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Duke Nukem Eternity  "Final Release 15.5.2011"

User is offline   Span 

#155

Hello there! I tried eternity: i have problems with graphics:

-transparency seems not work: fires are covered by items near or items covers fires if the point of view is changed (the first object covers the other totally.

-i had incredibles lag on mouse related to texture loading, frame rate drop from 150 to 10 or 1 when i meet other duke, and enemies kills me.

-Often the game close suddenly no errors but eduke log is full of problems, seems related on texture caching.

-Also to load a map 20 seconds are too much imo! Is really needed that quality? i tried all options.. at each resolution display.

-I have problems with rain instead of drops i see BIG squared lines grayed coming down the screen... sound and hit on the ground is ok, snow works good, seems missing the texture about rain?

config: e8600 core duo, ati 4870 ddr5 1 gb,4gb ram, direcx 9c, xpsp2, hdd velociraptor 10000 rpm

AND IS CRYING!!! frame rates go from 150 to 15! even in 640x480... even in lower texture quality
enabling open gl on dukeplus is even worse with black squares around some explosions and so on...

nice game anyway, keep working on it! tx
please make more easy the installation procedure, hard to find right versions of all the stuff is needed!
use torrents since it goes to 800kb/s at download and is nice eheh!

i take some screenshots (anyway windows print and paste on windowed is more accurate, instead screenshots taked with f12 key shown the image a bit better, i really think there is some problem related with transparency wich not work.

see the fire is covered / gets covered by other items in first image
also weapon 8 is black and fires black squares! on second image...
later i will get the full installation file and try

Attached thumbnail(s)

  • Attached Image: img.JPG
  • Attached Image: weapon8.JPG


This post has been edited by Span: 11 March 2010 - 05:49 AM

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User is offline   Stabs 

#156

try turning of the cache and deleting all instances of .cache files in the main dir & dukeplus dir, also a file called "textures" it has no extension & also exists in the dukeplus dir.
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User is offline   Span 

#157

View PostDanM, on Mar 11 2010, 02:19 PM, said:

try turning of the cache and deleting all instances of .cache files in the main dir & dukeplus dir, also a file called "textures" it has no extension & also exists in the dukeplus dir.


i did it but no change, anyway i solved the weapon8 black downloading eternity full package, also rain works ok now, and works also the special effects of dukeplus which requires opengl.

anyway is still unplayable because of lag (frame rate drops at few fps too easily) even caching or preloading textures even at 640x480 16bit with anisotropic off and texture quality at minimum

the fire transparency problem is still unresolved... also the cars remains black after are exploded but if u fire on those they get the right color

i found a bug where i got trapped: with jetpack i flied top the map, gone to a small corridor, then i cant go back, like if there is an invisible glass, but is transparent to bullets
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#158

http://www.moddb.com/engines/eduke32/news/...ell-close-to-it
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User is offline   Lt.Havoc 

#159

Well, I would like to play this mod, but I cant install my Duke Nukem 3D versuion under vista. Is there a way to get it to work? Thanks.
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User is offline   Stabs 

#160

not sure how the cd installs but if you can find the file "duke3d.grp" on the CD then thats the only file you need, just dump that in the eduke dir
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User is offline   Span 

#161

i overclocked to 4200 mhz, now is better, but still when i start first level frame rate goes down to 1-2 fps, missing some of the ship crash video, after that i get 150~20 fps but when there are new monsters, it goes lower and is unplayable for a while.
i tried all resolutions windowed and full screen, but i get always the same result (sometimes fps goes too much down quickly, so it is not related to GPU, is the CPU that is hogged too much or there must be too much intensive use of swap disk, so i overclocked to 4200 mhz , leaving pcie normal anyway is goes out with these errros:

i also tried to place entire eternity to a ramdisk, much better but still laggy and fps goes too much low sometimes

anyway soon or after it finish this way: bailing out!

from eduke32.log:

........
No cached tex for highres/sprites/props/0556_chair1.png.
Caching 9b9afa26c1b60905499161f657a77f2a-2302f-00, offset 0x2e8b74
No cached tex for highres/sprites/props/0621_camera1.png.
Caching 9ef6debca9f793f70f9e6b69b33e4006-11861-00, offset 0x2eb740
No cached tex for highres/sprites/props/bottles/0954_bottle1.png.
Caching a32d0bdda91206d64212bdeaf069f3e8-e405-00, offset 0x2ec2ec
No cached tex for DUKEPLUS_RESOURCES/GRAPHICS/WEAPONS/newbarell.png.
Caching e2138d2b0b40ee8f59bac2b3daeb0dc9-2aca5-00, offset 0x2ed96c
No cached tex for DUKEPLUS_RESOURCES/GRAPHICS/WEAPONS/sawnoffpickupmain.bmp.
Caching 1da1bcdacbf91f25e0e93ceb0b29185b-40436-00, offset 0x2f0538
No cached tex for tile 4439 pal 0.
Caching bacf0785258dfc45602a1120c11d7005-2b32-40, offset 0x2f3104
No cached tex for highres/sprites/props/4438_coffeemug.jpg.
Caching 6b7e4156fb6db6779b150f233dfe20e1-1cf5-00, offset 0x2f4784
No cached tex for highres/sprites/props/0910_tree2.png.
Caching 8451f457d2f31ddeb2b4abb50f26e2bb-15de7-00, offset 0x2f4b10
PR : Compiling GPU program with bits 117841...
No cached tex for tile 2499 pal 0.
Error: glGetTexLevelParameteriv returned GL_FALSE!
No cached tex for tile 2503 pal 0.
Error: glGetTexLevelParameteriv returned GL_FALSE!
No cached tex for tile 2962 pal 0.
Error: glGetTexLevelParameteriv returned GL_FALSE!
No cached tex for tile 2961 pal 0.
Error: glGetTexLevelParameteriv returned GL_FALSE!
No cached tex for tile 2956 pal 0.
Error: glGetTexLevelParameteriv returned GL_FALSE!
No cached tex for tile 2960 pal 0.
Error: glGetTexLevelParameteriv returned GL_FALSE!
No cached tex for tile 2813 pal 0.
Error: glGetTexLevelParameteriv returned GL_FALSE!
No cached tex for tile 2817 pal 0.
Error: glGetTexLevelParameteriv returned GL_FALSE!
No cached tex for tile 2816 pal 0.
Error: glGetTexLevelParameteriv returned GL_FALSE!
Fatal Signal caught: SIGSEGV. Bailing out.

112253: 303 randvar 685 256
112256: 304 setactor 246 17 685
112260: 305 sound 9
112262: 306 hitradius 2048 1 5 10 20
112268: 307 killit
112269: 31337 }
112270: 309 sound 1
112272: 31337 }
112273: 311 enda 0 0 0 0 0 0
112280: 316 ifai 0 188154512
112283: 31337 {
112284: 318 clipdist 0
112286: 319 cstator 256
112288: 320 strength 150
112290: 321 ai 188154436
112292: 31337 } current actor: 62 (5243)
g_errorLineNum: 343, g_tw: 124

DirectInput: Mouse thread failed to exit!
Uninitializing DirectInput...
Wrote DukePlus/dp.cfg
Wrote DukePlus/dp_binds.cfg
Uninitializing DirectDraw...


please i want to play!!!!
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User is offline   Stabs 

#162

well you did a good job overclocking so iam assuming your drivers are up-to-date

you could try some older or newer versions of eduke and see if its any better
http://dukeworld.duk...ke32/synthesis/

try hrp tex at half, no antiscroptic, in windowed mode, turn of all cache stuff, i wouldnt recommend running with graphics at max... yet

plagman said he would start optimizing the code more recently so thats some good news

as for the start sequence ive only seen the full thing myself in polymost.
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User is offline   Tea Monster 

  • Polymancer

#163

Heres what I have so far on the trooper model. He's kind of following the DNF mold, but I don't really like how they are done, so I'm trying a new design.

Attached Image: progress_01.jpg
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User is offline   Danukem 

  • Duke Plus Developer

#164

That's cool! I hope the final version has him wearing leg armor or trousers of some sort.
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User is offline   Tea Monster 

  • Polymancer

#165

Thanks.

Yeah, I was practising making some humans to help learn anatomy. I've been making hard surface models all this time so I decided to learn to model people. I tried it earlier with the Cave Dancer and it basically didn't turn out too well <_< .

So I had him sat on my hard drive when I saw the Eternity video. I really did think "I could make a dedicated, DNF-style, trooper model." and started work on him. So I took the base mesh and started adding futuristic armour onto him. All the bits that look like bare skin on the legs and upper arms will get clothes modelled over them. I'm thinking of giving him some kind of futuristic helmet, but I don't want him to look like either a security guard or Master Chief!
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#166

How about a simple Star ship troopers type looking helmet?

This post has been edited by The Commander: 13 March 2010 - 01:39 AM

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User is offline   Tea Monster 

  • Polymancer

#167

That would probably work out pretty well. I'll try it out. I wanted to get some inspiration from Aliens, but the Colonial Marines look like they were kitted out 10 years ago, not 50 years from now.

This post has been edited by Tea Monster: 13 March 2010 - 02:27 AM

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User is offline   Spiker 

#168

Unfortunately you'll have equip this guy with some "universal shape" gun so that it won't look odd when shooting different projectiles/bullets.
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User is offline   Stabs 

#169

some kind of cross between shotty & mp5

that look great, i think the visor type of helmet would look quite fitting
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User is offline   Helixhorned 

  • EDuke32 Developer

#170

Just played it through and well.. all I can say is that it's awesome! Had to play it with rather limited graphics settings, but even then, the lighting effects plus normal maps etc. do miracles. It could have used a few finishing touches, though, don't even get me started nitpicking <_<.
For reference, here are some Polymer parameters I found it possible to play with:
r_pr_shadowcount "3"
r_pr_maxlightpasses "1" (this, along with the one below, seems the primary performance "tuning knob")
r_pr_maxlightpriority "4" (or "3", this seems to be the border between the "WOW" lights and the rest)

Irrelevant fun fact: What is it with those yellow cards/locks? I had to search all of them (either the key or the lock, that is) in mapster...
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User is offline   Span 

#171

guys... I DISMANTLED MY PC RUNNING THIS DAMNED THING.. , I OVERCLOCKED LIKE A MAD BOTH CPU, RAM AND GPU I CANT GO MORE THAN 4.5 ghz

this way is unplayable, until someone fix garbage code that is causing fps going from 250 fps to 0, and for 0 i mean it keeps 0 for so much time that the mouse get stucked keeping going forward or backward, while fps is at 0 u get killed, i lost too many hours trying to get the thing stable. Also there are many bugs with maps, u get stucked or trapped in some glitches and a DNCLIP is needed to go away from the stucked position...

i managed to get more minutes of playing before crash (SIGSEGV = invalid memory reference) disabling PAE (phisical memory address extension on xpsp2), removing 2 gb of 4 gb of ram, and disabling executable disable bit from bios.

i get better fps in 1024x768 than 640x480, and windowed is much worst that fullscreen... how can be? i tried also vsync on both catalyst and game settings but again sometimes fps drop to 0 (from 250??).

ALSO PLEASE TRASH THOSE RUBBISH OF GIRLS: THE GIRLS SEEMS TO BE MEN TRANSVESTITES, DAMNED GAYS...!!! THE LOW QUALITY ORIGINAL DUKE GIRLS WHERE MORE AND MORE SEXY!!!

-----> U CANT RUIN DUKE NUKEM WITH TRANS! THIS THING MUST BE A PRIORITY TASK!!!!<-------

girls apart, this cant be called release, but only an unstable preview, but i swear i would have never been trying it: now i want to play but i cant!

FIX IT, I CANT WAIT!!!!!!!!!!

FIX THE SIGSEGV FAILURE PLEASE
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User is offline   Stabs 

#172

look iam just a mapper anything like this above & beyond me & polymer still needs alot of work and ati cards have been known to have more issues with polymer than nvidia cards
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#173

View PostSPAM, on Mar 18 2010, 09:03 AM, said:

Nonsense

http://en.wikipedia....nglish_language
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User is offline   Danukem 

  • Duke Plus Developer

#174

I have sympathy for Span, even though he is obviously getting way too emotional. The problems he raises are real problems. Lots of people have complained about the ugly HRP girls and the low fps in Polymer. I think it is fair to characterize the current release of DNE as an unstable preview. DanM made a decision to release what he had instead of waiting around for improvements to the engine and HRP. Hopefully this will motivate people to improve those things.
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User is offline   Span 

#175

well i managed to play 1 hour with no big slowdowns doing this way:

first thing to do is to kill the bot!!! once i kill the bot i gain about 20-40 fps and there are no more big slowdowns when fighting many monsters...

i hope this can help..
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User is offline   Danukem 

  • Duke Plus Developer

#176

Aww, c'mon, the bots aren't that demanding. I can play with lots of them at the same time with no fps problems in Polymost. It must be a case of the straw the broke the camel's back. The extra strain of the bot on your system pushed it over the edge. Try those settings that Helixhorned posted right above your previous post and it might help a lot.
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User is offline   Tea Monster 

  • Polymancer

#177

View PostDeeperThought, on Mar 17 2010, 02:37 PM, said:

I have sympathy for Span, even though he is obviously getting way too emotional. The problems he raises are real problems. Lots of people have complained about the ugly HRP girls and the low fps in Polymer. I think it is fair to characterize the current release of DNE as an unstable preview. DanM made a decision to release what he had instead of waiting around for improvements to the engine and HRP. Hopefully this will motivate people to improve those things.


That is true. A lot of people still think in the old 8 bit world of 1996. I really doubt that most people could see what would really be possible with Polymer. This release, though incomplete, has generated a lot of interest (Blues News!) and opened people's eyes to what Polymer can really do. Now Plagman has to get the code to work on more systems so that the faithfull can spread the word about the return of the Duke!!! <_<

A lot of the HRP stuff can be dire. Previous to the announcement of Polymer, any attempt to persuade the powers that be that maybe we should see higher-res models and textures fell on stony ears. People who could do high-res, realistic models would work on a mod with an engine that could support that stuff. People who argued for the ability to do this with Duke were basically told to "Forget it" and to go elsewhere, and a lot of them did.

On top of all that, a lot of the people working for the HRP (myself included) were just starting out modelling and a lot of the HRP stuff was their first attempts at modelling, thus, they sucked <_<

A lot of the modellers are working on new stuff, but it will take time. The grass-roots support for Duke is pretty good if you ask around. Once it becomes known around the community that Polymer supports next-gen features, you will probably get some more next-gen modellers joining up, THEN the real fun will begin!
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User is offline   Stabs 

#178

point B : Its free and done in my own time
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User is offline   Forge 

  • Speaker of the Outhouse

#179

The "fun" will begin when the incredible demands required by polymer are ironed out.
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User is offline   Span 

#180

i tried eduke32 alone... it crashes with SIGSEGV... as DNE, so it not HRP or DNE fault.

eduke crashes later than DNE but same error is reported in log, i monitored memory used by eduke32.exe and there must be something wrong with paging or memory usage: eduke32.exe start at few megabytes of memory usage, then after 5 minutes of playing is using 1,3 gb of memory (virtual memory usage 1,5gb) then after few it crashes like using DNE mod.

i see an icrement of memory on eduke of about 3,5 mb each second also while not moving duke.

if i disable polymer the memory leak stop, and i can play with no crashes.

there must be something wrong with polymer

all my drivers are updated, other games runs great.
as sayd i'm using ati 4870 hd 1024 ddr5
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#181

Downloading going to play tonight, hopefully installed correctly.
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#182

Im afraid it isnt playable, I get into the game can look around but my mouse seems to lock up at diferent times, some weird mouse lag lol.

Heres some shots anyways.

Posted Image
Posted Image
Posted Image
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User is offline   Danukem 

  • Duke Plus Developer

#183

Helixhorned has some good advise a page or two back on Polymer settings that can help framerate a lot. You can't change them in the game menus, but you can edit your .binds file. Even then you will get major lag in some places though.
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#184

William has a some what decent PC if I can remember. So punch these in the console.

"r_pr_shadows 0" or "r_pr_shadowdetail "1" if your really want to keep shadows but have less detail in them.
"r_pr_maxlightpasses 3"

You will need to type in "restartvid" after these changes.
That should make it somewhat more playable, if not, lower the light passes even more.
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