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Duke Nukem Eternity  "Final Release 15.5.2011"

User is offline   Mikko 

  • Honored Donor

#301

Uh, there are so many problems that I don't even know where to begin. For example, E1L1 (the original) has Polymer lights but the new maps don't (except in the case of fires, explosions etc.). The new episode doesn't even show in the menu. I noticed the con that's supposed to be used is the DNE.con in dpcons folders and according to the log it gets loaded.

EDuke32 2.0.0devel r1888
Compiled May 15 2011 16:40:49
Application parameters: -game_dir DukePlus /gedefs.zip /gemaps.zip /gematerials.zip -cfg dukeplus/dp_eternity.cfg
Using C:/Eternity 5/ for game data
Using DukePlus/ for game data
Windows 7 (build 6.1.7600)
Initializing DirectDraw...
Using config file 'dukeplus/dp_eternity.cfg'.
Searching for game data...
Using C:/Eternity 5/DukePlus/ for game data
Using 'DUKE3D.GRP' as main game data file.
Using file 'autoload/polymer_hrp.zip' as game data.
Using file 'autoload/polymer_mhk.zip' as game data.
Using file 'autoload/polymer_mus.zip' as game data.
Using file 'edefs.zip' as game data.
Using file 'emaps.zip' as game data.
Using file 'ematerials.zip' as game data.
Compiling: EDUKE.CON (71 bytes)
EDUKE.CON:1: error: could not find file `DukePlus/dpcons/DUKEPLUS.CON'.
Including: DukePlus/dpcons/DNE.CON (8472 bytes)
DukePlus/dpcons/DNE.CON: At top level:
DukePlus/dpcons/DNE.CON:207: error: parameter `PISTOL_RICOCHET' is undefined.
Found 0 warning(s), 2 error(s).
Yes
Compiling: GAME.CON (151190 bytes)
Including: DEFS.CON (35992 bytes)
Including: USER.CON (45482 bytes)
GAME.CON: In actor `ORGANTIC':
GAME.CON:3967: warning: found `else' with no `if'.
GAME.CON: In state `pigshootenemystate':
GAME.CON:5890: warning: found `else' with no `if'.
Found 2 warning(s), 0 error(s).
Resizing code buffer to 16187*4 bytes
Script compiled in 24ms, 16179*4b, version 1.4+
1918/11264 labels, 321/2048 variables
253 quotes, 207 actors
Initialized 24.0M cache
Loading 'duke3d.def'
Invalid frame name on line highres/sprites/pickups.def:9
Warning: defined hightile replacement for empty tile 9000. Maybe some tilesXXX.art are not loaded?
Warning: defined hightile replacement for empty tile 9001.
Error: missing 'end frame' for anim definition near line duke3d_hrp.def:18
Error: missing 'end frame' for anim definition near line duke3d_hrp.def:29
Error: file 'highres/textures/0230.png' does not exist
Error: file 'textures/cPET02.png' does not exist
Invalid frame name on line duke3d_hrp.def:392
Warning: Failed loading MD2/MD3 model "DUKEPLUS_RESOURCES/GRAPHICS/MAP_EFFECTS/black_hawk.md3"
Definitions file 'duke3d.def' loaded.
Using .RTS file 'DUKE.RTS'
Initializing OSD...
Switching kb layout from 0000040B to 00000409
Initializing DirectInput...
- Enumerating attached game controllers
- No game controllers found
Uninitializing DirectInput...
Executing "dukeplus/dp_eternity_settings.cfg"
Disabling desktop composition...
Setting video mode 1680x1050 (32-bit fullscreen)
Enabling ATI FBO color attachment workaround.
OpenGL Information:
Version: 4.0.10243 Compatibility Profile Context
Vendor: ATI Technologies Inc.
Renderer: AMD Radeon HD 6800 Series
Initializing Polymer subsystem...
PR : Initialization complete.
Initializing music...
Initializing sound...
Load tile 2492: p0-m4-e0 highres/screen/menu/2492_ver.png... 125 ms
Load tile 2493: p0-m4-e0 highres/screen/menu/2493.png... 125 ms
Load tile 3281: p0-m4-e0 highres/screen/menu/3281.jpg... 64 ms
Load tile 2456: p0-m4-e0 highres/screen/menu/2456.jpg... 47 ms
Load tile 2499: p0-m4-e0 highres/screen/menu/2499.png... 16 ms

Wrote dukeplus/dp_eternity.cfg
Wrote dukeplus/dp_eternity_settings.cfg
Uninitializing DirectDraw...
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User is online   Danukem 

  • Duke Plus Developer

#302

According to your log, DUKEPLUS.CON is not where it should be and did not get loaded. Inside the DP you downloaded separately is a DukePlus folder which must be merged with the DukePlus folder in the DNE install. Copy the DukePlus folder from the DP download to the DukePlus folder inside the standalone DNE install, and do not overwrite files with the same name (if there are any).
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User is offline   Mikko 

  • Honored Donor

#303

Oh, earlier you said (you have since modified the post) there's no need to download DP separately. I'll give it a try.
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User is offline   Forge 

  • Speaker of the Outhouse

#304

Finished.

except for the multitude of mis-aligned textures and several walls that were blocked the wrong way, allowing the player to get into out of bounds areas, I found the atmosphere and design very well done. Destruction and Chaos!

There were several instances where I found myself aimlessly wandering around trying to figure out what to do next due to lack of clues (since view screen weren't used, cut scenes would have been nice). The other 90% of game play was fun and enjoyable.

Even though the people that were rescued kept getting stuck behind objects and walls, the side missions were pretty fun. I think I found all the trophies except one, and that was in the second or third map.

Nitpicking aside, Very nice work for all involved

This post has been edited by Forge: 18 May 2011 - 02:24 PM

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User is offline   Stabs 

#305

cheers for playing through forge, it probably could of done with some extra nuke pointer symbols here and there, but thats what I get for using unorthodox puzzles

BTW anyone who cant play this might want to check this cutscene, its pretty darn cool



3 days for 6 seconds of animation, muelsa did the hands and vinsaneone did the voice
1

User is offline   Gambini 

#306

That looks great, although I would have left the camera run a few seconds more, it was damn too short.
0

User is offline   Helixhorned 

  • EDuke32 Developer

#307

Damn, this looks slick. I gotta play this sometime.
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User is offline   Stabs 

#308

I had plans for duke to grab him by the throat when he jumps in at the end and kick him in the balls, but i was running low on time and those things are a house of cards, if your wondering they are about 20 SE's and 5 or so props that all spawn in when the camera pans away, and those prop sprites had to be a quater tic in the ground, so if i needed to move them i needed to set the height again too, and all that tweaking on speeds and angles, quite a bit of work in them
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User is offline   VinsaneOne 

#309

 DanM, on 18 May 2011 - 02:31 PM, said:

cheers for playing through forge, it probably could of done with some extra nuke pointer symbols here and there, but thats what I get for using unorthodox puzzles

BTW anyone who cant play this might want to check this cutscene, its pretty darn cool



3 days for 6 seconds of animation, muelsa did the hands and vinsaneone did the voice

That's fantastic work! Who ever thought you'd see something like that in DN3D.
Still tring to get to that part but it seems I'd have to play all the way through. I'm having trouble loading a saved game without it crashing.
BTW, it was a privilege and an honor to be part of.
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User is offline   necroslut 

#310

Why isnt this on the frontpage yet??!!!

Haven't been home since the release so I haven't been able to play it yet, but itt's the first thing I'll do when i get home!
0

User is offline   Stabs 

#311

well its on the front page of moddb today :)
0

User is offline   Plagman 

  • Former VP of Media Operations

#312

Cool! Looks like all the new screenshots on moddb were taken with nearest filtering, though. Was that intended? :/
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User is offline   E.C.S 

#313

Some day I will try this excellent work, but download 800Mb it will take a long time for me (or maybe a long night).
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User is offline   Stabs 

#314

@plagman yeh thats how i run it, linear and having HRP on 2nd highest quality, bilinear and trilinear seem to really bomb the fps, but your right i should of forced AA and put on max antistropy and the filtering for the SS, i just had a cold that weekend and was not thinking that clearly.

@ECS i am going to put it up as a torrent on gameupdates.org over the weekend so you can download it easily at your own pace
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User is offline   VinsaneOne 

#315

I have got as far as 'Shooters' only because I need to reload the game alot after a crash. This is the first time seeing this error though. What does it mean?

Failed loading skin file "highres/sprites/firstperson/2536_chaingun_f.png": error -1
OUT OF MEMORY in daskinloader! :) :D
Syncing memcache to texcache
Uninitializing DirectDraw...
Uninitializing DirectInput...
0

User is offline   Stabs 

#316

try turn on disk cache, i think this is related to it running out of psychical memory from the GPU

Just a guess, tx or plagman could confirm that
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User is offline   VinsaneOne 

#317

View PostDanM, on 19 May 2011 - 08:55 PM, said:

try turn on disk cache, i think this is related to it running out of psychical memory from the GPU

Just a guess, tx or plagman could confirm that

Always had disk caching on but surely something's out of memory. I suspect there's a problem with my computer and nedmalloc.dll. Every "Eduke has encountered a problem and needs to close" error, it has that as the faulting module, not Eduke.
0

User is offline   Stabs 

#318

you could try remove nedmalloc.dll from the eduke dir, its not required

http://forums.duke4....dpost__p__81120
0

User is offline   VinsaneOne 

#319

View PostDanM, on 19 May 2011 - 10:06 PM, said:

you could try remove nedmalloc.dll from the eduke dir, its not required

http://forums.duke4....dpost__p__81120

Oh really? I will have to try that then. Thanks, and I'll let you know if that did the trick.
0

User is offline   djdori11 

#320

so when the new version coming ^^?
0

#321

Great mod is now even better. Amazing work with the cutscenes, excellent maps! Too bad that downloading the 800mb archive is mandatory, but after such a blast it can be easy forgotten. Bravo!
0

User is offline   Mblackwell 

  • Evil Overlord

#322

DanM:

You should set targets for your view changes and interpolate to smooth things out.

Nice stuff though.
0

User is online   Danukem 

  • Duke Plus Developer

#323

View PostMblackwell, on 22 May 2011 - 09:29 AM, said:

DanM:

You should set targets for your view changes and interpolate to smooth things out.

Nice stuff though.


Are you talking about the cutscenes? He's working with a little system that I coded which makes the camera follow a path of sprites. It wasn't really designed for what he's doing with it, and I don't think he could do it much better within the confines of how it is coded. imo it would look better if the camera was more stationary without so much side-to-side head movement, though.
0

#324

Played this mod today, up as far as the level after Born To Be Wild.
Absolutely enjoyed it immensly, the polymer makes the game look so beautiful and modern, really digged the headlights and speedo.

Well done to all involved.


View PostDeeperThought, on 22 May 2011 - 09:38 AM, said:

Are you talking about the cutscenes? He's working with a little system that I coded which makes the camera follow a path of sprites. It wasn't really designed for what he's doing with it, and I don't think he could do it much better within the confines of how it is coded. imo it would look better if the camera was more stationary without so much side-to-side head movement, though.



Yeah, i agree, especially during the intro when Duke flips the bird. Would have been better if it didnt pan over to his hand.

I think they might look better also if they weren't in slow motion.

This post has been edited by EARTH DEFENCE FORCES: 22 May 2011 - 02:46 PM

0

User is offline   Mikko 

  • Honored Donor

#325

Hopefully you guys manage to record a walkthrough video of the new material. I'm looking forward to watching this thing while enjoying a cup of coffee!
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User is online   Danukem 

  • Duke Plus Developer

#326

View PostMikko_Sandt, on 22 May 2011 - 03:36 PM, said:

Hopefully you guys manage to record a walkthrough video of the new material. I'm looking forward to watching this thing while enjoying a cup of coffee!


Maybe I can do this in the coming week. I finally have the code the way I want and I've got it running at a pretty good frame rate.
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User is offline   Stabs 

#327

View PostMblackwell, on 22 May 2011 - 09:29 AM, said:

DanM:

You should set targets for your view changes and interpolate to smooth things out.

Nice stuff though.


yeh i wish, basically i have a glorified train track which lets me control angle and speed

The angles have to pan rather wide to hide pop in by props and those hud models are not hud models they are in the gameworld, but hey its might fine effort for what it is, its also interesting to note i redefed that hand over 10 times with only the frames i needed in it, i would watch the animation in that MD3 converter and decide on the most appropriate hand movements from there.

and yes i totally should put some new vids up but minecraft has me by the balls atm
0

User is offline   Mblackwell 

  • Evil Overlord

#328

View PostDeeperThought, on 22 May 2011 - 09:38 AM, said:

Are you talking about the cutscenes? He's working with a little system that I coded which makes the camera follow a path of sprites. It wasn't really designed for what he's doing with it, and I don't think he could do it much better within the confines of how it is coded. imo it would look better if the camera was more stationary without so much side-to-side head movement, though.


Ah, that would explain it. Yeah really it should be scripted in the code. It's easy to say, "I want HORIZ to be this and ANG to be that in N seconds." Then it's just math. I've been doing some things like that lately so it was on my mind when I saw the video.

Though abusing the stationary camera pretty clever you have to admit. :)
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User is online   Danukem 

  • Duke Plus Developer

#329

Last night I made a movie of the entire "Born to be Wild" level. Here is part 1 of the movie:



A lot of the lights would turn off unless I was very close to them, but otherwise it turned out well. I lost about 15 fps due to using fraps, which is why the light compromise had to be made. My performance is much better without fraps and the lights don't do that.

Part 2 will be posted later today. It takes a long time to upload these things.
2

User is offline   djdori11 

#330

hey DanM. when you releasing the new patch or new version that improve performance and stuff? please, im wating for this :)
0

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