Duke Nukem Eternity "Final Release 15.5.2011"
#31 Posted 02 March 2010 - 10:32 AM
But anyways, the door behind the screen still won't open.
I made it to the second level. The first level was playable but in the second level the first and second (before and after the burning apartment) big street areas cause so much mouse lag that it's unplayable. Also, the game crashed when the scripted sequence (the one where another Dukebot makes an appearance) kicked in. This is when I stopped playing but I'll give it a try later.
#32 Posted 02 March 2010 - 11:30 AM
Anyways, I'll try to have a review up at some point tonight.
This post has been edited by Mikko_Sandt: 02 March 2010 - 11:31 AM
#33 Posted 02 March 2010 - 12:11 PM
I think them having an SE hitag of 0 was causing them to jam or just open when another door (slide/swing) with a SE hitag of 0 was opened.
#34 Posted 02 March 2010 - 02:07 PM
I have to say that's it's certainly one of the best Duke Nukem releases ever! The gameplay is absolutely superb with very detailed and realistic levels. The music is great and fits the mood perfectly. The new models and textures also fit well, I love pigcops in suits hehe The cutcenes are well worked out, interesting and sometimes funny when they should be. How did you make all these sequences? Especially when something is shot or killed?
However, this release has one big flaw. It's so good that it can be demotivating for other mappers because they will try to reach the same quality and it would make mapping even longer than it is now I don't know if DNF could match with this kind of gameplay, seriously I doubt it.
#35 Posted 02 March 2010 - 02:45 PM
#36 Posted 02 March 2010 - 02:47 PM
TX, on Mar 3 2010, 01:45 AM, said:
Note that this mouse lag (brought on by low fps) has nothing to do with the mouse bug I reported earlier.
#37 Posted 02 March 2010 - 03:04 PM
I´m still eager to play it and will do whatever is at my reach to make it work but i would advice you to upload a new file (no exe) in which you include the working folder so the player only needs to add the duke3d.grp and the autoload subfolder.
This post has been edited by Gambini: 02 March 2010 - 03:05 PM
#38 Posted 02 March 2010 - 03:10 PM
#39 Posted 02 March 2010 - 03:21 PM
Gambini, on Mar 3 2010, 02:04 AM, said:
You're raping the word "sloppy". A neat installation file is the antithesis of sloppiness.
#40 Posted 02 March 2010 - 03:24 PM
- I don't know how to get to the projection room after I acquired the yellow key - noclipping seems to be the only solution
- when starting the second map, I just see black screen, my health goes to 0 and the whole game lags
I'm using the patch 101 and DT's latest DukePlus code.
#41 Posted 02 March 2010 - 03:47 PM
and yes im launching eternity.bat
This post has been edited by Gambini: 02 March 2010 - 03:47 PM
#42 Posted 02 March 2010 - 04:02 PM
Gambini, on Mar 3 2010, 12:47 PM, said:
and yes im launching eternity.bat
You installed it correctly?
For example, extracted the main DNE install file to:
C:\Duke Nukem Eternity\
and not
C:\Duke Nukem Eternity\DukePlus\
Also making sure to tick the "include autoload folder" on that start window.
EDIT: Actually, log file please that would make it easier.
This post has been edited by The Commander: 02 March 2010 - 04:04 PM
#43 Posted 02 March 2010 - 04:04 PM
So far it looks great, too bad i just could play the first map, which i´ve already played sometime ago.
Will browse this thread looking for that magical command somebody said that can make it still playable.
edit: Yeah commander i did that, the mod works nonetheless. but first time i started it (before patching) it worked different.
edit2: also tryed to take shots of the corrupted bot model, but dunno why they all look pitch black.
This post has been edited by Gambini: 02 March 2010 - 04:08 PM
#44 Posted 02 March 2010 - 04:12 PM
http://dukeworld.duke4.net/eduke32/synthes...100302-1604.zip
Also delete your texture cache, it sounds like the new skin of the EDF trooper got retarded on loading.
#46 Posted 02 March 2010 - 04:43 PM
Mikko_Sandt, on Mar 3 2010, 01:38 PM, said:
Why does your site have pop ups and stuff for?
I know they were there before you moved to duke4.net and I thought that they might have been part of the hosting, but now?
EDIT: I like your review anyhow in the fact you haven't given it a rating due to the fact that you were not able to play it correctly and how you would have liked. I think that is a good call.
( It's not a negative review for those that have not read it yet. )
This post has been edited by The Commander: 02 March 2010 - 04:49 PM
#47 Posted 02 March 2010 - 05:43 PM
¨r_pr_shadowdetails 1¨ isn´t recognized by the console, i had to disable shadows using the other command, but that boosted up the fps to the clouds.
Still would like to know why the first command didnt work.
the game crashes when entering the 2nd level. I´m using that 1604 snapshot.
#48 Posted 02 March 2010 - 05:46 PM
If you look in "eduke32_binds.cfg" ("dp_binds.cfg" if your using DukePlus in the DukePlus folder) you can see all of the commands that can be edited.
This post has been edited by The Commander: 02 March 2010 - 05:48 PM
#49 Posted 02 March 2010 - 06:07 PM
PR : Cannot initialize wall 1794 : Bmalloc failed.
gonna delete the texcache files again to see if it helps
EDIT: and once i could start the second level, im squished WTF
EDIT2: the player position isn´t inside a sector.
This post has been edited by Gambini: 02 March 2010 - 06:18 PM
#50 Posted 02 March 2010 - 06:26 PM
Well thanks for pointing out the flaws in this one, once i get home from work ill fix it all up and re-pack in zip & exe
So feel free to mention anything that could use a fixing in the meantime
i will include latest dp cons & 1603 with it too
This post has been edited by DanM: 02 March 2010 - 06:28 PM
#51 Posted 02 March 2010 - 09:06 PM
#52 Posted 02 March 2010 - 09:39 PM
DanM, on Mar 3 2010, 03:26 PM, said:
How about including a quad core with it?
#53 Posted 02 March 2010 - 11:41 PM
The Commander, on Mar 3 2010, 12:39 AM, said:
Ha,Yea! At first I thought i'd not get it running on my old clunker and settle for the mention in the credits. Thanks DanM! That alone is just too awesome but on top of that DNE can be played without Polymer! Yea, ok, you don't get what DanM put into it using all the cool features of Polymer, but it does run fine without it. I think everyone should not get discouraged if there machine isn't 'Polymer ready' and they can still have a blast playing DNE. I had the Polymer check box ticked because everyone says DNE can only work with Polymer enabled. Eduke knows I don't have the ability to run Polymer, so it's disabled before the game starts. When I get new gear, i'll enjoy DNE in all it's glory. So don't turn away from the download, (for all that won't bother if their rig can't run Polymer) because it runs fine without it.
It helps if you use the color correction from the options menu to your desired settings.
This post has been edited by VinsaneOne: 03 March 2010 - 12:13 AM
#54 Posted 02 March 2010 - 11:41 PM
K i fixed that door, killing the battlelord activates a shooter which kills a chain which opens the door, it seemed to have worked 5/5 times ive tested it now
Red key door should not open at random now
cleaned up the def, removed all the unused stuff and dukebike defs.
Sooooo with any luck this should be the magic fix
one thing i could not figure out is why it crashes between changing levels
the fix is to save your game before exiting the level, exit game, reload & exit level, not sure why, but i think its an eduke thing.
Here is a patch for the moment, iam currently uploading a zip and repacked exe version
contains latest dp cons aswell
Oh thanks Vinsane, glad you enjoyed it more voice work from you in the future indeed
also thanks very much for the review too mikko, very nice screenies and kind words, big plus for not rating yet
This post has been edited by DanM: 02 March 2010 - 11:53 PM
#55 Posted 03 March 2010 - 12:41 AM
This post has been edited by VinsaneOne: 03 March 2010 - 12:42 AM
#56 Posted 03 March 2010 - 02:35 AM
BUT
there is temp links too the exe and zip versions and the patch aswell for everyone else in the #1 post
#57 Posted 03 March 2010 - 03:21 AM
#58 Posted 03 March 2010 - 07:31 AM
This post has been edited by DeeperThought: 03 March 2010 - 07:33 AM
#59 Posted 03 March 2010 - 01:09 PM
I had a much tougher time reaching the secret areas on the roof than in previous versions of this map. The only way I was able to do it was by carrying out a trash can from the movie theater, putting it on top of a car, and then jumping from that to the roof. Is that intentional, or is there some other way to get up there?
There's a lot more I could comment on, but I don't have time ATM. I think I'm going to wait a while before trying the next level. I really want better fps...