
Duke Nukem Eternity "Final Release 15.5.2011"
#181 Posted 20 March 2010 - 04:14 PM
#182 Posted 20 March 2010 - 06:33 PM
Heres some shots anyways.



#183 Posted 20 March 2010 - 06:57 PM
#184 Posted 20 March 2010 - 08:34 PM
"r_pr_shadows 0" or "r_pr_shadowdetail "1" if your really want to keep shadows but have less detail in them.
"r_pr_maxlightpasses 3"
You will need to type in "restartvid" after these changes.
That should make it somewhat more playable, if not, lower the light passes even more.
#185 Posted 21 March 2010 - 07:00 AM
The Commander, on Mar 21 2010, 07:34 AM, said:
Too bad that takes a big part of the charm away. It's like playing Quake 2 in software mode.
#186 Posted 22 March 2010 - 03:04 PM
The levels were clever, modern takes on Hollywood Holocaust and Red Light District. Story was good. The dialog was a bit stilted, but seemed to fit in Duke's world.
Will there be more?! I hope so!
It makes me frustrated that the fans can pull off such a magnificent mod for Duke3D, but 3DR fails to deliver DNF after nearly thirteen years.
#187 Posted 09 July 2010 - 08:19 PM
Quote
- New Version of Eduke, and Dukeplus 2.10
- Bounding box system for models replaced with better ones, these should also increase performance
- Split 2nd map into 2 maps for better performance
- Fixed textures with incorrect para/spec/height maps with newer version of the HRP
I think it actually runs alot better without all those extra bounding spirtes everywhere
Duke Nukem Eternity Patch 1.02
#188 Posted 09 July 2010 - 11:31 PM
In the future I will add the Dukebike to DukePlus, so there will be less you'll have to include with your mod.
#189 Posted 10 July 2010 - 04:23 AM
So i wanna ask is 1.02 also compatible with dukeplus 2.09?.
#190 Posted 10 July 2010 - 06:51 PM
as for eduke iam noticing now from 1656 onwards spotlights would appear to look weird in game like they are projecting something with an owner value, I havnt changed any spotlight values and when i checked them they are still -1
if something that light is touching like a door is activated the light looks normal again and stays normal.
cheers, DT ill need that bike to start testing stuff with soon
#191 Posted 10 July 2010 - 07:00 PM

I got around it by putting single use touchplates everywhere raised by a quater of a unit, it's not a perfect solution but it does solve the spotlight issues. I don't know how practical that is for you, you'd probably have more spotlights than my polymer map.
Edit: since I bothered posting I might as well say I really enjoyed episode 1 of DNE and can't wait for the next one

This post has been edited by Micky C: 10 July 2010 - 07:01 PM
#192 Posted 11 July 2010 - 01:35 AM
Micky C, on Jul 10 2010, 08:00 PM, said:

I got around it by putting single use touchplates everywhere raised by a quater of a unit, it's not a perfect solution but it does solve the spotlight issues. I don't know how practical that is for you, you'd probably have more spotlights than my polymer map.
Edit: since I bothered posting I might as well say I really enjoyed episode 1 of DNE and can't wait for the next one

Ill just wait for a new eduke version with it fixed before i release this eternity patch officially on Moddb, i dont use heaps of spotlights so its a not a huge problem, there will be more DNE, ive been shaping up the 2nd part recently
#193 Posted 11 July 2010 - 10:31 AM
in game, it always defaults to eduke32.cfg and doesn't change dp.cfg. In your batch file you should
add this -cfg dukeplus/dp.cfg.
EDuke32.exe -game_dir DukePlus /gedefs.zip /geternity.zip -cfg dukeplus/dp.cfg
#194 Posted 11 July 2010 - 01:15 PM

I really want to make sure certain DP options are on like smoke / new explosions.
#195 Posted 11 July 2010 - 01:59 PM
on eduke32 startup window. I would have never noticed it, But I ran Eduke32 once and had polymer
unchecked. So I guess it copies over the first time mod is ran, but eduke32.cfg is use each time you
run Eduke32.exe. The -cfg command line was a very good thing added to eduke32. Now when I run
mods that don't use polymer and/or hrp, and mods that do use polymer and/or hrp all have their
own settings on the eduke32 setup window.
#196 Posted 11 July 2010 - 09:40 PM
if it is possible, post your settings for better performance, ive never really had to use them
I could just make another .bat with gfx options selected by cfg for launch
#197 Posted 12 July 2010 - 12:59 AM

Number of downloads: 326
#198 Posted 12 July 2010 - 01:27 PM
lighting in general looks a bit better too.
#199 Posted 12 July 2010 - 01:34 PM
#201 Posted 12 July 2010 - 06:28 PM
#202 Posted 12 July 2010 - 06:43 PM
DanM, on Jul 12 2010, 10:28 PM, said:
Yes, I do notice the smoke effects now too.
Processor: AMD Athlon 64 X2 Dual Core Processor 6000+ (3016 MHz)
Operating System: Windows Vista Ultimate, 64-bit (Service Pack 2)
DirectX version: 11.0
GPU processor: GeForce 8600 GT
Driver version: 257.21
CUDA Cores: 32
Core clock: 540 MHz
Shader clock: 1188 MHz
Memory clock: 400 MHz (800 MHz data rate)
Memory interface: 128-bit
Total available graphics memory: 2303 MB
Dedicated video memory: 512 MB DDR2
System video memory: 0 MB
Shared system memory: 1791 MB
Video BIOS version: 60.84.43.00.81
IRQ: 18
Mem 4 gig
My FPS goes red alot, some times as low as 17 fps when I around alot of light. But is playable.
I will get a new video card one day.
This post has been edited by Skulldog: 12 July 2010 - 06:47 PM
#203 Posted 12 July 2010 - 07:15 PM
patch is almost ready for moddb , just need that eduke spotlight fix
#204 Posted 12 July 2010 - 07:17 PM
#205 Posted 12 July 2010 - 07:21 PM
http://forums.duke4.net/index.php?act=atta...ost&id=1492
At the very start of DNE02.map your in an elevator with a spotlight, open the lift door and it the light looks normal again and stays normal
in the strip club (DNE03.map) there was one had big letters "ED" in it, i think it might be projecting a dev tile or something
This post has been edited by DanM: 12 July 2010 - 07:22 PM
#206 Posted 12 July 2010 - 07:33 PM
Edit: I did make a thread about it here about a week ago with my description and a log but it looks like this thread has knocked that out of business.
This post has been edited by Micky C: 12 July 2010 - 07:34 PM
#207 Posted 16 July 2010 - 06:15 AM
DanM, on Mar 2 2010, 12:44 AM, said:
there is no dukebike usage in this, Iam putting that level into the next 2 level release which should be a bit quicker, but i can spend a bit more time on these maps now.
when are more dne levels coming out?
#208 Posted 24 July 2010 - 05:19 AM
#209 Posted 24 July 2010 - 05:47 AM
#210 Posted 24 July 2010 - 06:04 AM
Why doesn't the ambient light setting increase the overall brightness, or is there some cfg or console command to do it?
This post has been edited by Montclair: 24 July 2010 - 06:21 AM