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Crouching in mid air when using Polymost in HRP

#1

Ok I know some players may have experienced this issue before, but I'm encountering a problem when using Polymost for Duke Nukem 3D High Resolution Pack. I'm using the latest version of EDuke32 with the High Resolution Pack. You see when crouching using the Polymost option, Duke would like levitate above in the air instead of crouching down like normal. But with Polymer, he crouches normally like he should. I like to use Polymost over the Polymer option where it's not all that buggy for my PC, but what's the quickest way for me to resolve this issue?

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This post has been edited by KyleKatarn1995: 31 August 2026 - 05:06 PM

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#2

It's the same issue that applies to the newer HRP version 5.5 that I downloaded, the crouching bug still occurs when using Polymost in that one too. Like no one has a clue on how to resolve this issue that I hate to be having when playing the High Resolution Pack. :(

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This post has been edited by KyleKatarn1995: 01 September 2026 - 11:11 PM

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User is offline   Danukem 

  • Duke Plus Developer

#3

View PostKyleKatarn1995, on 01 September 2026 - 11:11 PM, said:

It's the same issue that applies to the newer HRP version 5.5 that I downloaded, the crouching bug still occurs when using Polymost in that one too. Like no one has a clue on how to resolve this issue that I hate to be having when playing the High Resolution Pack. :(


Can you just apply zadd to the model definition for the crouching model?

https://wiki.eduke32...wiki/Model_(DEF)

edit: the forum is retarded and removes the ) when you click on the link, just add that to the URL

This post has been edited by Danukem: 02 September 2026 - 01:07 AM

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#4

View PostDanukem, on 02 September 2026 - 01:05 AM, said:

Can you just apply zadd to the model definition for the crouching model?

https://wiki.eduke32...wiki/Model_(DEF)

edit: the forum is retarded and removes the ) when you click on the link, just add that to the URL

So I guess I would have to apply zadd to one of those def files as shown in this image? Sorry if I'm not sure, I just only needed to fix that crouching scale.

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User is offline   Danukem 

  • Duke Plus Developer

#5

the player model is a special case but I would check characters_polymost.def first

you should be able to find examples of zadd already being used in some of the model definitions in the HRP if you need examples. A value 3 might be about right and you'll have to test with trial and error to get the correct value
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#6

View PostDanukem, on 02 September 2026 - 10:34 AM, said:

the player model is a special case but I would check characters_polymost.def first

you should be able to find examples of zadd already being used in some of the model definitions in the HRP if you need examples. A value 3 might be about right and you'll have to test with trial and error to get the correct value

So I'm just looking through the characters_polymost.def file and found this Duke crouching/dying listing, I don't actually see a zadd anywhere in this def file unless you can give me some example please.

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#7

View PostKyleKatarn1995, on 02 September 2026 - 12:34 PM, said:

So I'm just looking through the characters_polymost.def file and found this Duke crouching/dying listing, I don't actually see a zadd anywhere in this def file unless you can give me some example please.

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Ok so I manage to modify the zadd to I'll say -6. And to my surprise, the scaling for Duke's crouching with Polymost works! But now when I checked out the Polymer option in game, now Duke is like swimming in the ground. How can I maintain the crouching scale to work on both Polymost and Polymer? :huh:

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This post has been edited by KyleKatarn1995: 02 September 2026 - 04:34 PM

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User is offline   Danukem 

  • Duke Plus Developer

#8

View PostKyleKatarn1995, on 02 September 2026 - 04:34 PM, said:

Ok so I manage to modify the zadd to I'll say -6. And to my surprise, the scaling for Duke's crouching with Polymost works! But now when I checked out the Polymer option in game, now Duke is like swimming in the ground. How can I maintain the crouching scale to work on both Polymost and Polymer? :huh:


You would have to make it load a different DEF file depending on which renderer you are using. I'm not sure what the best approach to that would be. Maybe make 2 versions of characters_polymos.def and rename it depending on which renderer you want to use on that session.
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User is offline   TerminX 

  • el fundador

  #9

View PostDanukem, on 02 September 2026 - 01:05 AM, said:

Can you just apply zadd to the model definition for the crouching model?

https://wiki.eduke32...iki/Model_(DEF)

edit: the forum is retarded and removes the ) when you click on the link, just add that to the URL

o rly
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#10

View PostDanukem, on 02 September 2026 - 10:15 PM, said:

You would have to make it load a different DEF file depending on which renderer you are using. I'm not sure what the best approach to that would be. Maybe make 2 versions of characters_polymos.def and rename it depending on which renderer you want to use on that session.

So you're probably saying I would have to make a second copy of the characters_polymost.def file to see if it'll load the Polymer render and fix that crouching scale? I'm not sure if the EDuke32 could read through a duplicate file of it even though I cannot find a characters_polymer.def file, it's only just the characters.def file. :huh:
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User is offline   Danukem 

  • Duke Plus Developer

#11

View PostKyleKatarn1995, on 03 September 2026 - 03:33 AM, said:

So you're probably saying I would have to make a second copy of the characters_polymost.def file to see if it'll load the Polymer render and fix that crouching scale? I'm not sure if the EDuke32 could read through a duplicate file of it even though I cannot find a characters_polymer.def file, it's only just the characters.def file. :huh:


No, that's not what I meant at all.

It's only going to use the file that has the correct name (the name in the path used by whatever other DEF file is causing it to load).

What I'm saying is you give the one you aren't using a different name. So if you are using Polymer on a given session, then make sure that the file that has the zadd is the one with the correct name and the other version has a different file name.
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#12

View PostDanukem, on 04 September 2026 - 12:33 PM, said:

No, that's not what I meant at all.

It's only going to use the file that has the correct name (the name in the path used by whatever other DEF file is causing it to load).

What I'm saying is you give the one you aren't using a different name. So if you are using Polymer on a given session, then make sure that the file that has the zadd is the one with the correct name and the other version has a different file name.

Would you mind showing me an example please? Sometimes I get so frustrated trying to fix that crouch scaling in the Polymer version when that character_polymost.def file that I have only uses to load the Polymost render. It's so tedious for me to handle. <_<
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