What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#2431 Posted 31 May 2011 - 01:55 PM
In the meantime, is it possible that someone could write a mapster script that converts spotlights with an extra of -9999 into pointlights with an extra of -1? It'd be great if the script can also shave off a thousand or so units from the hitag.
#2432 Posted 31 May 2011 - 02:13 PM
#2433 Posted 31 May 2011 - 02:37 PM
Micky C, on 31 May 2011 - 01:55 PM, said:
In the meantime, is it possible that someone could write a mapster script that converts spotlights with an extra of -9999 into pointlights with an extra of -1? It'd be great if the script can also shave off a thousand or so units from the hitag.
gamevar i 0 0 defstate convertlights for i allsprites { ife .picnum 1 ife .lotag 50 ife .extra -9999 { set .lotag 49 set .extra -1 sub .hitag 1000 } } ends
#2434 Posted 31 May 2011 - 03:25 PM
Jhect, on 31 May 2011 - 02:13 PM, said:
you're acting like this is something that will matter in a recent period. I don't think it'll ever happen.
This post has been edited by Colon Semicolon: 31 May 2011 - 03:25 PM
#2435 Posted 31 May 2011 - 03:35 PM
#2436 Posted 31 May 2011 - 03:52 PM
#2437 Posted 31 May 2011 - 03:56 PM
#2438 Posted 31 May 2011 - 04:01 PM
BTW, using a Nvidia GTX460m w/ 16GB of DDR3 RAM w/ a i7-2720 processor to test it, on 1024x768 in Polymer. I'm not sure how much detail I had on textures, but it was probably at least moderate or high. And yes, my computer is 2-3 months old here, this is the new laptop I got back in March.
Hope this helps out any. o.o;
#2439 Posted 31 May 2011 - 04:01 PM
DanM, on 31 May 2011 - 03:52 PM, said:
If you read some of his blog posts, that is about right.
#2441 Posted 31 May 2011 - 05:14 PM
DanM, on 31 May 2011 - 04:35 PM, said:
get him on twitter or email him!! I think Tee Monster was being sardonic.
@ Mickey C, I like the map. There was a saying "Framerate is god" - just a thought.
This post has been edited by Hank: 31 May 2011 - 05:15 PM
#2442 Posted 31 May 2011 - 07:18 PM
But I think a compromise could be found between looking good and fewer lights to gain back some FPS.
#2443 Posted 31 May 2011 - 10:58 PM
Marked, on 31 May 2011 - 03:56 PM, said:
Marked, on 31 May 2011 - 07:18 PM, said:
But I think a compromise could be found between looking good and fewer lights to gain back some FPS.
When I was lighting this map, I never had the intention of pushing polymer to the limit, if I did, I wouldn't have gone so much over the limit. Actually on second thought I would have put some more spotlights in two or three places, but I decided against that.
At the end of the day, I put enough in enough lights of both types to make the map look good, and moderately consistent. I ended up putting at least one spotlight in every room except for cases where several rooms were linked together or to a large area.
With the 14 point lights in the armory, I thought I could get away with it because those lights were tiny, and it was a small area so it was cut off from any power hungry lights. I didn't use that many lights in any other room though.
I'm surprised the performance is as slow as it is. In the first screenshot, which is an in-game screenshot, I got almost 60 frames a second, and I didn't add any other lights to that area or anything since then. It's quite strange.
Also I just noticed that in the above screenshot I posted, the room with the spotlight and the 14 point lights, I was getting a solid 30+ frames a second. Why this dropped down to 3 I have no idea.
Also thanks DT for the code, I'll try it out, and thanks Lord Misfit for attempting the map and reporting on the framerate with your 460GTX card and i7 processor.
This post has been edited by Micky C: 31 May 2011 - 10:59 PM
#2444 Posted 02 June 2011 - 02:32 AM
While I still consider the original version to be the official map, this will have to do for now.
So please try it out, the framerate should be at least 5 times better than what it was before. I'd still recommend a decent card though.
Attached File(s)
-
projectzp.zip (705.92K)
Number of downloads: 404
#2445 Posted 02 June 2011 - 11:28 AM
While I was browsing You Tube I came across some videos recently recorded of my shitty old mod Duke Theft Auto.
Oddly enough this same person recorded a "play though/walk through" of the only two missions that worked in it.
http://youtu.be/cHG8D48fKYc Mission 1
http://youtu.be/ILlTw7fcul8 Mission 2
But I found this video the best as it would have worked pretty good for a trailer of sorts.
Looking at the download counter people are still downloading the piece of crap to this day, lol
This post has been edited by The Commander: 02 June 2011 - 11:30 AM
#2446 Posted 02 June 2011 - 11:49 AM
The Commander, on 02 June 2011 - 11:28 AM, said:
It could be a piece of crap, but it's funny, i loved to kill everybody with the cars! lol also i remember i tweaked the speed of cars to got supersonic...
#2447 Posted 02 June 2011 - 11:56 AM
#2449 Posted 03 June 2011 - 01:28 AM
Oh yeah, forgot to mention, both plays, I was running it on r1900 at 1024x768. o.o
This post has been edited by Lord Misfit: 03 June 2011 - 01:30 AM
#2450 Posted 03 June 2011 - 03:32 AM
#2451 Posted 03 June 2011 - 07:21 AM
#2452 Posted 03 June 2011 - 07:32 AM
darkcaleb, on 03 June 2011 - 07:21 AM, said:
A lot of the Dukebike code concerns stuff that would only make sense with the Dukebike. Getting generic vehicle code from that would actually be a lot of work; it might be easier to write generic code from scratch.
#2453 Posted 03 June 2011 - 01:13 PM
DeeperThought, on 03 June 2011 - 07:32 AM, said:
This is correct.
When I coded the cars as you see them now it was done in a very hackish/cheap way.
In simple terms I just killed the actor car and turned the APLAYER's ACTION into that of the same car, when you hit the button to get out of the car it just spawned another actor of that same car.
If from what I have seen of the DukeBike code it takes the model/actor of the DukeBike and places that to the same coordinates as the APLAYER and hides the APLAYER from view. (I could be wrong though)
There would be a lot of work to do to get it up to date though and better than whats released, I am not sure I want to commit to that as I am still waiting for the server/client MP to be ready so I can get Duke Nukem Red Alert out the door.
This post has been edited by The Commander: 03 June 2011 - 01:14 PM
#2454 Posted 03 June 2011 - 04:24 PM
Micky C, on 03 June 2011 - 03:32 AM, said:
In what way would you want me to record? I have accquired the power to livestream via the new laptop, but I'll freely admit that for the last so many years I've played Duke3D, I've done so via my own mod as proxy and thus I have very minimal experience with DukePlus and many of it's newer features. Also due to such, I don't have any previous experience at most if any of the DukePlus levels bunched in. I'd probably end up dying a lot and possibly using some cheats just to move on to finish the level so I don't get stuck messing with it forever. o.o
Also, I'm not sure if streaming or in general recording will possibly bring down my FPS in-game or not when it's already below 60 where it can be noticed or not. I'm not certain yet even with my rig I could play it while recording. I'll see if I can try messing with a non-lighted version that doesn't use Polymer/lighting or anything else intensive so I got the hang of what I need to do in the level first as to cut back on the need to use any cheats, but I don't know when or if I'll get around to it anytime soon. :\
#2455 Posted 03 June 2011 - 04:36 PM
#2456 Posted 03 June 2011 - 05:47 PM
Mikko_Sandt, on 03 June 2011 - 04:36 PM, said:
Don't use it anyways, but thanks for letting me in case I consider it for something else down the road.
When I live-stream, I and a couple of people I know use a program called XSplit for it. It can connect to justintv and ustream [the former of which is where I do my streaming at], and although it usually runs pretty smooth on my end, there's a type of screenshotty-ness that happens at times for my viewers when I play certain games. I'm not sure how it would effect my attempt at projectzp.map if I try it. o.o
#2457 Posted 04 June 2011 - 02:04 AM
Lord Misfit, on 03 June 2011 - 04:24 PM, said:
Also, I'm not sure if streaming or in general recording will possibly bring down my FPS in-game or not when it's already below 60 where it can be noticed or not. I'm not certain yet even with my rig I could play it while recording. I'll see if I can try messing with a non-lighted version that doesn't use Polymer/lighting or anything else intensive so I got the hang of what I need to do in the level first as to cut back on the need to use any cheats, but I don't know when or if I'll get around to it anytime soon. :\
I'm not too knowledgeable on the matter of streaming, but as long as you can save it as some kind of video and upload it to youtube that'd be great.
All you really have to know for project zero in terms of dukeplus is that monsters can drop items such as key cards when killed, and in the outdoor area behind the mansion, you'll have to pick up fuses and place them in the box next to the garage door. Oh and you might want to assign alt-fire and reload keys.
Here's the first of 3 videos showing DT's playthrough of Project Zero with polymost if you're interested: http://www.youtube.c...h?v=W1OnESUDm2k
#2459 Posted 04 June 2011 - 08:59 PM
Micky C, on 04 June 2011 - 02:04 AM, said:
All you really have to know for project zero in terms of dukeplus is that monsters can drop items such as key cards when killed, and in the outdoor area behind the mansion, you'll have to pick up fuses and place them in the box next to the garage door. Oh and you might want to assign alt-fire and reload keys.
Here's the first of 3 videos showing DT's playthrough of Project Zero with polymost if you're interested: http://www.youtube.c...h?v=W1OnESUDm2k
Streaming it will allow me to save a recording of what goes on if it's on JustinTV, which I'm sure where it would be done. And while it does have a "Save/Convert to YouTube" function in it too, the problem is I noticed over long videos or ones of decent size it de-syncs sound more and more over time. [I converted over a video of a sucky-ish blind run of Half-Life 1 so people on my small YT channel can see an example of some of the things I stream, but I found to my dismay of the de-sync.]
However, I will probably have to wait, for tomorrow, I have plans for a stream of my own mod for certain people, and unless they opt out, I'll be focusing on it due to my recent schedule after Sunday, meaning it probably won't be until later this week before I get any chance to try to play it on a recorded stream. So, hopefully you can hold out for a few days or a week [or possibly longer, depending]. o.o