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Duke Nukem Eternity  "Final Release 15.5.2011"

User is offline   Mikko 

  • Honored Donor

#185

View PostThe Commander, on Mar 21 2010, 07:34 AM, said:

That should make it somewhat more playable, if not, lower the light passes even more.


Too bad that takes a big part of the charm away. It's like playing Quake 2 in software mode.
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User is offline   boosh 

#186

Aside from running slow as hell in some points, I managed to get through both levels of DNE, and I must say -- I loved it!!! I can see how folks are calling it "as close to Duke Nukem Forever as you're gonna get!"

The levels were clever, modern takes on Hollywood Holocaust and Red Light District. Story was good. The dialog was a bit stilted, but seemed to fit in Duke's world.

Will there be more?! I hope so!

It makes me frustrated that the fans can pull off such a magnificent mod for Duke3D, but 3DR fails to deliver DNF after nearly thirteen years.
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User is offline   Stabs 

#187

here is the DNE 1.02 patch, i'll test it out here before release on Moddb

Quote

DUKE NUKEM ETERNITY 1.02
- New Version of Eduke, and Dukeplus 2.10
- Bounding box system for models replaced with better ones, these should also increase performance
- Split 2nd map into 2 maps for better performance
- Fixed textures with incorrect para/spec/height maps with newer version of the HRP


I think it actually runs alot better without all those extra bounding spirtes everywhere

Duke Nukem Eternity Patch 1.02
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User is offline   Danukem 

  • Duke Plus Developer

#188

Good to hear. The new EDuke might be the real source of improvement, though.

In the future I will add the Dukebike to DukePlus, so there will be less you'll have to include with your mod.
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#189

Duke plus 2.10 has an annoying bug to me, aliens only show their armor not their faces and arms the laser psitol is a flying muzzleflash the textures get all blue andf stuff, and then it crashes
So i wanna ask is 1.02 also compatible with dukeplus 2.09?.
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User is offline   Stabs 

#190

nope, it needs 2.10 for the bounding box system

as for eduke iam noticing now from 1656 onwards spotlights would appear to look weird in game like they are projecting something with an owner value, I havnt changed any spotlight values and when i checked them they are still -1

if something that light is touching like a door is activated the light looks normal again and stays normal.

cheers, DT ill need that bike to start testing stuff with soon
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User is offline   Micky C 

  • Honored Donor

#191

Oh thank god, I thought I was the only one experiencing that problem, I made a thread about it in the bugs section but no one was able to help :)

I got around it by putting single use touchplates everywhere raised by a quater of a unit, it's not a perfect solution but it does solve the spotlight issues. I don't know how practical that is for you, you'd probably have more spotlights than my polymer map.

Edit: since I bothered posting I might as well say I really enjoyed episode 1 of DNE and can't wait for the next one :)

This post has been edited by Micky C: 10 July 2010 - 07:01 PM

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User is offline   Stabs 

#192

View PostMicky C, on Jul 10 2010, 08:00 PM, said:

Oh thank god, I thought I was the only one experiencing that problem, I made a thread about it in the bugs section but no one was able to help :)

I got around it by putting single use touchplates everywhere raised by a quater of a unit, it's not a perfect solution but it does solve the spotlight issues. I don't know how practical that is for you, you'd probably have more spotlights than my polymer map.

Edit: since I bothered posting I might as well say I really enjoyed episode 1 of DNE and can't wait for the next one :)


Ill just wait for a new eduke version with it fixed before i release this eternity patch officially on Moddb, i dont use heaps of spotlights so its a not a huge problem, there will be more DNE, ive been shaping up the 2nd part recently
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User is offline   Skulldog 

#193

Wow, this a great mod! I am having a great time playing. I noticed when you make change to settings
in game, it always defaults to eduke32.cfg and doesn't change dp.cfg. In your batch file you should
add this -cfg dukeplus/dp.cfg.

EDuke32.exe -game_dir DukePlus /gedefs.zip /geternity.zip -cfg dukeplus/dp.cfg
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User is offline   Stabs 

#194

ill probably do that :)

I really want to make sure certain DP options are on like smoke / new explosions.
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User is offline   Skulldog 

#195

Yea, I was stump for long time. Everytime I loaded your Mod, I had to check the Ploymer Checkbox
on eduke32 startup window. I would have never noticed it, But I ran Eduke32 once and had polymer
unchecked. So I guess it copies over the first time mod is ran, but eduke32.cfg is use each time you
run Eduke32.exe. The -cfg command line was a very good thing added to eduke32. Now when I run
mods that don't use polymer and/or hrp, and mods that do use polymer and/or hrp all have their
own settings on the eduke32 setup window.
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User is offline   Stabs 

#196

Perhaps i could make a couple of seperate CFGs just with gfx settings, but could i just make a CFG that does that gfx stuff so controls could stay in the one seperate CFG?

if it is possible, post your settings for better performance, ive never really had to use them

I could just make another .bat with gfx options selected by cfg for launch
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User is offline   Stabs 

#197

Well here is a little mini patch to try out, it has a bat with GFX settings / force certain DP effects and a map with all the DNE models, and textures, the models are rotated 4 different ways for anyone who wants to use the eternity resources to make their own maps.

Attached File  Minipatch.zip (21.32K)
Number of downloads: 326
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User is offline   Stabs 

#198

I did some stuff to the maps using a high vis and fog and seems to run alot better esp in more open areas, you may have to set your ambient light at around 1.50 to make sure it dosnt look too weird

lighting in general looks a bit better too.


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User is offline   Danukem 

  • Duke Plus Developer

#199

That's good news, I'm going to check it out when I get a chance.
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User is offline   Skulldog 

#200

Works great! :)
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User is offline   Stabs 

#201

Is it a noticable performance increase & whats your specs skulldog?
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User is offline   Skulldog 

#202

View PostDanM, on Jul 12 2010, 10:28 PM, said:

Is it a noticable performance increase & whats your specs skulldog?


Yes, I do notice the smoke effects now too.

Processor: AMD Athlon™ 64 X2 Dual Core Processor 6000+ (3016 MHz)
Operating System: Windows Vista ™ Ultimate, 64-bit (Service Pack 2)
DirectX version: 11.0
GPU processor: GeForce 8600 GT
Driver version: 257.21
CUDA Cores: 32
Core clock: 540 MHz
Shader clock: 1188 MHz
Memory clock: 400 MHz (800 MHz data rate)
Memory interface: 128-bit
Total available graphics memory: 2303 MB
Dedicated video memory: 512 MB DDR2
System video memory: 0 MB
Shared system memory: 1791 MB
Video BIOS version: 60.84.43.00.81
IRQ: 18
Mem 4 gig

My FPS goes red alot, some times as low as 17 fps when I around alot of light. But is playable.
I will get a new video card one day.

This post has been edited by Skulldog: 12 July 2010 - 06:47 PM

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User is offline   Stabs 

#203

only as low as 17? heh I guess its doing alot better than before with reports of fps at 5 - 10

patch is almost ready for moddb , just need that eduke spotlight fix
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User is offline   Plagman 

  • Former VP of Media Operations

#204

Is there a very simple way to reproduce that spotlight issue that people have been mentioning? Can someone attach a map that exhibits the problem?
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User is offline   Stabs 

#205

ya if you grab the maps i uploaded

http://forums.duke4.net/index.php?act=atta...ost&id=1492

At the very start of DNE02.map your in an elevator with a spotlight, open the lift door and it the light looks normal again and stays normal

in the strip club (DNE03.map) there was one had big letters "ED" in it, i think it might be projecting a dev tile or something

This post has been edited by DanM: 12 July 2010 - 07:22 PM

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User is offline   Micky C 

  • Honored Donor

#206

here's an older version of my polymer map before I made a sloppy workaround with touchplates: http://www.sendspace.com/file/58x7g5. I happens in the very first room, and with one of the spotlights in the second room (yeah I'm a spotlight whore) I hope it helps.

Edit: I did make a thread about it here about a week ago with my description and a log but it looks like this thread has knocked that out of business.

This post has been edited by Micky C: 12 July 2010 - 07:34 PM

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User is offline   Spike 

#207

View PostDanM, on Mar 2 2010, 12:44 AM, said:

ill have to edit that, it says it on the moddb page at least

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.

when are more dne levels coming out?
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User is offline   Montclair 

#208

How does one increase the overall brightness? Everything is entirely too dark. The ambient lighting option does absolutely nothing on my display. The only thing that has made this somewhat visible is cranking up the gamma.
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User is offline   Micky C 

  • Honored Donor

#209

Are you sure you're using the polymer renderer? If so everything should look fine, and there would be lots of bright coloured lights everywhere, for example, if you go up to the police cars and you can't see any flashing red and blue lights, you're not using polymer. That's just an example though, everything from fires, to weapon shots to street lamps should be emitting light. To use polymer, tick the checkbox in the startup window, careful though you'll need a fair decent computer.
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User is offline   Montclair 

#210

Definitely using Polymer. I'm not saying the entire screen is black all the time. I'm saying that most of time I have to run around with a flare to see what I'm doing. Polymer's demands and running around in the dark make this not very much fun...

Why doesn't the ambient light setting increase the overall brightness, or is there some cfg or console command to do it?

Attached thumbnail(s)

  • Attached Image: image.jpg
  • Attached Image: image2.jpg


This post has been edited by Montclair: 24 July 2010 - 06:21 AM

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User is offline   Danukem 

  • Duke Plus Developer

#211

Most likely, the darkness is due to recent changes in the way EDuke32 handles shading. Unfortunately, the new shading tends to be darker overall, and it makes certain shades pitch black which were not before. Assuming you are already using the latest synthesis build and the problem persists, there's not much you can do about it. Either EDuke32 or DanM's levels need to be re-adjusted.
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User is offline   Stabs 

#212

The 1.02 patch runs from its own cfgs, they have a setting r_shadescale 1.050 which stops it being so dark, might wait and see what the next version of eduke brings before releasing this patch

but for the moment just use
r_shadescale 1.050
restartvid
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User is offline   Danukem 

  • Duke Plus Developer

#213

View PostDanM, on Jul 24 2010, 04:58 PM, said:

The 1.02 patch runs from its own cfgs, they have a setting r_shadescale 1.050 which stops it being so dark, might wait and see what the next version of eduke brings before releasing this patch

but for the moment just use
r_shadescale 1.050
restartvid


That's cool, I can use that on another Polymer project that is having the same issue.
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User is offline   Montclair 

#214

That fixed the darkness issue on my box when set to .75. Thanks!
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