
Duke Nukem Eternity "Final Release 15.5.2011"
#271 Posted 14 May 2011 - 02:20 AM
#272 Posted 14 May 2011 - 02:51 AM

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
#273 Posted 14 May 2011 - 06:49 AM
#274 Posted 14 May 2011 - 08:04 AM
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
#275 Posted 14 May 2011 - 08:06 AM
#276 Posted 14 May 2011 - 11:44 AM
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
#277 Posted 14 May 2011 - 01:56 PM

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.
#279 Posted 15 May 2011 - 06:12 AM
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
#280 Posted 15 May 2011 - 07:05 AM
This post has been edited by Forge: 15 May 2011 - 07:07 AM
#281 Posted 15 May 2011 - 07:13 AM

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
#282 Posted 15 May 2011 - 07:59 AM
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
#283 Posted 15 May 2011 - 08:20 AM
WheatleyNukem, on 15 May 2011 - 07:59 AM, said:
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.
#284 Posted 15 May 2011 - 08:39 AM
WheatleyNukem, on 15 May 2011 - 07:59 AM, said:
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
#285 Posted 15 May 2011 - 09:23 AM
The Commander, on 15 May 2011 - 08:20 AM, said:
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?
#286 Posted 15 May 2011 - 09:44 AM
Mikko_Sandt, on 15 May 2011 - 09:23 AM, said:
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.

#287 Posted 15 May 2011 - 09:50 AM
Mikko_Sandt, on 15 May 2011 - 09:23 AM, said:
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
#288 Posted 15 May 2011 - 09:55 AM
Mikko_Sandt, on 15 May 2011 - 09:23 AM, said:
I fixed that for you.
This post has been edited by The Commander: 15 May 2011 - 09:56 AM
#289 Posted 15 May 2011 - 10:46 AM

replace EDUKE.CON in dukeplus folder. http://www.megaupload.com/?d=DBNJ42UD
#290 Posted 15 May 2011 - 12:09 PM
Muelsa, on 15 May 2011 - 10:46 AM, said:

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
#291 Posted 15 May 2011 - 01:15 PM
djdori11, on 15 May 2011 - 12:09 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.
(Maybe Plagman could hard code something like this in)
This post has been edited by The Commander: 15 May 2011 - 01:16 PM
#292 Posted 15 May 2011 - 01:21 PM
The Commander, on 15 May 2011 - 01:15 PM, said:
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.
#293 Posted 15 May 2011 - 03:02 PM
djdori11, on 15 May 2011 - 12:09 PM, said:

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.
#294 Posted 16 May 2011 - 08:40 AM
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.
The Commander, on 15 May 2011 - 09:55 AM, said:
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.
#295 Posted 16 May 2011 - 09:13 AM
#297 Posted 16 May 2011 - 11:44 AM
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.
#298 Posted 16 May 2011 - 11:46 AM
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
#299 Posted 16 May 2011 - 11:56 AM
DeeperThought, on 16 May 2011 - 11:44 AM, said:
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.
#300 Posted 16 May 2011 - 12:05 PM
If you still get errors, showing the part of the log that lists them might shed some light on the matter.