Duke Nukem Eternity "Final Release 15.5.2011"
#361 Posted 22 June 2011 - 04:09 AM
Without having to re-install and re-configure DNE, can someone verify how much of a performance boost they're getting from the latest eduke32 with this?
#362 Posted 22 June 2011 - 07:40 PM
tbh after playin through DNF, DNE's time vs content ratio reams DNF with a 10 foot pole
#363 Posted 22 June 2011 - 10:24 PM
DanM, on 22 June 2011 - 07:40 PM, said:
tbh after playin through DNF, DNE's time vs content ratio reams DNF with a 10 foot pole
yay! cant wait for this patch
and DanM duke nukem eternity is better than duke nukem forever in many points!!!!!!!
oh and i know 1 glitch - you can jump over the ambulance in the first level
This post has been edited by djdori11: 22 June 2011 - 10:29 PM
#365 Posted 03 July 2011 - 12:32 PM
#366 Posted 04 July 2011 - 12:31 AM
CyanFire, on 03 July 2011 - 12:32 PM, said:
we need to wait for the patch.
DanM you still workin on it?
#367 Posted 04 July 2011 - 09:44 AM
djdori11, on 04 July 2011 - 12:31 AM, said:
DanM you still workin on it?
also @CyanFire
That "patch" just consists of a minor update to the CON code which attempts to maintain frame rate by turning off some lights when the player is far away from them (or not so far away, if the frame rate is very low). It should not have any effect on whether the game loads successfully. For the latest code, you should use the CONs from the latest version of DukePlus from the Fissile Materials site. It is more recent than the patch.
Most of the CON files are in the dpcons folder. There is also STROOPER.CON, in the strooper folder, and DUKEBIKE.CON, in the dukebike folder. You can copy those from the latest DukePlus and overwrite what comes with DNE. In fact, you can overwrite using the entire dukeplus folder. Also try using the most recent eduke32.exe from here: http://dukeworld.duk...ke32/synthesis/
If it still crashes with the latest code and executable, then attach your eduke32.log
#368 Posted 04 July 2011 - 10:43 PM
DeeperThought, on 04 July 2011 - 09:44 AM, said:
That "patch" just consists of a minor update to the CON code which attempts to maintain frame rate by turning off some lights when the player is far away from them (or not so far away, if the frame rate is very low). It should not have any effect on whether the game loads successfully. For the latest code, you should use the CONs from the latest version of DukePlus from the Fissile Materials site. It is more recent than the patch.
Most of the CON files are in the dpcons folder. There is also STROOPER.CON, in the strooper folder, and DUKEBIKE.CON, in the dukebike folder. You can copy those from the latest DukePlus and overwrite what comes with DNE. In fact, you can overwrite using the entire dukeplus folder. Also try using the most recent eduke32.exe from here: http://dukeworld.duk...ke32/synthesis/
If it still crashes with the latest code and executable, then attach your eduke32.log
the patch you talking about here already released, DanM said he will do a new patch... read above..,
#369 Posted 05 July 2011 - 12:13 AM
#370 Posted 05 July 2011 - 12:51 AM
Micky C, on 05 July 2011 - 12:13 AM, said:
DanM, on 22 June 2011 - 07:40 PM, said:
tbh after playin through DNF, DNE's time vs content ratio reams DNF with a 10 foot pole
This post has been edited by djdori11: 05 July 2011 - 12:52 AM
#371 Posted 05 July 2011 - 01:27 AM
#372 Posted 05 July 2011 - 08:35 AM
#374 Posted 11 August 2011 - 12:36 AM
#375 Posted 11 August 2011 - 06:07 AM
Go bug someone else about that, not DanM or DeeperThought they didn't make the EDuke32 engine.
#376 Posted 11 August 2011 - 06:22 AM
This post has been edited by DanM: 11 August 2011 - 06:22 AM
#377 Posted 11 August 2011 - 10:26 PM
djdori11, on 11 August 2011 - 12:36 AM, said:
He seems to think your updates are undercooked, throw another one on the barbie. [/jks]
#378 Posted 13 August 2011 - 10:30 AM
To begin with, I've got to try out the first level of DNE v1.3d about a week ago. I should say, to anybody involved: Very good job!
While just one level checked out, I like the additions in it, whether they're from DukePlus or DNE itself. For instance: The ability to climb, and the addition of a cutscene/talking. Oh, and of course, combined with the HRP and Polymer, the high resolution graphics and the effects!
Oh well, now, the true reason for writing this post, is reporting two variations of some glitch; It appears to be the kind of EDuke32 regression.
Well, to summarize, in terms of EDuke32 revisions (versions):
- r1881 seems fine (also looks like the version DNE comes with, for Windows at least).
- Beginning with r1882, from time to time you can see a dark transparent blue rectangle where the smoke in the first level occurs (where the Duke car explodes before).
- Starting with r1943, you can see a lot of blue in many places; Among these, the same blue rectangle is clearly noticeable now.
A few screenshots are attached, illustrating these. Log files for r1882 and r1943 are attached as well.
As for installation and system specs:
Well, I've been running DNE on Ubuntu 11.04 64-bit, with a single graphics card consisting of a GeForce GTX 460 GPU.
I've downloaded the ZIP file of DNE v1.3d from moddb and installed it to a mounted FAT32 image, as described here: http://wiki.eduke32....latform_Modding
Instead of ETERNITY.bat, I'm using this eternity.sh script (on Linux):
#!/bin/sh ~/Games/duke3d/eduke32/eduke32/polymer/eduke32/eduke32 -usecwd -game_dir DukePlus -g/home/ny00123/.eduke32/duke3d.grp -gedefs.zip -gemaps.zip -gematerials.zip -cfg dukeplus/dp_eternity.cfg exit
As you can see, it's mostly similar to ETERNITY.bat. The exceptions are the eduke32 exe location, the -usecwd argument for forcing "current directory" to really be the current one like on Windows (and not ~/.eduke32), and manually specifying a location for duke3d.grp (v1.5). Oh, and yes, the "exit" command may indeed be unnecessary
Well, that's it. Hope it'll be solved. For now, I guess, I'll simply use r1881.
Thanks and, again, good job with the MOD!
NY
Attached File(s)
-
eduke32_r1882.log (6.87K)
Number of downloads: 342 -
eduke32_r1943.log (5.89K)
Number of downloads: 325
#379 Posted 14 August 2011 - 04:03 PM
tra la la la la
#380 Posted 14 August 2011 - 04:58 PM
#381 Posted 14 August 2011 - 06:04 PM
Plagman, on 14 August 2011 - 04:58 PM, said:
Did someone say "simple map"? I can do that.
Note that all surfaces in the map have the same shade.
Attached File(s)
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fogtest.zip (557bytes)
Number of downloads: 270
#382 Posted 14 August 2011 - 06:18 PM
Plagman, on 14 August 2011 - 04:58 PM, said:
That happens on every map with fog when a Pointlight or Spotlight is active on neightbor sectors and sprites are rendered with a glitchy square on them both models and 8 bit sprites. I atach a example map where you can see how it looks. Could be possible to fix this? I'm making some maps for WGR2 that would look incredibly with polymer lights but I'm using fog on those so I can't implement any polymer feature.
Attached File(s)
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FOG.rar (926bytes)
Number of downloads: 261
This post has been edited by Norvak: 14 August 2011 - 06:24 PM
#383 Posted 14 August 2011 - 07:18 PM
#384 Posted 14 August 2011 - 07:43 PM
DanM, on 14 August 2011 - 07:18 PM, said:
Well I've tried with 240, 245 and 252 but it does look the same for me.
#385 Posted 14 August 2011 - 07:48 PM
I think that looks as intended:
#387 Posted 14 August 2011 - 07:54 PM
Plagman, on 14 August 2011 - 07:48 PM, said:
Thanks! Gonna try it right now.
This post has been edited by Norvak: 14 August 2011 - 08:51 PM
#388 Posted 14 August 2011 - 08:18 PM
#389 Posted 14 August 2011 - 08:25 PM
#390 Posted 14 August 2011 - 08:40 PM
DeeperThought, on 14 August 2011 - 08:18 PM, said:
My intention wasn't to make you feel that way sorry for that : /
But my point was that sometimes when one is mapping and some effect doesn't work as is intented I don't feel like bother developers with annoying requests, so this time with the fog for example it surprises me how quickly this issue was fixed, and this is a good thing of course but someone as a simple mapper or a gamer doesn't know how hard or easy is to code things. And as you said is preferable to wait for some things instead of have any new feature at all.
This post has been edited by Norvak: 14 August 2011 - 08:51 PM