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Duke Nukem Eternity  "Final Release 15.5.2011"

User is offline   Helixhorned 

  • EDuke32 Developer

#271

Would it be a lot of trouble packaging the mod together with DukePlus, but seperate from the HRP? I usually keep the latter in a central repository but when it comes to mixing mods, there's usually some trouble involved. Thanks in advance!
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User is offline   Stabs 

#272

I would love to helix and me and DT toyed with the idea, but people might actually have to read stuff to install it, and read = spam my youtube videos asking for support ;)

sorry but there is that standalone version for you guys who know what your doing, latest dp is a bit heavy and some of you may already have got that yesterday

here is the latest DP link
http://fissile.duke4...dp/DUKEPLUS.zip
Standalone Version

This post has been edited by DanM: 14 May 2011 - 02:53 AM

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User is offline   Spiker 

#273

Just finished it. Found only 2 trophies (pretty well hidden). Some things are pretty amazing, unfortunately due to low performance I had to cheat a lot.
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User is offline   Stabs 

#274

That trophy system was rather hard to code in, its all using build code, same goes for the end level screens

As for the performance there is the eternity gfx.bat with some specific settings, muelsa is also working on some con based polymer performance which knocks up the fps a ton already so iam rather keen to see that
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User is online   Danukem 

  • Duke Plus Developer

#275

Downloading the standalone version now. The truth is I have never played it all the way to the end, but I will try to do so this weekend.
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User is offline   Forge 

  • Speaker of the Outhouse

#276

The standalone bat is wrong (at least the one I have)

it should read:

EDuke32.exe -game_dir DukePlus /gedefs.zip /gemaps.zip /gematerials.zip -cfg dukeplus/dp_eternity.cfg

but it's this instead:

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

#277

ahh shit another little problem, such a shit weekend i get a flu and my net keeps dropping out every 10 minutes ;)

i need to go back to bed for a bit, but muelsa made some cons to help out heaps lower end systems, so ill fix that up into some kind of patch soonish.
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#278

Man go to bed. Hope you get better ;)
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User is offline   djdori11 

#279

just played the new version, very very nice! like the new animations and stuff!
but, still having peformance isuses.. - waiting to the patch you said you gonna make..
and the diffuclty is still too hard for me. its like too much action and shooting..
oh and, what happend to the gloves and the golden deagle??

This post has been edited by djdori11: 15 May 2011 - 06:13 AM

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User is offline   Forge 

  • Speaker of the Outhouse

#280

I don't know if this is by design, but in the 1st map, the player can get across the firetruck

This post has been edited by Forge: 15 May 2011 - 07:07 AM

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User is offline   Stabs 

#281

hurah lol speedrun stuff ;)

if you want to make the game easier

pdamage = 100
mdamage = 100

In the cfg files and you can change how much dmg the monster do, I think you can also do this via the dukeplus menu but you will have to load a standard map to do this, the menu is disabled in eternity and i dropped the gloves because of the new hrp assests that i would need to make gloves for. As for that patch iam not sure if muelsa is ready for the release yet
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User is offline   Hool 

#282

A couple of things, firstly I am experiencing texture issues. Some textures have the sprite of an Assault Troopers leg :S. I put the RAR (etmaps etc) into the Autoload folder.

Secondly, I miss the Golden pistols and the Blue gloves. ;)

Thirdly, some maps are extremely difficult. One of the levels in the car park, when you go through the first door after loading the map from a new game, a Protector Drone pops out and kills you, because you only have a pistol.

Fourthly, I am experiencing lag on my game, even with low settings. My PC specs are:

Processor: AMD Athlon II X4 640 3.00 GHz
Ram: 4.00 GB (3.25 usable)
System: 32 Bit Windows 7
Graphics card: ATi HD Radeon 5700
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User is offline   The Commander 

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

#283

View PostWheatleyNukem, on 15 May 2011 - 07:59 AM, said:

Fourthly, I am experiencing lag on my game, even with low settings. My PC specs are:

Processor: AMD Athlon II X4 640 3.00 GHz
Ram: 4.00 GB (3.25 usable)
System: 32 Bit Windows 7
Graphics card: ATi HD Radeon 5700

That is your problem there, I am using a 5750 1GB and I have lag as well.
There are only three options, either get an Nvidia, wait till ATI sort their shit out with OpenGL or wait till Plagman does something to improve performance on ATI.
I would go for the first option and the last two will probably take as long as what this mod is called.
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User is offline   Forge 

  • Speaker of the Outhouse

#284

View PostWheatleyNukem, on 15 May 2011 - 07:59 AM, said:

Fourthly, I am experiencing lag on my game, even with low settings. My PC specs are:

Processor: AMD Athlon II X4 640 3.00 GHz
Ram: 4.00 GB (3.25 usable)
System: 32 Bit Windows 7
Graphics card: ATi HD Radeon 5700


which is sad because I have:

AMD Athlon II x2 220 2.8 ghz
4 gb ram
Win 7 x64
Nvidia 9800 GTX+ 512 mb

I get almost no lag. It's about the video card
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User is offline   Mikko 

  • Honored Donor

#285

Gonna give this one a try tonight, expecting super-poor performance though!

View PostThe Commander, on 15 May 2011 - 08:20 AM, said:

There are only three options, either get an Nvidia, wait till ATI sort their shit out with OpenGL or wait till Plagman does something to improve performance on ATI.
I would go for the first option and the last two will probably take as long as what this mod is called.


He should buy a new graphics card so that he could play a Duke3D usermap?
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User is offline   Tea Monster 

  • Polymancer

#286

View PostMikko_Sandt, on 15 May 2011 - 09:23 AM, said:

Gonna give this one a try tonight, expecting super-poor performance though!



He should buy a new graphics card so that he could play a Duke3D usermap?

He has to buy a non-ATI card to do anything with OpenGL. Don't be hating on the messenger. ;)
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User is offline   Forge 

  • Speaker of the Outhouse

#287

View PostMikko_Sandt, on 15 May 2011 - 09:23 AM, said:

He should buy a new graphics card so that he could play a Duke3D usermap?


Don't be silly. He needs to buy a new computer to play a user map. He only needs a new video card to watch streaming porn

This post has been edited by Forge: 15 May 2011 - 09:50 AM

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User is offline   The Commander 

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

#288

View PostMikko_Sandt, on 15 May 2011 - 09:23 AM, said:

He should buy a new graphics card so that he can play Duke3D using Polymer with the HRP content with no lag as ATI cards have poor driver support for OpenGL based programs.

I fixed that for you.

This post has been edited by The Commander: 15 May 2011 - 09:56 AM

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User is offline   Muelsa 

  • Bad Mother Fucker

#289

Here the fps enhancer patch, he constantly cheking for the fps rate, when fps are too low, he automatically shutdown distant lights. You can adjust the max viewing distance of polimer lights on the 1st line in EDUKE.CON. Lower are the value, higher are fps but you will have less lights too. Only works on DNE map, because original map not use SE to spawn lights ;) , you can have 10 or 15 additional fps, try out !

replace EDUKE.CON in dukeplus folder. http://www.megaupload.com/?d=DBNJ42UD
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User is offline   djdori11 

#290

View PostMuelsa, on 15 May 2011 - 10:46 AM, said:

Here the fps enhancer patch, he constantly cheking for the fps rate, when fps are too low, he automatically shutdown distant lights. You can adjust the max viewing distance of polimer lights on the 1st line in EDUKE.CON. Lower are the value, higher are fps but you will have less lights too. Only works on DNE map, because original map not use SE to spawn lights ;) , you can have 10 or 15 additional fps, try out !

replace EDUKE.CON in dukeplus folder. http://www.megaupload.com/?d=DBNJ42UD

awesome! this makes the game finally playable! good work ;)
but, the lights or sometimes turn on and sometime off and its kinda weird..
so DanM, can you please lower the diffuclty, add this performance patch (and tweak it a bit), and also maybe add new eduke bins or something and upload it as a quick new version? as EXE?
thanks!

This post has been edited by djdori11: 15 May 2011 - 12:10 PM

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User is offline   The Commander 

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

#291

View Postdjdori11, on 15 May 2011 - 12:09 PM, said:

but, the lights or sometimes turn on and sometime off and its kinda weird..

That is what it's meant to do, if your FPS drops below a certain amount it removes lights at the distant set in the CON.

(Maybe Plagman could hard code something like this in)

This post has been edited by The Commander: 15 May 2011 - 01:16 PM

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User is online   Danukem 

  • Duke Plus Developer

#292

View PostThe Commander, on 15 May 2011 - 01:15 PM, said:

That is what it's meant to do, if your FPS drops below a certain amount it removes lights at the distant set in the CON.


I haven't looked at Muelsa's work yet, but it could be that there is a threshold problem, in which case it is not accurate to say it is "meant to do" that.

If an optimization is frame rate dependent, it is very possible for things to blink in and out, even while the player is just standing there. That's because making them blink out raises the frame rate above the threshold, at which point they blink in again, which lowers the frame rate....and so on. However I haven't looked at it yet so I can't say that this is the problem.
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User is offline   Stabs 

#293

View Postdjdori11, on 15 May 2011 - 12:09 PM, said:

awesome! this makes the game finally playable! good work :)
but, the lights or sometimes turn on and sometime off and its kinda weird..
so DanM, can you please lower the diffuclty, add this performance patch (and tweak it a bit), and also maybe add new eduke bins or something and upload it as a quick new version? as EXE?
thanks!


Yeh i will work in that perf patch at a high view distance of say 800 and combined with the lower settings should make it much more playable, but we need more specific quality settings for point lights that combined with a distance vs quality system might work much better

I went through and added difficulty D+' in mapster, but everytime i ran it kept writing skill "3" in the cfgs

let it run for another week and see what other problems crop up before i make a patch for it.
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User is offline   Mikko 

  • Honored Donor

#294

Errors in eduke.con. I remember the earlier version giving me a headache with these annoying problems.

I created a fresh folder, downloaded the latest versions of the HRP & DP, put them in the folder, then installed the standalone Eternity there. The standalone already has a DP so I don't know what to do with it, and I tried everything.

View PostThe Commander, on 15 May 2011 - 09:55 AM, said:

I fixed that for you.


You didn't fix anything. You merely reiterated your previous idiotic suggestion. Any non-developer who purchases an Nvidia graphics card just to make Polymer run better is an idiot.
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User is offline   Stabs 

#295

only thing eduke.con points towrds is dne.con and dukeplus.con, only way i seem to get eduke errors is by not copying the duke3d.grp to the dir and i doubt thats the case, someone mentioned earlier about some typos in the eternity.bat so that could be something to look into
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User is offline   Mikko 

  • Honored Donor

#296

So what is the duke3d.grp that is supplied with the mod?
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User is online   Danukem 

  • Duke Plus Developer

#297

I didn't know that a DUKE3D.GRP was being included, but I would guess that it's the shareware version, in which case it lacks lots of needed definitions, and that would lead to errors.

EDIT: I'm now looking at the standalone DNE that I downloaded a few days ago, and there's a few things that should be changed imo. First, ETERNITY.bat has an error. It refers to "eternity.zip", but no such file exists. It should refer instead to "ematerials.zip", as the other .bat does. Second, I think it would be better if a complete DukePlus were included, rather than just a few files that the user is supposed to add to the regular DukePlus download. It makes it much more difficult for the user if he has to download DP separately and then integrate it. I realize that DukePlus would almost double the size of the download, but keep in mind that DNE is the reason that DukePlus is so big these days. The models used in DNE, the Dukebike and Muelsa's super trooper together account for more than half of DP's size.
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User is offline   Mikko 

  • Honored Donor

#298

The bat file says: EDuke32.exe -game_dir DukePlus /gedefs.zip /geternity.zip -cfg dukeplus/dp_eternity.cfg

There's no eternity.zip.

Edit: I noticed Forge already mentioned this problem.

This post has been edited by Mikko_Sandt: 16 May 2011 - 11:59 AM

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User is offline   Mikko 

  • Honored Donor

#299

View PostDeeperThought, on 16 May 2011 - 11:44 AM, said:

I didn't know that a DUKE3D.GRP was being included, but I would guess that it's the shareware version, in which case it lacks lots of needed definitions, and that would lead to errors.


The GRP is actually from the new HRP (which is required). I didn't notice this and assumed its small size was due to the Eternity version being "standalone", i.e., that it could run without duke3d.grp, which is consistent with other standalone mods.

However, the problem persists even with the right GRP.
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User is online   Danukem 

  • Duke Plus Developer

#300

As I said in the edit of my post above, the .bat should refer to "ematerials.zip", not to the nonexistent "eternity.zip". I think DanM only uses the ETERNITY GFX.bat to start games, so he didn't notice the problem.

If you still get errors, showing the part of the log that lists them might shed some light on the matter.
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