I think it would be a good idea to extend the hud to edges of the screen megaton style, cause it looks kinda weird the way it is now. It would also be nice if the viewmodel was like megaton, but it's fine the way it is. Maybe implement this into the widescreen option in the display settings?
Page 1 of 1
Widescreen Hud
#1 Posted 10 February 2020 - 06:11 PM
#4 Posted 10 February 2020 - 08:15 PM
You can use a problem to edit the ART file, or use a .def file to load an image.
#9 Posted 10 February 2020 - 11:03 PM
The Duke3D Fixes mod is doing exactly that, among a few other things. Just drop it in your autoload folder and you profit from Fox' extended HUD graphics.
#10 Posted 10 February 2020 - 11:26 PM
Thanks, I played the first few level of ep1 with it and it's great. The new sounds are kinda weird though, I wish the mod had some sort of options/config.
#11 Posted 10 February 2020 - 11:28 PM
Fox, on 10 February 2020 - 08:15 PM, said:
You can use a problem to edit the ART file, or use a .def file to load an image.
Don't you mean program, and not problem?
#12 Posted 11 February 2020 - 01:13 AM
Will_Destroy, on 10 February 2020 - 11:26 PM, said:
Thanks, I played the first few level of ep1 with it and it's great. The new sounds are kinda weird though, I wish the mod had some sort of options/config.
That mod doesn't change anything with sounds. You must be using another mod besides it.
#13 Posted 11 February 2020 - 11:09 AM
I found a mod called cosmetic duke by googling the mod you mentioned, which adds qol improvements. I though that was mod you were talking about. (I missed the link on your comment at first but now I have it )
#14 Posted 11 February 2020 - 11:20 AM
Here's an example:
tilefromtexture 2536 { file "lr/tile2536.png" xoffset -10 yoffset 2 }
the first number is the tile being changed, in quotation marks is the filename of the picture to replace it (special care needs to be taken with any tile not using the game's standard palette, like the title screen or episode 1 end animation)
xoffset and yoffset are the tile's offsets from center, you'll probably have to get the original tile's offset using a program like BAFED first as there is to my knowledge no option to retain the tile's old offsets.
tilefromtexture 2536 { file "lr/tile2536.png" xoffset -10 yoffset 2 }
the first number is the tile being changed, in quotation marks is the filename of the picture to replace it (special care needs to be taken with any tile not using the game's standard palette, like the title screen or episode 1 end animation)
xoffset and yoffset are the tile's offsets from center, you'll probably have to get the original tile's offset using a program like BAFED first as there is to my knowledge no option to retain the tile's old offsets.
#15 Posted 12 February 2020 - 12:19 AM
NightFright, on 10 February 2020 - 11:03 PM, said:
The Duke3D Fixes mod is doing exactly that, among a few other things. Just drop it in your autoload folder and you profit from Fox' extended HUD graphics.
For googling reference, what's the mod's actual name?
#16 Posted 12 February 2020 - 12:43 AM
Well, it's "Fixes for Duke 3D", but the link is actually right in my signature. Github repo is here.
#17 Posted 12 February 2020 - 11:04 AM
Does the mod adjust the skybox? I saw files for skybox textures in the mod.
This post has been edited by Will_Destroy: 12 February 2020 - 11:04 AM
#18 Posted 12 February 2020 - 11:08 AM
Only in DukeGDX (because EDuke32 fixed sky rendering in Polymost a while back)
#19 Posted 12 February 2020 - 01:45 PM
It's more mod friendly if skyboxes are not used, since if a mod changes a sky texture for which there is a skybox already, the skybox would override custom graphics.
#20 Posted 19 February 2020 - 12:33 AM
The Cosmetic Duke mod adds the World Tour skybox, and it looks great.
#21 Posted 19 February 2020 - 01:06 AM
I'm fairly certain Cosmetic Duke uses Fox's skyboxes, not World Tour's
#22 Posted 19 February 2020 - 01:55 AM
I don't think skyboxes are necessary now that Polymost draws the parallaxed sky like the software renderer.
#24 Posted 19 February 2020 - 12:53 PM
Is it necessary to have a hardware renderer in the first place?
Share this topic:
Page 1 of 1