[RELEASE] Widescreen Fixes for Duke3D "Version 1.6 now available"
#1 Posted 18 May 2021 - 10:35 PM
LATEST RELEASE: v1.6 (Mar 27, 2024)
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#2 Posted 18 May 2021 - 10:48 PM
This post has been edited by The Watchtower: 18 May 2021 - 10:49 PM
#3 Posted 18 May 2021 - 10:59 PM
#4 Posted 18 May 2021 - 11:10 PM
NightFright, on 18 May 2021 - 10:59 PM, said:
Does the Darkus code work with Raze? You mentioned Raze support was added so that's a logical conclusion to draw. If so then Raze has better scripting then I realized.
#5 Posted 18 May 2021 - 11:18 PM
This post has been edited by NightFright: 18 May 2021 - 11:28 PM
#6 Posted 19 May 2021 - 12:31 AM
The Watchtower, on 18 May 2021 - 10:48 PM, said:
Sorry to derail the thread a bit, but what's the issue with Battlelord's shrinking? I.e. would you want it to be unshrinkable or easily shrinkable like regular monsters? I personally find it perfect as is, that you can use the shrinker to your advantage there, but also need some proper skill to do it, so it's not too cheap. Kinda like Battlelord having an "Achilles heel"
#7 Posted 19 May 2021 - 04:08 AM
I'm a bit puzzled by what you mean with Added: Missing widescreen tiles for weapons (not needed in EDuke32, but elsewhere) as both DukeGDX and Raze already comes with widescreen tiles bundled.
#8 Posted 19 May 2021 - 05:01 AM
EDuke32 does not need certain widescreen tiles such as the RPG or Freezer since it attaches the sprite to the edge of the screen. Other ports need those. It's true that most posts bring their own widescreen replacements, but I just wanted to bring this to the same level.
This post has been edited by NightFright: 19 May 2021 - 05:03 AM
#9 Posted 19 May 2021 - 05:20 AM
#10 Posted 19 May 2021 - 05:21 AM
Aleks, on 19 May 2021 - 12:31 AM, said:
It's bugged?
it's annoyingly inconsistent and i've noticed that even when turning off autoaim for the projectile weapons and aiming directly at the space between the feet, there's still a random (even if lowered) chance of it whiffing.
That's not skill, that's a bug fucking you over when the intent is very clear they are supposed to be easily shrinkable like all the rest - hell I've had minilords get shrunk at the first shot WITH autoaim on randomly, and in some (admitedly rare but still bs) occasions, commanders didn't get shrunk despite the fact I clearly hit them. (autoaim on AND off in this particular case)
It's terrible no matter how you slice it and it's one of the bigger technical gaffes of DN3D.
#11 Posted 19 May 2021 - 06:03 AM
Futuretime23, on 19 May 2021 - 05:21 AM, said:
it's annoyingly inconsistent and i've noticed that even when turning off autoaim for the projectile weapons and aiming directly at the space between the feet, there's still a random (even if lowered) chance of it whiffing.
Don't aim between, aim the feet or their dick
Or you can increase the shrikerblastradius a bit if really pisses you off , let's say from 650 to 1000, just don't stay too much close to walls if there are new beasts around.
#12 Posted 19 May 2021 - 06:18 AM
The Battlelord, on 19 May 2021 - 06:03 AM, said:
Or you can increase the shrikerblastradius a bit if really pisses you off , let's say from 650 to 1000, just don't stay too much close to walls if there are new beasts around.
I initially aimed at their feet and it wasn't working, I noticed aiming in between was giving me better results.
Keep in mind my last full DN3D playthrough was 4 years ago, I'll try testing this out later, thanks.
That being said though, it's still terrible to have to do this kind of shit to shrink an enemy who otherwise should be easily shrinkable like all the rest. The few times commanders weren't affected by shrinker also pissed me off really bad. WTF was up with that?
#13 Posted 19 May 2021 - 06:21 AM
Phredreeke, on 19 May 2021 - 05:20 AM, said:
What cmd would that be?
#14 Posted 19 May 2021 - 07:01 AM
This post has been edited by Phredreeke: 19 May 2021 - 07:02 AM
#15 Posted 19 May 2021 - 07:01 AM
I'm not using the game.con though.
#16 Posted 19 May 2021 - 07:05 AM
Still it's a parameter to consider if you want to show the extra (widescreen) parts of RPG and Freezer which you normally wouldn't see in EDuke32. I will add this for the next version.
This post has been edited by NightFright: 19 May 2021 - 07:20 AM
#17 Posted 19 May 2021 - 07:25 AM
This post has been edited by NightFright: 19 May 2021 - 07:26 AM
#18 Posted 19 May 2021 - 03:24 PM
#19 Posted 30 May 2021 - 10:22 AM
This post has been edited by NightFright: 30 May 2021 - 10:23 AM
#20 Posted 30 May 2021 - 09:50 PM
Besides the rename, weapons are no longer pinned to the edge of the screen and game.con is removed. This time, it's gonna stay that way.
#21 Posted 31 May 2021 - 07:18 AM
For EDuke32 it adds the new widescreen sprites. For DukeGDX most of those are already included in the port, but Fox's skyboxes are loaded (personally I'd be in favour of always loading the skyboxes but I realise you run into issues with addons then)
#22 Posted 31 May 2021 - 07:45 AM
EDuke32 and Rednukem are a bit on the "poor" side these days since they don't come with widescreen tiles out of the box. It's getting hard to cover all bases.
#23 Posted 31 May 2021 - 07:50 PM
NightFright, on 31 May 2021 - 07:45 AM, said:
EDuke32 and Rednukem are a bit on the "poor" side these days since they don't come with widescreen tiles out of the box. It's getting hard to cover all bases.
Is there a reason why EDuke32 and Rednukem don't come with widescreen tiles? Is it to maintain vanilla fidelity?
#24 Posted 31 May 2021 - 09:23 PM
#25 Posted 01 June 2021 - 04:06 AM
jkas789, on 31 May 2021 - 07:50 PM, said:
Because eduke32 team has a weird mindset that you user has to provide widescreen tiles yourself (modding in general). Now nukey could do it for RedNukem, as he did that for DN64.
This post has been edited by Dzierzan: 01 June 2021 - 04:06 AM
#26 Posted 01 June 2021 - 05:00 AM
#27 Posted 01 June 2021 - 05:29 AM
Dzierzan, on 01 June 2021 - 04:06 AM, said:
Rednukem lives in the NBlood repo though. I think the EDuke32 devs want their repo to be clear of any 3DR assets.
#28 Posted 01 June 2021 - 10:42 AM
Much appreciated.
This post has been edited by Avenger: 01 June 2021 - 10:43 AM
#29 Posted 01 June 2021 - 01:38 PM
It doesn't appear to be widescreen like the image in the pack:
So far everything else seems to be working fine except this from what I can tell.
EDIT: The "Life's A Beach" credit screen also appears to be displaying the standard Plutonium Pack / The Birth overlay.
This post has been edited by Avenger: 01 June 2021 - 04:50 PM
#30 Posted 02 June 2021 - 05:03 AM
Avenger, on 01 June 2021 - 01:38 PM, said:
I assume it missed including CRC check for those. Edit: weird, it's there. Are you using an old build of Duke3D by any chance?
This post has been edited by Phredreeke: 02 June 2021 - 05:06 AM