Duke Nukem Eternity "Final Release 15.5.2011"
#91 Posted 04 March 2010 - 10:00 PM
Even though this mod has been out for a bit, personally I consider it frontpage worthy if only for the sake of getting a regular news flow.
#92 Posted 05 March 2010 - 01:40 AM
- fixes all the graphic glitches like the movie posters in lights camera action
- new dp cons, fix the freeze when submerging in water
- texture alignment fixes
it would appear that by having your map in the far corner with the expanded grid, all wall align sprites seem to clip like crazy.
edit: fixed lvl end of map one
This post has been edited by DanM: 05 March 2010 - 04:33 AM
#93 Posted 05 March 2010 - 07:13 AM
Micky C, on Mar 5 2010, 07:00 PM, said:
Even though this mod has been out for a bit, personally I consider it frontpage worthy if only for the sake of getting a regular news flow.
I agree with this statement.
#94 Posted 05 March 2010 - 07:53 AM
The Commander, on Mar 5 2010, 11:13 PM, said:
I second that agreement. We need some news any news, since January 12. DNE is worth the news page.
#95 Posted 05 March 2010 - 11:47 AM
#97 Posted 05 March 2010 - 01:05 PM
#98 Posted 05 March 2010 - 01:11 PM
1. Download latest DukePlus from:
http://deeperthought...dp/DukePlus.rar
2. Download Eternity (zip version) from:
http://www.moddb.com/mods/duke-nukem-etern...ity-zip-version
note: actually it's a rar file
3. Download Polymer HRP from:
http://www.duke4.org...polymer_hrp.zip
note: you can download the latest svn of polymer_hrp if you know how
4. Download latest EDuke32:
http://dukeworld.duke4.net/eduke32/synthes...100306-1609.zip
5. Download patch 1.01 for Eternity mod:
http://www.moddb.com/mods/duke-nukem-etern...nity-patch-1011
Installation
1. Unpack DukePlus.rar in a folder, e.g. C:\DNE
(drag'n'drop DukePlus.rar to C:\DNE and choose extract here)
note: Also don't forget to put duke3d.grp in C:\DNE
2. Create an autoload folder inside DNE, e.g. C:\DNE\autoload
Put inside the autoload folder the polymer_hrp.zip
3. Unpack Duke Nukem Eternity in C:\DNE
(drag'n'drop Eternity.rar to C:\DNE and choose extract here)
Overwrite old files when asked
4. Unpack patch 1.01 to C:\DNE and overwrite old files
5. Unpack latest eduke32 in C:\DNE and overwrite old files
6. Play (run eternity.bat)
This post has been edited by supergoofy: 07 March 2010 - 11:42 AM
#99 Posted 05 March 2010 - 01:21 PM
supergoofy, on Mar 5 2010, 10:11 PM, said:
1. Earn at least 1500 bucks.
2. Buy a new rig.
3. Install.
4. Play.
#101 Posted 05 March 2010 - 05:46 PM
1. run the youtube vids full screen and pretend your playing
Here are the vids for the 2nd level, ill have a few small tweaks i need to make the patch but once i put it up on moddb it will be official.
Nine One One, Part One
Nine One One Part Two
This post has been edited by DanM: 05 March 2010 - 05:46 PM
#102 Posted 05 March 2010 - 08:05 PM
#103 Posted 05 March 2010 - 08:13 PM
Plagman, on Mar 6 2010, 05:05 PM, said:
I think this is what everyone wanted to hear.
#104 Posted 05 March 2010 - 08:19 PM
Mikko_Sandt, on Mar 5 2010, 04:05 PM, said:
I've seen that because Duke is in a dark area. Once under the fully lighted area you get to see the models detail.
#105 Posted 05 March 2010 - 08:35 PM
VinsaneOne, on Mar 5 2010, 08:19 PM, said:
Yeah, but I don't think it should be completely black there. My weapon display code may be at fault. I'll bet if you stood in the same spot holding RPG or some other weapon with the original display code, it would not be shaded so dark.
#106 Posted 05 March 2010 - 08:38 PM
Plagman, on Mar 6 2010, 12:05 AM, said:
Now there is a possibility that i might not run at 10 fps when playing this!!!! YEAH!!!
#107 Posted 05 March 2010 - 09:37 PM
VinsaneOne, on Mar 5 2010, 09:19 PM, said:
I had the same issue until I moved to a different sector.
And thanks Super Chicken for that guide I struggled for awhile having not played mods for duke before.
Polymer ran pretty well only hit less then 30fps near the first of DNE2 from what I noticed and I have not played much of DNE1 yet, but I probably need to turn vertical sync on because the flickering lights seemed to refresh at a different rate then everything else giving a weird effect.
Oh, I think my sounds are messed up, during the cut-scenes when I would think people are talking no one is.
#108 Posted 05 March 2010 - 10:55 PM
DanM, on Mar 5 2010, 08:46 PM, said:
1. run the youtube vids full screen and pretend your playing
Here are the vids for the 2nd level, ill have a few small tweaks i need to make the patch but once i put it up on moddb it will be official.
Nine One One, Part One
Nine One One Part Two
It felt kinda like I was when I did play only looks much better than when I did. Huh? Anyway, I wanted to crank up the volume but that shotgun blast, holy shit, pins the needle! Whoa!
#109 Posted 05 March 2010 - 11:42 PM
DanM, on Mar 5 2010, 05:46 PM, said:
1. run the youtube vids full screen and pretend your playing
Here are the vids for the 2nd level, ill have a few small tweaks i need to make the patch but once i put it up on moddb it will be official.
Nine One One, Part One
Nine One One Part Two
It's amazing and gratifying to see all the different aspects of Duke Nukem development come together in DNE. When I watch, it's hard for me not to cringe at the occasional DP bug (like the bots constantly saying "What are you waiting for, Christmas?" when they want you to follow them), but there's no denying we've come a long, long way. The best thing is the way you have managed to show off Polymer, and it's only going to get better from here.
EDIT: This is a minor point and I'm not sure how to fix it, but in the last shot especially it looks strange that all of the bots breath in perfect sync. There should be some way to un-sync their animation.
This post has been edited by DeeperThought: 05 March 2010 - 11:46 PM
#110 Posted 06 March 2010 - 12:04 AM
DeeperThought, on Mar 6 2010, 12:42 AM, said:
EDIT: This is a minor point and I'm not sure how to fix it, but in the last shot especially it looks strange that all of the bots breath in perfect sync. There should be some way to un-sync their animation.
yes i was meaning to remove those sounds but just forgot
as for the black stuff, anything indoors is lit by a shade of 27, anything outside is shade 19, keeps sprites a bit darker outside while still keeping the sky bright enough, once hud lighting is supported it should look great.
#111 Posted 06 March 2010 - 01:33 AM
Agreed with DP that there some niggles here and there, but generally, a stunning achievement.
It's just great to see Duke look like a modern game.
#112 Posted 06 March 2010 - 01:53 AM
#113 Posted 06 March 2010 - 08:04 AM
ATTENTION : nVidia users do not download and install 196.75 WHQL drivers. They are buggy and cause GPU overheating due to malfunctions of the fan. Probably they disable or malfunction heat sensor and thus the fan does not increase its spinning speed when temperature rises. nVidia also removed the drivers from their servers and made an official statement.
This post has been edited by supergoofy: 06 March 2010 - 08:11 AM
#114 Posted 06 March 2010 - 09:16 AM
#115 Posted 06 March 2010 - 10:47 AM
DanM, on Mar 5 2010, 05:46 PM, said:
1. run the youtube vids full screen and pretend your playing
Here are the vids for the 2nd level, ill have a few small tweaks i need to make the patch but once i put it up on moddb it will be official.
Nine One One, Part One
Nine One One Part Two
Looks effin' awesome. But it pains me to see that the gameplay hasn't been changed in Duke when everything else looks like such a modern shooter. All this steroid running up the walls and spam-jumping allover the fucking place like it's from a Halo or Unreal Tournament multiplayer match. Why hasn't there been a mod yet which speaks to a more tactical form of approach?
I like DT's vaulting code and the realistic running, but maybe cut that speed in half and rehash some of the monster code to use cover more often so that the player wouldn't just run straight through the scenery and you'd have a pretty decent foundation for something fresh in Duke. Alot of the times in those videos I wish you could just freaking stop for a second so I can focus my eyes on the gorgeous architecture.
#116 Posted 06 March 2010 - 11:10 AM
#117 Posted 06 March 2010 - 11:22 AM
#118 Posted 06 March 2010 - 11:52 AM
#119 Posted 06 March 2010 - 12:05 PM
#120 Posted 06 March 2010 - 12:17 PM
I think it would be great if DP had a difficulty setting based on damage inflicted / taken, max monsters in all maps aswell its just their
dmg and health would be different.
This post has been edited by DanM: 07 March 2010 - 02:35 AM