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[RELEASE] Widescreen Fixes for Duke3D  "Version 1.6 now available"

User is online   NightFright 

  • The Truth is in here

#91

Someone asked on Github whether this can work with JFDuke3D. Is that even possible? I see there's a build from 2021 available (http://www.jonof.id.au/jfduke3d), but I have no idea about its technical capabilites. TBH I am surprised this even still exists and there are people actually using it.

Stuff I'm not sure JFDuke3D supports:
- Widescreen gfx in general
- tilefromtexture with xoff/yoff and ifcrc to selectively replace tiles from addons
- globalgameflags 1 (disables widescreen orientation bits for weapon sprites)
- tiles97-99.art to provide 1.3D redfont
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User is offline   Phredreeke 

#92

If you want vanilla accuracy, you use Rednukem. If you want fancy modding features you use EDuke32. I don't know where that leaves JFDuke3D other than being the granddaddy of Duke source ports.

Anyway, I downloaded JFDuke3D and the widescreen fix. First I created an autoload folder that I put the zip file in. Resulting in nothing. Then I extracted the zip file to the same folder as jfduke3d, again nothing.
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User is online   NightFright 

  • The Truth is in here

#93

My expectation is that there's probably no way to make this work. I think not even tilefromtexture is supported.

In general, I'm wondering why anybody would willingly choose a clearly inferior, outdated port these days when there's at least four viable alternatives out there. I mean, JFDuke3D was the pioneer port which made the HRP possible and laid the foundation for EDuke32, but since many years, actually decades, it's little more than a historical artifact.
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User is offline   Phredreeke 

#94

View PostNightFright, on 09 February 2024 - 02:47 PM, said:

I mean, JFDuke3D was the pioneer port which made the HRP possible and laid the foundation for EDuke32,


The other ports are also downstream from JFDuke3D, either directly (DukeGDX and Raze) or through EDuke32 (Rednukem), hence me calling it the grand daddy. But as I said Rednukem has superseded it as the "vanilla accurate" port
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User is offline   JonoF 

#95

I wouldn’t waste an ounce of effort trying to accommodate JFDuke3D. It reached its final form a long time ago.
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User is online   NightFright 

  • The Truth is in here

#96

Well, if even the port author chimes in and states it's lost cause... :rolleyes:
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User is online   NightFright 

  • The Truth is in here

#97

Special request:
Widescreen-ification of the "Duke Nukem Forever 2013" RPG launcher.
Posted Image
Not necessarily for this project, but for archiving purposes.
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User is online   NightFright 

  • The Truth is in here

#98

Version 1.6 has been released, at long last!
As usual, download and changelog can be found on Github.
1

User is offline   Doorhenge 

#99

View PostNightFright, on 27 March 2024 - 09:20 AM, said:

Version 1.6 has been released, at long last!
As usual, download and changelog can be found on Github.


Here is a non-stretched 3d Realms Plaque.

for the life of me I can't seem to convert it to the right palette to make it work. Keeping the indexes the same and all that, doesn't seem to work for me.

Attached thumbnail(s)

  • Attached Image: 2492.png

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User is offline   Phredreeke 

#100

There's a reason that particular tile is defined using a regular hightile in the ERP.

What you need to do is convert it to this palette, then change it to use the standard palette while retaining index values.

Although I feel that some sort of engine side coding is needed to tackle most screens
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User is offline   Doorhenge 

#101

View PostPhredreeke, on 07 July 2025 - 01:19 PM, said:

There's a reason that particular tile is defined using a regular hightile in the ERP.

What you need to do is convert it to this palette, then change it to use the standard palette while retaining index values.

Although I feel that some sort of engine side coding is needed to tackle most screens


isn't that png in that pallette? I did try to put it in the duke3d pal after that with the indexes and it doesn't work.
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User is online   NightFright 

  • The Truth is in here

#102

BafEd might be able to do the conversion:
https://forums.duke4...s-editor-bafed/

IIRC it has the intro screen palettes implemented. Another option to try is SLADE.

In the meantime, here is a fixed version of the tile - still without proper palette, though. Seems to be darker than the original in general as well. (Also, we would need this in two versions - one for EDuke32 and one for Raze. The latter doesn't need a conversion IIRC.)

Attached thumbnail(s)

  • Attached Image: 2492_wide.png

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User is offline   Doorhenge 

#103

View PostNightFright, on 08 July 2025 - 01:54 PM, said:

(Also, we would need this in two versions - one for EDuke32 and one for Raze.)


Are you asking me for one that will work in raze? The pic you posted seems to work for me in Raze.

Trying to make this work has been a little dirty dog. but I found the answer.

put the line "texture" in the definition and it ignores that stupid palette crap in eduke.

tilefromtexture 2492 { file "tiles/widescreen/2492-raze.png" texture ifcrc 0xD153CF9A }
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User is online   NightFright 

  • The Truth is in here

#104

I'm sure there's a way to get it working. We already did it with the previous version of this tile, so... patience. ^^
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User is offline   Phredreeke 

#105

View PostNightFright, on 10 July 2025 - 01:03 AM, said:

I'm sure there's a way to get it working. Phredreeke already did it with the previous version of this tile, so... patience. ^^


Anyway, try this and tell me if it works.

Attached thumbnail(s)

  • Attached Image: 2492_wide.png

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User is offline   Doorhenge 

#106

View PostPhredreeke, on 10 July 2025 - 09:56 AM, said:

Anyway, try this and tell me if it works.


Can't you test it? well anyway, it still has the same problem - stuffed with blue and black pepper across it.
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User is online   NightFright 

  • The Truth is in here

#107

I believe this was poorly converted when the widescreen parts were added already, hence the color being off. Trying to re-apply the original palette at this point may not work any more. It would probably have to be redone.
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User is offline   Phredreeke 

#108

Second try. This time I "unmapped" colors that gave the wrong results when converted. It should work now as there are no more ambiguous mappings.

View PostDoorhenge, on 10 July 2025 - 01:01 PM, said:

Can't you test it? well anyway, it still has the same problem - stuffed with blue and black pepper across it.


The computer where I have most of my Duke work is currently offline, including the palettes. I had to reconvert the realm14 palette to a format PSP could use (thank Daedolon for that, he made the tool and it was fortunately still in our Discord DMs from 7 years ago). I really didn't feel like fiddling with def scripts to load it up in eduke32 to check that it converted right.

Attached thumbnail(s)

  • Attached Image: 2492_wide-v2.png

Attached File(s)


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User is offline   Doorhenge 

#109

View PostPhredreeke, on 10 July 2025 - 03:09 PM, said:

Second try. This time I "unmapped" colors that gave the wrong results when converted. It should work now as there are no more ambiguous mappings.



The computer where I have most of my Duke work is currently offline, including the palettes. I had to reconvert the realm14 palette to a format PSP could use (thank Daedolon for that, he made the tool and it was fortunately still in our Discord DMs from 7 years ago). I really didn't feel like fiddling with def scripts to load it up in eduke32 to check that it converted right.


Bingo! looks great! unlike my method this shows up looking right in software mode too.

Can we do widescreen hi-def screens yet or is it as no go? it still hasn't been done in the hi def pack.
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User is offline   Phredreeke 

#110

The ERP has a widescreen title screen tile so it's certainly doable.
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User is online   NightFright 

  • The Truth is in here

#111

In this mod we operate with low-res assets only, so hi-res stuff won't be of any use here. Feel free to post it in the ERP thread if you wish to go ahead with it, no problem with that. ^^

The edit posted by Phredreeke won't work with existing tilefromtexture definitions, though. I'm afraid I would have to insist on this since it is a requirement for this project.

tilefromtexture 2492 { file "tiles/widescreen/2492.png" ifcrc 0xD153CF9A }

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User is offline   Phredreeke 

#112

It does work, I just checked it, both in Rednukem and EDuke32. Here it is using the exact syntax you requested.

Raze will need a different definition any way you go about it. Alternatively the new 3D Realms logo could be put in an ART file, which should work the same in both Raze and EDuke32, but then there's a higher probability of interfering with custom episodes, which is probably a greater concern.

Attached File(s)


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User is online   NightFright 

  • The Truth is in here

#113

Got it working. It's on Github now. Thanks a lot!
(Maybe someone can still test it in Raze, just to make sure the alternate tile works.)

If anybody wants to take a shot at the following, feel free:
- 3240_vaca (Vacation tally screen > uses gapfiller)
- 3281_vaca (Vacation menu screen > uses gapfiller)
- 3292 (Ep.1 ending screen > black edges)
- 3293 (Ep.2 ending screen > black edges)
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User is offline   Phredreeke 

#114

Here's my idea of the episode ending screens

1. take the current images and crop out the text.
2. the game scales the image to fit the width of the current resolution, fade in from black.
3. after a short time, type the text over the screen. this would necessitate a font change for visibility

This is a radical change, and would require CON coding. But it avoids scenarios such as a small image with black borders all around, or placing important things outside of the area visible when running in a narrower aspect ratio (this happened before IIRC)
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User is online   NightFright 

  • The Truth is in here

#115

It would probably look good in EDuke32 for sure, but I doubt there's a way to make it work in all ports. CON coding is something I'd really like to avoid here. It's surely a neat idea for a highres project, though.
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