Duke 3D Voxel Pack
#2581 Posted 03 December 2025 - 11:14 AM
If cheello gave consent then what's the problem?
Combining the two packs shouldn't be that difficult. Paste the unused models from one pack into the other and then paste the file reference paths into the .def file and batch edit to match that of the new pack.
This post has been edited by DNS: 03 December 2025 - 11:17 AM
#2582 Posted 04 December 2025 - 09:13 AM
Quote
I don't want to sound arrogant, but after dealing with def files by myself I would say that job isn't done in just some hours....
#2583 Posted 04 December 2025 - 09:59 AM
While we can be sure our pack doesn't have (almost) any monsters, Cheello surely also remade quite a few other assets we already have. I wouldn't just want to blindly overwrite those without comparing them first. While I don't doubt Cheello's qualities as an artist, simply assuming his versions are generally superior to anything our community has come up with until now would be quite presumptuous. Needless to say, it's potentially quite a time-consuming process.
And then there's the thing if just one person decides what's supposedly better and what isn't. A discussion we've already had with the HRP before, btw.
Ofc one way to handle this would be to generally say we only add what isn't in the pack already. However, this is a decision I definitely won't make all by myself. A poll for this with a decent duration would make sense. Maybe some of you are rolling their eyes now, but the way I see it, it should be like: Community project, community decision.
#2584 Posted 05 December 2025 - 03:11 AM
0815Jack, on 04 December 2025 - 09:13 AM, said:
Depends if the assets have the same file names in both packs. If they do you could combine them in a couple of hours simply choosing not to overwrite the existing. If not then you have to go through each image one by one which would take significantly longer.
#2585 Posted 05 December 2025 - 03:18 AM
NightFright, on 04 December 2025 - 09:59 AM, said:
While we can be sure our pack doesn't have (almost) any monsters, Cheello surely also remade quite a few other assets we already have. I wouldn't just want to blindly overwrite those without comparing them first. While I don't doubt Cheello's qualities as an artist, simply assuming his versions are generally superior to anything our community has come up with until now would be quite presumptuous. Needless to say, it's potentially quite a time-consuming process.
And then there's the thing if just one person decides what's supposedly better and what isn't. A discussion we've already had with the HRP before, btw.
Ofc one way to handle this would be to generally say we only add what isn't in the pack already. However, this is a decision I definitely won't make all by myself. A poll for this with a decent duration would make sense. Maybe some of you are rolling their eyes now, but the way I see it, it should be like: Community project, community decision.
I would only use what doesn't already exist in the community pack but if you want to do it poll style then I guess you would need to upload every single asset that has duplicates and have each user vote A or B for each one. Creates a hell of a lot of work for what I'm guessing is a marginal difference. I haven't played with cheello's pack yet so I can't make an informed opinion presently.
I would personally prefer the HRP be finished first. Seems like you are a lot closer to completiing that project.
#2586 Posted 05 December 2025 - 06:15 AM
DNS, on 05 December 2025 - 03:18 AM, said:
#2587 Posted 05 December 2025 - 08:16 AM
I'm still planning to get the widescreen edition out this year. You may consider that to be the swan song of the project. With 99.9999...% probability. Based on how it has been going in the past few years (or rather since over a decade by now).
#2588 Posted 07 December 2025 - 05:38 PM
Phredreeke, on 05 December 2025 - 06:15 AM, said:

Depends on what your interpretation of "finished" is. I'm simply referring to the widescreen version. There's been so much whining over HRP that it's clear some will never be content with it.
I'm just glad nightfright is taking this on since it's been over due for a long time. Reminds me of how he fixed Shrak which prior to his efforts was a constantly crashing mess with several major bugs that wasn't playable for more then a few minutes at a time outside of DOS. He fixed that for the community which I'm personally thankful for.
This post has been edited by DNS: 07 December 2025 - 05:44 PM
#2589 Posted 27 December 2025 - 04:12 PM
Using RC2.0 from 2022 my game looks like this:

And then from Preview 1:

Another user on Discord pointed out the problem to me and they were having issues with it via the World Tour StopGap but this happens without as well.
#2590 Posted 28 December 2025 - 02:17 AM
sprite 373 angoff 1024 // tile1007 neon3
That "preview_1" release looks to be the result of a Github autobuild script which I had completely forgotten until now. Anything with a "preview" label on it is untested in general and should be used with caution.
For now I've pulled those previews from downloads until I could take a look at them. Users should keep using RC2 for the time being, that's the last version which has been checked for sure.
Either way, I have restored the missing definition in E1L2 now, so it should be back in future releases. I guess one of these days a full review is in order. And while I'm at it, at least voxel enemies from Cheello's pack could be added.
#2591 Posted 28 December 2025 - 04:26 AM

#2592 Posted 28 December 2025 - 08:35 AM
Maybe he should check his eduke32.log if maphacks show up there, like this:
1.8612s INFO| Loading duke3d.def 1.8636s INFO| Duke3D Widescreen Fixes v1.6 1.9103s INFO| Duke3D Voxel Pack v2.0 RC3 2.3882s INFO| Duke3D Maphacks r729
I have started my review of the voxel pack, adding monsters and player from the Cheello pack, but on my end these hacks work as intended. An autobuild has been created again on Github, which you MAY try since I tested it at least minimally.
Notes:
- It's not an official release candidate (yet), so use it at your own risk.
- Seems Cheello hasn't made voxels for the Protector Drone and Alien Queen from Ep.4 yet, so don't complain about those missing. There's also no World Tour stuff.
- Loading times will increase considerably (10s or more) since voxels have to be converted to 3D meshes. Cheello's stuff adds quite a lot to the process, as you can see here:
2.9718s INFO| Generating 3D meshes from voxel model data. This may take a while... 14.0778s INFO| Generated 3D meshes for 719 voxels in 11105.47 ms.
#2593 Posted 28 December 2025 - 01:04 PM
NightFright, on 28 December 2025 - 08:35 AM, said:
hmm.. sentry drone 517 is done. Monsters from Ep.4 will be done later and eventually also the WT stuff.
PS: NightFright: Have you seen what I posted about the HRP?
#2594 Posted 28 December 2025 - 01:44 PM
BTW: It was a bit of an effort, but our pack has at least three things Cheello's pack currently doesn't:
- CRC-based definitions. That means if a mod overrides any of the original sprites, vanilla voxel replacements won't be used. You will always see the art as intended. We've already done this before, so it's nothing new, ofc. Just pointing out this wasn't a mere copy-paste job.
- Cheello made a mistake with defining Duke's death frame (defined as 1516, should be 1518). I fixed that. I pointed it out to Cheello on ModDB.
- For WT we also have the voxelized Incinerator and its ammo since a while.
#2595 Posted 28 December 2025 - 02:38 PM
NightFright, on 28 December 2025 - 08:35 AM, said:
Maybe he should check his eduke32.log if maphacks show up there, like this:
1.8612s INFO| Loading duke3d.def 1.8636s INFO| Duke3D Widescreen Fixes v1.6 1.9103s INFO| Duke3D Voxel Pack v2.0 RC3 2.3882s INFO| Duke3D Maphacks r729
I have started my review of the voxel pack, adding monsters and player from the Cheello pack, but on my end these hacks work as intended. An autobuild has been created again on Github, which you MAY try since I tested it at least minimally.
Notes:
- It's not an official release candidate (yet), so use it at your own risk.
- Seems Cheello hasn't made voxels for the Protector Drone and Alien Queen from Ep.4 yet, so don't complain about those missing. There's also no World Tour stuff.
- Loading times will increase considerably (10s or more) since voxels have to be converted to 3D meshes. Cheello's stuff adds quite a lot to the process, as you can see here:
2.9718s INFO| Generating 3D meshes from voxel model data. This may take a while... 14.0778s INFO| Generated 3D meshes for 719 voxels in 11105.47 ms.
Hello! I'm the aforementioned "user on Discord." I'm currently using this pack in a mod combo. The other mods it's combined with are PS1 soundtrack, savable babes, and 64 pistol sprites. This combo worked perfectly with Atomic Edition, but since I started using the World Tour stopgap, I've been running into this minor issue. I checked the log, and noticed this in the log for the stopgap def. I'd be shocked if it wasn't related.
This post has been edited by Krakama: 28 December 2025 - 02:45 PM
#2596 Posted 28 December 2025 - 02:45 PM
#2597 Posted 28 December 2025 - 02:48 PM
NightFright, on 28 December 2025 - 02:45 PM, said:
That'll do it lol. Love having dyslexia.
#2598 Posted 28 December 2025 - 02:51 PM
#2599 Posted 28 December 2025 - 02:53 PM
Krakama, on 28 December 2025 - 02:48 PM, said:
So much trouble shooting from multiple people, just for it to be the result of a typo lmao
#2600 Posted 29 December 2025 - 05:27 AM
Or maybe let's vote which one the community wants to have:

Left - Cheello, Right - Dzierzan

Left - Dzierzan, Right - Cheello
Similar story with the mine:
Cheello's

Dzierzan's:
This post has been edited by Dzierzan: 29 December 2025 - 05:32 AM
#2601 Posted 29 December 2025 - 06:56 AM
Both versions of the cannon / mine are on the same artistic level. Tweaking old voxels to make them look better is always welcome. I would only replace voxels that are quality wiese much worser than Chello's ones, but I doubt that there many in the current pack.
#2602 Posted 29 December 2025 - 07:54 AM
#2603 Posted 29 December 2025 - 08:27 AM
In general the idea is still to focus on filling gaps - where it makes sense regarding effort and expected effect. NPCs (babes, statues etc) will probably be next.
#2604 Posted 29 December 2025 - 08:54 AM
Dzierzan, on 29 December 2025 - 07:54 AM, said:
I agree.. that's why I said to keep your version in the pack
During the creation process of Cheello's Pack I often made comments to certain voxels that I thought the doesn't match with the sprite and he made adjustments, but you cannot be picky with every voxel....
#2605 Posted 29 December 2025 - 09:41 AM
#2606 Posted 29 December 2025 - 02:03 PM
Dzierzan, on 29 December 2025 - 05:27 AM, said:
Or maybe let's vote which one the community wants to have:
I definitely like your mine better, agree it looks truer to the sprite and the spikes look more pointy - the other one with several pixels at the tips looks kinda like a toy.
With cannon I prefer Cheello's just looking at the voxels, but would need to take a look at the original sprite.
#2607 Posted 30 December 2025 - 01:07 AM
- Added Cheello's NPCs
- Reverted 940 (Mine) and 1810 (Cannon) back to Dzierzan's versions
#2608 Posted 30 December 2025 - 08:02 AM
Is it possible to also provide properly rotated voxels for the other mine frames (941-944)? The rotate command doesn't work in EDuke32 and otherwise I have to define 940 for all frames, leaving this voxel without animation.
#2609 Posted 30 December 2025 - 09:28 AM
Didn't it use to work in eduke32?
[voxel "voxels/props/0940_mine.kvx" { tile0 940 tile1 944 rotate }Ok, I checked that in eduke32 just now, it doesn't work... but I have a memory it used to work just fine. What happened? Wasn't there even a check for rotating pickup weapons?
#2610 Posted 30 December 2025 - 09:36 AM
Without each frame defined, the mine would alternate between voxel and sprite mode, especially when using tilerange (tile0 940 tile1 944). I already tested all possible variations.
Right now only the mine is affected. Other problematic candidates would be the Cycloid Emperor and Dukeburger holograms. The first has properly rotated voxels for each frame while the latter hasn't been made yet.

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