the 'upscale pack" and then disabled the upscaled sprites which took care of it. Some day I will enable the upscaled sprites if and when all the game textures are also done for a complete cohesive experience.

I think the only thing really lacking with this port now is a settings menu with proper support for mice. I still can't enable weapon switching by scroll wheel without having to spin it literally half way around for it to take effect where as in any other port a single notch will make the change.

Thanks to everyone involved in getting to this point.
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User is offline   MrFlibble 

#161

A user in a Russian forum asks if it is possible to enable vsync - apparently the console command r_swapinterval as described here does not work for them in PCExhumed.
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#162

View PostMrFlibble, on 28 June 2021 - 01:26 PM, said:

A user in a Russian forum asks if it is possible to enable vsync - apparently the console command r_swapinterval as described here does not work for them in PCExhumed.


I think this might be 'r_vsync' now:

"VSync mode:
-1: adaptive (video driver)
0: disabled
1: enabled (video driver)
2: KMT // windows only
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#163

View PostAvenger, on 07 June 2021 - 12:50 PM, said:

I still can't enable weapon switching by scroll wheel without having to spin it literally half way around for it to take effect where as in any other port a single notch will make the change.


Sorry didn't realise this wasn't working correctly. I've fixed it now hopefully!
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User is offline   Avenger 

#164

 sirlemonhead, on 12 August 2021 - 12:43 PM, said:

Sorry didn't realise this wasn't working correctly. I've fixed it now hopefully!


Glad to see that it''s fixed. I haven't had a chance to test it yet but I will soon.

One other small issue I noticed with this port is that if you pull the X and Y axis up to the top of the screen with the cheat code the numbers are an illegible mess.

Minor but still an issue since it renders the feature useless.
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