
Duke Nukem Eternity "Final Release 15.5.2011"
#1 Posted 01 March 2010 - 11:06 PM
1.3D
by DanM, Deeperthought & Mueslsa
FEATURES IN DUKE NUKEM ETERNITY 1.3d
- New Version of Educe, Duke plus, High Res pack
-New bounding system on models
-Whole 6 Level Episode, older maps have been updated with newer textures / paths
- New Monster, The super trooper
- New Weapon Minigun with model
- New Model for the laser gun
- New Educe supports HUD lighting amongst other things
- Trophy System, Collect 2 Trophy?s Per Level to unlock new abilities
- Civilian Rescue, Rescue Civilians for rewards
- Pickup and eat food
- New end level stats
- Dukebike, yes you can ride it
- Updated scripts and story
http://www.moddb.com...-nukem-eternity
This post has been edited by DanM: 14 May 2011 - 12:38 AM
#2 Posted 02 March 2010 - 12:15 AM
#3 Posted 02 March 2010 - 12:20 AM
#4 Posted 02 March 2010 - 12:32 AM
I have fixed some bugs in the DP code today and I strongly suggest that everyone use the latest unofficial code instead of the CONs that come with DP 2.07.
Last time I checked, the way that you added Muesla's Dukebike code was somewhat buggy, and that still needs to be properly integrated (I'm saying this in case people think that I did it myself

In your OP you said "thanks for Polymer" but you didn't actually say that Polymer is a REQUIREMENT -- AFAIK it is a requirement for this episode.
#5 Posted 02 March 2010 - 12:44 AM
there is no dukebike usage in this, Iam putting that level into the next 2 level release which should be a bit quicker, but i can spend a bit more time on these maps now.
#6 Posted 02 March 2010 - 05:02 AM
EDIT: Even trying to look at any maps in Mapster also crashes it.
This post has been edited by The Commander: 02 March 2010 - 05:06 AM
#7 Posted 02 March 2010 - 05:12 AM
I mean, almost 100MB of download is quite much.
#8 Posted 02 March 2010 - 05:36 AM
Headless_Horseman, on Mar 3 2010, 02:12 AM, said:
I mean, almost 100MB of download is quite much.
Why do you need a torrent? The download selects the best mirror.
Anyway, I have made some progress on tracking down this crashing error.
It seems to reside in the "Duke3d_hrp.def" in the "eternity.zip"
What is causing it to crash I haven't found yet.
#9 Posted 02 March 2010 - 06:41 AM
#10 Posted 02 March 2010 - 06:44 AM
necroslut, on Mar 3 2010, 03:41 AM, said:
Pretty much by the looks of it.
#11 Posted 02 March 2010 - 06:44 AM
But before I start playing I need to know something.
I've attached a screenshot that shows an ugly texture. Is there something wrong?
I've installed it into my duke3d folder, so eternity.zip is in the same folder as eduke32. Is it correct that way?
The first cutscene worked without any problems. Nice work!
EDIT: Okey, it already works fine now. Didn't start the game through Eternity.bat

This post has been edited by Mia Max: 02 March 2010 - 06:51 AM
#12 Posted 02 March 2010 - 06:46 AM
Mia Max, on Mar 3 2010, 03:44 AM, said:
But before I start playing I need to know something.
I've attached a screenshot that shows an ugly texture. Is there something wrong?
I've installed it into my duke3d folder, so eternity.zip is in the same folder as eduke32. Is it correct that way?
The first cutscene worked without any problems. Nice work!
Looks like you started the game running the DukePlus.bat which is wrong.
You need to run "eternity.bat"
If you did, then you have installed it wrong.
EDIT: It should be looking something like this.

This post has been edited by The Commander: 02 March 2010 - 06:49 AM
#14 Posted 02 March 2010 - 06:58 AM
Mia Max, on Mar 3 2010, 03:53 AM, said:
Does it run correctly for you?
If not, I working on a quick fix that should be ready in about 10 minutes. (I think I have tracked this EDuke32.exe crash down now.)
This post has been edited by The Commander: 02 March 2010 - 06:58 AM
#15 Posted 02 March 2010 - 07:01 AM

#16 Posted 02 March 2010 - 07:13 AM
Please try using this .DEF attachment.
Replace the "Duke3d_hrp.def" inside the "eternity.zip" with the one in the attachment.
Please let me know if it works.
(For some reason the Assault Commander (1915) seems to cause the crash, so I commented that block out and it runs fine now)
Attached File(s)
-
DNE_Fix.zip (4.82K)
Number of downloads: 670
This post has been edited by The Commander: 02 March 2010 - 07:16 AM
#17 Posted 02 March 2010 - 07:35 AM
The Commander, on Mar 2 2010, 07:13 AM, said:
Please try using this .DEF attachment.
Replace the "Duke3d_hrp.def" inside the "eternity.zip" with the one in the attachment.
Please let me know if it works.
(For some reason the Assault Commander (1915) seems to cause the crash, so I commented that block out and it runs fine now)
I'll try your fix when I get a chance to play it. Heh, I never liked that model much anyway.
#18 Posted 02 March 2010 - 07:57 AM
#19 Posted 02 March 2010 - 08:07 AM
As I am using that Polymer pack (I think) from last year.
#20 Posted 02 March 2010 - 08:18 AM
The Commander, on Mar 2 2010, 04:13 PM, said:
Please try using this .DEF attachment.
Replace the "Duke3d_hrp.def" inside the "eternity.zip" with the one in the attachment.
Please let me know if it works.
(For some reason the Assault Commander (1915) seems to cause the crash, so I commented that block out and it runs fine now)
I had a crash when I tried to start dne02.map
But with your Duke3d_hrp.def it works now.
Thanks a lot

#21 Posted 02 March 2010 - 08:19 AM
#22 Posted 02 March 2010 - 08:30 AM
The Commander, on Mar 2 2010, 07:07 PM, said:
If I said that I'm having the same problem as MiaMax, that'd imply I had read his post and found out what he had to do to solve it.
I also cannot see any of the cars in the streets.
It also seems that I'm suffering from a memory loss because I don't know what to do once I get behind the movie screen in the first map. There's a door but it's locked.
#23 Posted 02 March 2010 - 08:33 AM
KareBear, on Mar 3 2010, 05:19 AM, said:
http://www.moddb.com...eternity/images
http://www.youtube.c...h?v=A9GiiL76k64
Mikko_Sandt, on Mar 3 2010, 05:30 AM, said:
Try using the def fix I posted and see if that fixes it.
This post has been edited by The Commander: 02 March 2010 - 08:43 AM
#24 Posted 02 March 2010 - 08:38 AM
This post has been edited by KareBear: 02 March 2010 - 08:38 AM
#25 Posted 02 March 2010 - 08:42 AM
KareBear, on Mar 3 2010, 05:38 AM, said:
Then that would just spoil the mod.
#27 Posted 02 March 2010 - 08:53 AM
KareBear, on Mar 3 2010, 05:44 AM, said:
Hopefully by that time Polymer will be more optimized and I can actually play this mod smoothly.

#28 Posted 02 March 2010 - 09:21 AM
The Commander, on Mar 2 2010, 05:53 PM, said:

Yeah, I've a lot of slowdowns too. Changing the video settings doesn't help much. In some areas it is unplayable (< 10fps)
#29 Posted 02 March 2010 - 09:28 AM
Mia Max, on Mar 3 2010, 06:21 AM, said:
There are a couple of commands you could try in the console to fix this.
"r_pr_shadowdetails 1" - Keeps shadows but makes them very basic. (default is 4 which I think is too high)
"r_pr_shadows 0" - Turns shadows from Polymer lights off.
These are some of the options that I change myself to get the Polymer running more better.
But if you change any of them you must run the command "restartvid" after changes.
#30 Posted 02 March 2010 - 09:48 AM

i looked at that behind the screen part mikko , and the door it seems will not open after playing the map for awhile, although if i run in and noclip to that area and kill the battlelord the door will open, ive removed the gpspeed on that door and changed its tag linking it, hopefully that should make it open every time now.