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[RELEASE] Cosmetic Duke version 1.8 is up!

#1

The aim of this mod is to enhance DN3D visuals, audio quality, add QoL changes and fix some bugs. Mods like Duke Plus or Nuclear Showdown, while great, interfere with mentioned balance in a significant way and HRP style packs (adding high resolution textures etc. to old games) never resonated with me - I always preferred the graphics quality closer to the original. This is the reason I made Cosmetic Duke.

Primary resources / inspirations:
HQ Sound Effects by Per Kristian Risvik
Duke Nukem 3D PSX Sound Effects by Marphy Black
Nuclear Showdown by Jblade35
Widescreen status bar by Fox
3D classic skyboxes by Fox
Duke Nukem 3D Megaton Edition
Duke Nukem 3D World Tour

Primary helpers:
Trooper Dan
Jblade35
Mblackwell
Hendricks266


Major change!
Changed how the entire system of files works: there is a 1_CosmDuke.zip file which is the base Cosmetic Duke mod. All of the other mods become compatible by putting 1_CosmDuke.zip into the Autoload folder along with an appropriate 2_xxx_patch.zip file. With this method the files are much smaller and it's easier for me change / update stuff within them. eDuke32 will spill out warnings about duplicates when launching, but this will not affect the game.



Version 1.8
Spoiler


Links:

Cosmetic Duke:
http://www.mediafire...smDuke.zip/file

Cosmetic Duke Caribbean:
http://www.mediafire..._patch.zip/file

Cosmetic Duke Nuclear Winter:
http://www.mediafire..._patch.zip/file

Duke it Out in DC:
http://www.mediafire..._patch.zip/file

World Tour:
http://www.mediafire..._patch.zip/file


BDP The Gate, Secrets of the Acropolis, 25th Century Duke, Murder: the EDF Conspiracy and Pray Your Prayers compatible with Cosmetic Duke:

BDP: The Gate:
http://www.mediafire..._patch.zip/file

Secrets of the Acropolis
http://www.mediafire..._patch.zip/file

25th Century Duke
http://www.mediafire..._patch.zip/file

Murder: The EDF Conspiracy
http://www.mediafire..._patch.zip/file

Pray Your Prayers
http://www.mediafire..._patch.zip/file

Legacy Quality Duke Talk:
(normal version) http://www.mediafire..._patch.zip/file
(louder version) http://www.mediafire..._patch.zip/file

Screenshots:
Spoiler


Have fun!
5

User is offline   SonicB00M 

#2

Could you explain how to use it with World Tour? I have put both 1_CosmDuke.zip and 2_CosmDuke_WT_patch.zip into the autoload folder and enabled 'autoload' in eDuke, but the mod doesn't load. Just the regular eDuke32 with the stopgap. I am using r9257 of eDuke.
0

#3

The instructions are in a readme txt in the World Tour zip file.

Installation:
1. Remove the following files from your World Tour folder:

GAME.CON
DEFS.CON
EPISODE5BOSS.CON

and also the following files, assuming you installed the package required to enable World Tour on eDuke32:

E32WT.DEF
E32WT_CODE.CON

Otherwise Cosmetic Duke will not work properly.

2. Put both 1_CosmDuke.zip and 2_CosmDuke_WT_patch.zip into the Autoload folder at the same time

Done
1

#4

I apologize, I haven't updated the readmes -_-. Do not delete EPISODE5BOSS.CON! Everything else is fine in the above instructions.
1

User is offline   SonicB00M 

#5

It doesn't seem to work. Did a fresh install of World Tour, put eDuke into the same folder, applied the stopgag, put both of your files into autoload and deleted the four files from the root folder. eDuke now hangs on that screen.

EDIT: Nevermind! I just rebooted my system and now it's working. Really enjoying your mod!!

Attached thumbnail(s)

  • Attached Image: CosmDuke.jpg


This post has been edited by SonicB00M: 15 October 2020 - 01:30 PM

0

User is offline   SonicB00M 

#6

Hm, seems I cannot save in Episode 2 and 3 (first levels at least). eDuke crashes, here is the log entry:

Quote

E3L1: RAW MEAT
CONLOGVAR: L=11855 y (Global) =197
CONLOGVAR: L=11855 y (Global) =197
CONLOGVAR: L=11855 y (Global) =195
CONLOGVAR: L=11855 y (Global) =195
CONLOGVAR: L=11855 y (Global) =193
CONLOGVAR: L=11855 y (Global) =193
CONLOGVAR: L=11855 y (Global) =189
CONLOGVAR: L=11855 y (Global) =189
CONLOGVAR: L=11855 y (Global) =184
CONLOGVAR: L=11855 y (Global) =184
DEVASTATOR WEAPON
CHAINGUN CANNON!
Wrote eduke32.cfg
Wrote settings.cfg
couldn't find savegame label

0

User is offline   Danukem 

  • Duke Plus Developer

#7

Interesting! I saw that "couldn't find savegame label" crash for the first time myself yesterday in my own WGR Demon Throne release. It really hurt, too! We still don't know what caused it but I found a line of code to change that made the crash stop, for now.
0

#8

View PostSonicB00M, on 15 October 2020 - 04:03 PM, said:

Hm, seems I cannot save in Episode 2 and 3 (first levels at least). eDuke crashes, here is the log entry:

Which eduke32 revision was this? Cosmetic Duke does not include a binary.

Edit: by the way, comments should not be put on the same line as `definegamefuncname` as the game will confuse it as part of the new name.
definegamefuncname 36 Reload // rename it, so it'll appear as Reload in the control settings menu 


This post has been edited by Doom64hunter: 15 October 2020 - 11:45 PM

1

User is offline   SonicB00M 

#9

r9257
1

#10

View PostSonicB00M, on 15 October 2020 - 11:07 PM, said:

r9257

Can you use the debug build of the most recent revision on synthesis and post the crashlog that should appear in the folder? That would be a great help because this is likely an engine problem, and I personally can't reproduce it.
0

#11

View PostSonicB00M, on 15 October 2020 - 12:58 PM, said:

EDIT: Nevermind! I just rebooted my system and now it's working. Really enjoying your mod!!


Funny thing is, I had the same problem yesterday. I thought I screwed up something with my mod, but nope. A fresh WT reinstall worked.
I'm glad you enjoy it!

View PostSonicB00M, on 15 October 2020 - 04:03 PM, said:

Hm, seems I cannot save in Episode 2 and 3 (first levels at least). eDuke crashes, here is the log entry:


View PostDoom64hunter, on 15 October 2020 - 11:03 PM, said:

Which eduke32 revision was this? Cosmetic Duke does not include a binary.


I had issues with saving/loading on the newest eDuke32 versions as well. Forgot to mention it in the eDuke32 bug thread. I'm using an older version, r8942 from May 2020, and it works without issues.

View PostDoom64hunter, on 15 October 2020 - 11:03 PM, said:

Edit: by the way, comments should not be put on the same line as `definegamefuncname` as the game will confuse it as part of the new name.
definegamefuncname 36 Reload // rename it, so it'll appear as Reload in the control settings menu 



Noted, though I never experienced any problems with it.

This post has been edited by December Man: 16 October 2020 - 01:57 AM

0

User is offline   SonicB00M 

#12

View PostDoom64hunter, on 16 October 2020 - 12:09 AM, said:

Can you use the debug build of the most recent revision on synthesis and post the crashlog that should appear in the folder? That would be a great help because this is likely an engine problem, and I personally can't reproduce it.



I've attached the log file. I also got this runtime error when saving.

r8942 works fine, thanks December Man! Although this version suffers from some frame pacing issues, it is still highly enjoyable!

Attached thumbnail(s)

  • Attached Image: error.jpg

Attached File(s)


0

#13

View PostDecember Man, on 16 October 2020 - 01:53 AM, said:

definegamefuncname 36 Reload // rename it, so it'll appear as Reload in the control settings menu 

Noted, though I never experienced any problems with it.


Is this related to the pistol? Because i've noticed that the pistol reload animation kick in everytime that a new level start (or when you switch to it one time during the new level).

BTW, nice improvments!

This post has been edited by The Battlelord: 17 October 2020 - 12:14 PM

1

#14

View PostThe Battlelord, on 17 October 2020 - 12:14 PM, said:

Is this related to the pistol? Because i've noticed that the pistol reload animation kick in everytime that a new level start (or when you switch to it one time during the new level).

BTW, nice improvments!


Yes, it's related to the pistol and the reload animation is intended to be that way, as it was a way to have Duke reload the pistol each time a new level started: this behavior was in the original code if you had the pistol selected at the start. With the reload-at-any-time mechanic this stopped working, so this workaround had to be used.

This post has been edited by December Man: 17 October 2020 - 12:50 PM

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