
Duke 3D Voxel Pack
#2281 Posted 19 July 2021 - 12:19 PM
Heads up, loading maphacks through saves is currently broken, and has been for a long time:
https://voidpoint.io...32/-/issues/173
https://voidpoint.io...32/-/issues/173
#2282 Posted 19 July 2021 - 01:16 PM
Doom64hunter, on 19 July 2021 - 12:19 PM, said:
Heads up, loading maphacks through saves is currently broken, and has been for a long time:
https://voidpoint.io...32/-/issues/173
https://voidpoint.io...32/-/issues/173
So as an end user, does this break current DN3D voxel pack maphack implementation?
#2283 Posted 19 July 2021 - 05:18 PM
Alright, I have a fix for Life's a Beach
The file vacavoxels.def can be put in a zip file in the autoload folder but vacation.grpinfo must be put either in the same folder as eduke32 or in one of the game folders that are parsed by eduke32 (Steam installs...) - I did not add include duke3d.def to vacavoxels.zip because then you would load the standard voxels including those for sprites that does not have voxels for their vaca counterparts
This could also be used for conditionally loading the skyboxes
Now have fun finding all the spots in Vaca that need maphacks
The file vacavoxels.def can be put in a zip file in the autoload folder but vacation.grpinfo must be put either in the same folder as eduke32 or in one of the game folders that are parsed by eduke32 (Steam installs...) - I did not add include duke3d.def to vacavoxels.zip because then you would load the standard voxels including those for sprites that does not have voxels for their vaca counterparts
This could also be used for conditionally loading the skyboxes
Now have fun finding all the spots in Vaca that need maphacks

Attached File(s)
-
vacavoxels.zip (1.15K)
Number of downloads: 222
#2284 Posted 19 July 2021 - 09:26 PM
I am sure there can be more elegant solutions than using external files. But we depend on the coding team for that.
#2285 Posted 19 July 2021 - 09:43 PM
A fix for the maphack loading will eventually be implemented in eduke32. I just wanted to make sure you are aware of the issue in case somebody reports problems that should have been resolved by maphacks.
#2287 Posted 31 July 2021 - 10:52 AM
Btw, were the floating cooling box/radio box voxels in Caribbean fixed? They floated, then there was a fix, but then it seemed it didn't work.
This post has been edited by NightFright: 31 July 2021 - 12:10 PM
#2289 Posted 09 August 2021 - 04:04 AM
Hmmm... I am waiting for general opinions before adding this one.
#2290 Posted 09 August 2021 - 05:21 AM
@brullov
Cool voxel.
@NightFright
It needs a voxel for every sprite (walking, idle [it's done now], pain, death, crouching, jumping). And even then, you've got already voxel enemies in Duke Voxel Pack which are commented out by default, which is IMO the best approch. As I've seen that people generally like voxel props, voxel enemies is more subjective matter for them.
And I'd also love to add there's still a lot of voxel props to be done. So... up to you guys what you wanna voxelize, just saying.
Cool voxel.
@NightFright
It needs a voxel for every sprite (walking, idle [it's done now], pain, death, crouching, jumping). And even then, you've got already voxel enemies in Duke Voxel Pack which are commented out by default, which is IMO the best approch. As I've seen that people generally like voxel props, voxel enemies is more subjective matter for them.
And I'd also love to add there's still a lot of voxel props to be done. So... up to you guys what you wanna voxelize, just saying.
This post has been edited by Dzierzan: 09 August 2021 - 05:23 AM
#2291 Posted 09 August 2021 - 06:44 AM
I guess this would only be useful now for the activated HoloDuke sprite maybe. Since it probably draws from the same tiles as the player sprite (guess #1405-1409 in this case), it still doesn't make sense to add it just for that.
Maybe put it on Github, but leave it deactivated (however, since it's not even complete, even that doesn't make much sense right now)?
Maybe put it on Github, but leave it deactivated (however, since it's not even complete, even that doesn't make much sense right now)?
This post has been edited by NightFright: 09 August 2021 - 06:53 AM
#2292 Posted 09 August 2021 - 06:56 AM
CON edit to use a different tile for holoduke? though that would probably limit it to eduke32
#2293 Posted 09 August 2021 - 07:01 AM
I dunno if it's worth the effort, honestly. While this is nice to have, it only makes real sense once it's complete. It's missing basically all the animation frames besides the standing one.
For now, this will go to my local storage folder, awaiting better times.
For now, this will go to my local storage folder, awaiting better times.
This post has been edited by NightFright: 09 August 2021 - 07:02 AM
#2294 Posted 10 August 2021 - 06:42 AM
@brullov
Nice start
@NightFright
I fully concur with you that only a complete set would make sense.... but maybe it be can added in a subfolder "unfinished" or "work_in_progress" for those who want to use it.....
@Dzierzan
just a suggestion
1352 - hanging monk
1354 - luke
4590 - snake
1355 - indy
1356 - terminator (1357 hand) to complete the easter eggs
all the babes
but also the smaller ones.... 3419, 4427, 1034, 3429, 4455, 693, 2269, 2259, 2264, 2249, 2254, 851, 774, 769, 516, 4570, 4463
Nice start

@NightFright
I fully concur with you that only a complete set would make sense.... but maybe it be can added in a subfolder "unfinished" or "work_in_progress" for those who want to use it.....
@Dzierzan
just a suggestion
1352 - hanging monk
1354 - luke
4590 - snake
1355 - indy
1356 - terminator (1357 hand) to complete the easter eggs
all the babes

but also the smaller ones.... 3419, 4427, 1034, 3429, 4455, 693, 2269, 2259, 2264, 2249, 2254, 851, 774, 769, 516, 4570, 4463
#2295 Posted 10 August 2021 - 06:54 AM
Babes won't work. They would look like they're made out of legos.
#2296 Posted 10 August 2021 - 07:50 AM
Phredreeke, on 10 August 2021 - 06:54 AM, said:
Babes won't work. They would look like they're made out of legos.
Everything which is not square-shaped and less 256x in size will look like it's made out of legos.
#2298 Posted 14 August 2021 - 10:02 PM
Striker, on 14 August 2021 - 02:40 PM, said:
That's really good. Thinking of making a full set?
Thanks, I hope someday.
#2302 Posted 09 October 2021 - 02:52 AM
Looking at the pipe bombs, can an inside be made for the box? Given the quality of the other voxels, it’s unseemly to have the interior just be a black surface.
#2304 Posted 12 October 2021 - 10:40 AM
Looking good Dzierzan! Soon we will finally reach the so coveted complete voxel pack goal.
All according to keikaku.
All according to keikaku.
#2306 Posted 12 October 2021 - 09:44 PM
Added on Github: 688 (movie clapper, not depicted here), 4400 (teddy bear), 4426 (bowling pin, update, not depicted here), 4554/4555 (chicken)
#2307 Posted 12 October 2021 - 11:42 PM

No, no, no, it's not based on. I made my own from scratch where the main difference is better sides.
Now, real talk, how do I voxelize this prop:

I was thinking about removing the glass dome and leaving obviously the Earth. Any objections?
#2308 Posted 13 October 2021 - 01:58 AM
It will inevitably alter the character of the prop. I guess the problem is there is no such thing as transparent voxels. Difficult call.
#2309 Posted 13 October 2021 - 03:11 AM
NightFright, on 13 October 2021 - 01:58 AM, said:
It will inevitably alter the character of the prop. I guess the problem is there is no such thing as transparent voxels. Difficult call.
Could a translucent sprite of just the dome be overlaid over the voxel? It would require editing the map I'd think, but that aside could that even work in concept?
#2310 Posted 13 October 2021 - 03:23 AM
The thing is, you would want this to work in user maps as well, if possible. And you can't edit all user maps for a voxel. I guess if there's no other way, omitting that glass part seems to be the only option.