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Duke Nukem 3D - C# Unity

#31

I have pushed a update(same link as above https://github.com/j.../tag/Alpha3-R3D), this fixes a bug that would cause all the sprites to go black and the game to crash. Thanks Vicious M on discord for catching the bug!

I have discovered a issue related to Unity's frustum culling, I have fixed the issue in the depot, but in the latest build elevator walls(for example) are missing, that is fixed in latest, I'll push out another build tomorrow.

This post has been edited by icecoldduke: 30 November 2020 - 10:01 PM

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#32

A few people have been asking to have a discord to talk about DukeSharp and DukeScript so I created a discord here for those interested: https://discord.gg/E8qttPWe5B
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#33

New Binary: https://github.com/j...ases/tag/Alpha4

Fixes:
I have fixed a fatal crash bug that caused sprites to turn black and the game to crash.
Fixed z-fighting sprites. UV's are not updated unless the UV's change.
Fixed issues with missing triangles due to bad tesselation remap.
Mask walls now render.
Fixed a bug were some assets were incorrectly frustum culled.
Fixed a issue were updated plane geometry would get incorrectly frustum called.
Fixed a issue were some walls would not get updated.

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#34

Fixes:
ALPHA 5 FIXES:

Fixed sector/ceiling UV's.
Fixed a bug were visibility wasn't updated correctly.
Added HD Skybox Support. Switched to Universal Render Pipeline.
Fixed z-fighting sprites.




Download:
https://github.com/j...ases/tag/Alpha5

This post has been edited by icecoldduke: 03 December 2020 - 07:19 PM

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#35

A lot of people have been asking for VR support, here's a video showing initial VR support in DukeSharp.

https://youtu.be/WsrcAIRPpK8
1

User is offline   Vagan 

#36

This really rocks!
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User is offline   Nfsfan83 

#37

I have two questions:

1. Can it run on Windows XP
2. Is it possible to use sprites bigger than 400x200

This post has been edited by Nfsfan83: 11 December 2020 - 01:10 PM

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#38

I have released a new alpha for DukeSharp.

https://github.com/j...ases/tag/Alpha6

ALPHA 6 FIXES:

Switched over to Vulkan.
UI is now rendered in Unity, disabled classic renderer.
Exposed Sprite Get/Set accessor functions to DukeScript
Exposed Sector Get/Set accessor function to DukeScript
Exposed Events HitSprite,EnterLevel,CheckSectors and OperateSprite to DukeScript
CheckSectors and OperateSprite can override built in behaivor, just return true for your specific case


Since DukeSharp is now officially on Vulkan, I can point out PolymerVulkan is now complete :)

Quote

Can it run on Windows XP

I believe Windows XP SP2 is supported in Unity, but I haven't tried it.

This post has been edited by icecoldduke: 11 December 2020 - 05:12 PM

1

User is offline   Mark 

#39

So, by this time tomorrow evening we should have full Polymer lighting? ;)
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User is offline   Nfsfan83 

#40

So my question still is:

Is it possible to use sprites bigger than 400x200

I can use weapons sprites to replace original but - best quality is about an example 320x200 for pistol

or add option to use any 3D models ( it will be great if is it possible add mdl files from HL games (huge collection of models weapons, cars etc)

This post has been edited by Nfsfan83: 12 December 2020 - 02:44 AM

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#41

Due to a showstopper bug I have found in Alpha 6 for DukeSharp, I have released a new alpha(Alpha 7). I have deprecated and removed binaries for alpha 6. The showstopper bug I found was caused by the new event system modifying some global VM variables and processing the wrong actor later on in the VM pipeline. I discovered this bug when I realized I was causing damage to monsters, but I was taking quite a bit of damage. I realized this bug when I was dieing quite a bit and when monsters would respawn at lower skill levels. This bug has been fixed.

https://github.com/j...ases/tag/Alpha7

View PostNfsfan83, on 12 December 2020 - 02:40 AM, said:

So my question still is:

Is it possible to use sprites bigger than 400x200

I can use weapons sprites to replace original but - best quality is about an example 320x200 for pistol

or add option to use any 3D models ( it will be great if is it possible add mdl files from HL games (huge collection of models weapons, cars etc)

Yes you can use sprites for UI that are bigger then 400x200.
0

User is online   Phredreeke 

#42

What about voxel support?
0

User is offline   Danukem 

  • Duke Plus Developer

#43

@Phredreeke voxel support was added back in November.

View Posticecoldduke, on 25 November 2020 - 06:59 PM, said:

* Voxel support, included voxels from the NightFright asset pack.

0

User is online   Phredreeke 

#44

I guess I've not been paying attention heh
0

User is online   Phredreeke 

#45

aaaaaand it's dead...
3

User is online   NightFright 

  • The Truth is in here

#46

It lasted long this time. More than a month almost.
3

#47

Huh. Wonder what inspired them to remove the entire repo.

They've been pushing updates to other projects so I could only imagine why.
0

User is offline   PhilSwitch 

#48

Well, too bad this is gone.
If anyone has a backup of this repo, would you kindly let me know?
1

User is offline   jkas789 

#49

Duke Sharp is dead. Long live eduke32 and BuildGDX
Spoiler

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#50

View Postjkas789, on 28 February 2021 - 01:11 PM, said:

Duke Sharp is dead. Long live eduke32 and BuildGDX
Spoiler


Raze 0.9.0 has just been announced on ZDoom Forums :)
0

User is online   NightFright 

  • The Truth is in here

#51

It's not like we needed this super-badly, but still would have been nice to see at least one icecoldduke project completed for a change. But let's face it, none of us expected it to be any other way by now.

This post has been edited by NightFright: 01 March 2021 - 12:21 AM

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User is offline   PhilSwitch 

#52

View PostNightFright, on 01 March 2021 - 12:20 AM, said:

It's not like we needed this super-badly, but still would have been nice to see at least one icecoldduke project completed for a change. But let's face it, none of us expected it to be any other way by now.


But he got so close! There were some issues, but he got close! I was rooting for this one!
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User is online   NightFright 

  • The Truth is in here

#53

Sadly, we've been there before. Close to the finish line, but incomplete. That's the usual icd project.
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User is offline   Player Lin 

#54

View PostNightFright, on 01 March 2021 - 01:10 AM, said:

Sadly, we've been there before. Close to the finish line, but incomplete. That's the usual icd project.


That's why I never cared any his projects anymore, even I have interest...because it always ends up like that. :\
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#55

View PostPhilSwitch, on 28 February 2021 - 12:55 PM, said:

Well, too bad this is gone.
If anyone has a backup of this repo, would you kindly let me know?

The repo and releases appear to be back up.
0

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