
PolyMOST HRP / Custom Z-Pack (gloves and more...) / GreyDuke "Come get some ... gloves"
#31 Posted 22 January 2012 - 08:46 PM
#32 Posted 23 January 2012 - 05:51 AM
Back on topic...the new links are ready in Post #1.
Btw., I have added the current PolyMER maphacks, buried in a zip, to the Polymost update. To use the orginial levels' Polymer lighting in PolyMOST HRP/PolyMER renderer, put 'polymost_hrp_update_polymer_maphacks.zip' into your autoload folder.
This post has been edited by LeoD: 23 January 2012 - 03:17 PM
#33 Posted 24 January 2012 - 07:09 PM
Hendricks266, on 24 January 2012 - 04:55 PM, said:
Was one of the main reasons to start this whole thing.
Hendricks266, on 24 January 2012 - 04:55 PM, said:
First thing I did.
Due to some lack of disclipline the polymerisation process has not been consistent:
- texture X.png was replaced by diffuse, normal, and specular (X_d.png, X_n.png, X_s.png)
but stayed as unused in the repo [very good]
- same as above but old version deleted [easy to recover]
- texture Y.png stayed and normal (Y_n.png) and specular (Y_s.png) map were added
[sometimes confusing but those look best for me]
- texture Z.png was overwritten, normal (Z_n.png) and specular (Z_s.png) map added, no Z_d.png in the repo [bad]
- and of course some new textures triplets were added with no Polymost predecessor
Hendricks266, on 24 January 2012 - 04:55 PM, said:
In any case, a potential solution is in the planning stages involving overlapping definitions of textures/models/etc specifically for either Polymost or Polymer. If you know C/C++ it's planned to be like the ifdef directive.
Not sure if I'd like that (if I have understood correctly).
Ideally the Polymost stuff should be put back into the repo. This would add only 31MiB plus some .svn overhead. It would mean some work but since a working on-par Polymost HRP already exists (single zip on my disk) it wouldn't be that difficult.
After renaming the Polymost DEFs one would only have to choose between the topmost DEFs, say duke3d_hrp_polymer.def and duke3d_hrp_polymost.def. (Maybe one more button in the startup window: choose HRP style.)
Hendricks266, on 24 January 2012 - 04:55 PM, said:
Did I miss something?
This post has been edited by LeoD: 24 January 2012 - 08:10 PM
#34 Posted 25 January 2012 - 09:13 AM
LeoD, on 24 January 2012 - 07:09 PM, said:
BS. Should have gone to sleep earlier. A simple zip overriding the standard duke3d_hrp.def is enough.
#35 Posted 25 January 2012 - 12:06 PM
md5: f48dd593520627db425ee0701870d94b
http://jumbofiles.com/mir3kinv0ocn
thanks LeoD
note: I merged the zip files. No need for separate download.
This post has been edited by supergoofy: 26 January 2012 - 04:16 AM
#36 Posted 25 January 2012 - 05:25 PM
supergoofy, on 25 January 2012 - 12:06 PM, said:
Thanks. Link copied to post #1.
I tried out half a dozen filehosters for the convenience link but all failed. I suspect my ISP or their router to interrupt upload connections after a certain amount of time or data. What's good about jumbofiles is that they provide a link to delete the upload which can be bookmarked, just like hotfile.
One more thing worth mentioning: when creating an HRP zipfile I'd turn the compression off. There isn't much to gain on JPGs and PNGs anyway and without the inflation operation the texture loading times should be somewhat shorter. (No idea if that is noticeable in real life, though.)
#37 Posted 25 January 2012 - 05:31 PM
Hendricks266, on 24 January 2012 - 04:55 PM, said:
In any case, a potential solution is in the planning stages involving overlapping definitions of textures/models/etc specifically for either Polymost or Polymer. If you know C/C++ it's planned to be like the ifdef directive.
LeoD, on 24 January 2012 - 07:09 PM, said:
This was meant to the ifdef only, btw.
#38 Posted 25 January 2012 - 05:41 PM
LeoD, on 24 January 2012 - 07:09 PM, said:
You are actually right. I was including the additional SVN cost of readding the tons of MB that the alt-pals take up when in fact it would be zero because they are already there. For reason both of ease of use for the end-user and simple theoretical correctness the two versions should remain together. It's not like the Polymost one will be getting much bigger.
LeoD, on 24 January 2012 - 07:09 PM, said:
Never ever ever would we hardcode HRP def names or especially an option in the startup screen for something like this. This isn't SWP, we have standards for separation of mod and program. :D Then again, the possibility of something like this which can be flexibly swapped in and out by the user.........
The way the "ifdef" idea is discussed would be that the exact same defs would be loaded, but reprocessed whenever either of the OpenGL renderers is initialized. It would be trivial to have two separate packs this way working in tandem as I was previously thinking in my previous post if we had some way to easily harness the command-line -mh def mutator parameter I added........
LeoD, on 24 January 2012 - 07:09 PM, said:
I like to hint at things that I have not disclosed publicly but I don't really announce them because it would get people's hopes up which may be bad in case I fail.
This post has been edited by Hendricks266: 25 January 2012 - 05:43 PM
#39 Posted 25 January 2012 - 06:31 PM
Hendricks266, on 25 January 2012 - 05:41 PM, said:
That would cost additional time, and loading times on my machine become more and more epic anyway (mostly because of the executable's evolution I suspect). While the implementation of such a feature seems an interesting idea to me I don't think it's worth it in terms of the benefits for this particular issue. There are two sets of working DEFs already, one of which only needs to be renamed. Anyone contributing to polymerisation would not have to hassle with ifdefs and the polymost part of the HRP if they are kept separated.
Furthermore, if the HRP is to be chosen by eduke32 based on the used renderer it would no longer be possible to run Polymost HRP rendered by Polymer which I do quite frequently in certain situations. (Well, one could switch ingame, but...)
Hendricks266, on 25 January 2012 - 05:41 PM, said:
Ha! Too late, I'm after you.
autoload killer sounds controversial since I like that feature...
Hendricks266, on 25 January 2012 - 05:41 PM, said:
Uh, Windows noobs and commandline parameters ... well, I repeat my proposal of a DEF in a ZIP. :D
#40 Posted 25 January 2012 - 06:42 PM
LeoD, on 25 January 2012 - 06:31 PM, said:
Not really. It would take a fraction of the time needed to parse the defs on startup since the steps of parsing and separating ifdef tokens will be split. We've thought this through. You should idle in #eduke32 to see our discussions.
LeoD, on 25 January 2012 - 06:31 PM, said:
That is true but I don't necessarily see why you would want to run the Polymost HRP in Polymer aside from performance, in which case it is sort of a kludge.
LeoD, on 25 January 2012 - 06:31 PM, said:
autoload killer sounds controversial since I like that feature...
"<something> killer" is a sensational way to phrase something that is more like an upgrade or replacement. I myself am not planning to remove the autoload feature as it stands now.
LeoD, on 25 January 2012 - 06:31 PM, said:
I reiterate that we have thought out solutions that are simple and elegant.
#41 Posted 26 January 2012 - 12:59 AM
LeoD, on 25 January 2012 - 05:25 PM, said:
I tried out half a dozen filehosters for the convenience link but all failed. I suspect my ISP or their router to interrupt upload connections after a certain amount of time or data. What's good about jumbofiles is that they provide a link to delete the upload which can be bookmarked, just like hotfile.
One more thing worth mentioning: when creating an HRP zipfile I'd turn the compression off. There isn't much to gain on JPGs and PNGs anyway and without the inflation operation the texture loading times should be somewhat shorter. (No idea if that is noticeable in real life, though.)
Actually jumbofiles is one of the very few filehosters that utilize my full upload speed. It took though about 1h :D
And again big thanks for updating polymost hrp. I think that it should be hosted in the official hrp site.
I have also edited my previous post and I have added the md5 checksum of the zip.
This post has been edited by supergoofy: 26 January 2012 - 04:17 AM
#42 Posted 27 January 2012 - 10:59 AM
supergoofy, on 27 January 2012 - 02:13 AM, said:
http://forums.duke4....loves-and-more/
I think that the Polymost HRP by LeoD should be hosted in the official HRP site.
The reasons are simple:
1. Polymer renderer is not ready yet and even if you have a capable computer, there are still various problems.
2. Polymer HRP is not backwards compatible with Polymost renderer, at least not yet.
Are there other things broken than the RPG currently?
supergoofy, on 27 January 2012 - 02:13 AM, said:
In my opinion Polymer needs at least a GeForce 9600GT 512MB card, but the recommended would be an 8800GTS 512MB card.
In the early days of Polymer small maps were even somewhat playable with my 6600GT. I do have a GeForce 9600GT 512MB card now and an Athlon 64 X2 2GHz. HRPlaying fully polymerized original maps (textures & maphacks) at acceptable framerates is almost impossible although I have turned down the renderer options to a minimum.
Hendricks266, on 27 January 2012 - 06:23 AM, said:
supergoofy, on 27 January 2012 - 09:17 AM, said:
Probably this needs a lot of work, unless it can be done automatically with a vb script or some other way.
If I had write access to the repo I could do the first steps (already obsoleting downloading hundreds of MiB for Polymost HRP):
- Add "_d" to the diffuse maps' filenames which overwrote their Polymost predecessors and patch the DEFs.
- Copy back the deleted Polymost textures
- Provide some polymost_override.zip which only contains the DEFs that activate the polymost contents of the HRP.
I'd have to think a bit about the handling of the changed models, though.
This post has been edited by LeoD: 27 January 2012 - 11:05 AM
#43 Posted 28 January 2012 - 01:02 AM
LeoD, on 27 January 2012 - 10:59 AM, said:
- Add "_d" to the diffuse maps' filenames which overwrote their Polymost predecessors and patch the DEFs.
- Copy back the deleted Polymost textures
- Provide some polymost_override.zip which only contains the DEFs that activate the polymost contents of the HRP.
I'd have to think a bit about the handling of the changed models, though.
If you want repo access, come on the IRC channel and talk to plagman. However, I would caution you that judging by your third item, you do not fully understand how the new "ifdef" feature will work. Everything would be contained in the same def tree. There is no need for a separate zip which is just kludgy.
Tentative example:
// RPG (2544) #ifdef polymost model "highres/sprites/firstperson/2544_rpg_polymost.md3" { scale 1.9 skin { pal 0 file "highres/sprites/firstperson/2544_rpg_polymost.png" } frame { name "idle" tile 2544 } hud { tile 2544 xadd 0.1 yadd 1.15 zadd -0.68 angadd -12 } frame { name "idle" tile0 2545 tile1 2546 } } #endif #ifdef polymer model "highres/sprites/firstperson/2544_rpg.md3" { scale 4 skin { pal 0 surface 0 file "highres/sprites/firstperson/2544_rpg_d.png" } normal { pal 0 surface 0 file "highres/sprites/firstperson/2544_rpg_n.png" } specular { pal 0 surface 0 file "highres/sprites/firstperson/2544_rpg_s.png" } skin { pal 0 surface 1 file "highres/sprites/firstperson/duke_hand_d.png" specpower 5 specfactor 0.5 } normal { pal 0 surface 1 file "highres/sprites/firstperson/duke_hand_n.png" } specular { pal 0 surface 1 file "highres/sprites/firstperson/duke_hand_s.png" } skin { pal 0 surface 2 file "highres/common/transp.png" } glow { pal 0 surface 2 file "highres/common/transp.png" } frame { name "frame_1" tile 2544 } skin { pal 0 surface 2 file "highres/sprites/firstperson/muzzle_flash_01.png" } glow { pal 0 surface 2 file "highres/sprites/firstperson/muzzle_flash_01.png" } frame { name "frame_1" tile0 2545 tile1 2546 } hud { tile0 2544 tile1 2546 xadd 2 yadd 4 zadd -0.5 angadd -64 fov 250 } } #endif
I would also caution you that although it is planned the feature has not actually been made yet. :D If by step one you are intending to simply rename textures without a _d that also have a _n and/or _s && are Polymer replacements for a prior Polymost texture, then steps one and two would be welcome to be done now.
This post has been edited by Hendricks266: 28 January 2012 - 01:02 AM
#44 Posted 28 January 2012 - 05:34 AM
Hendricks266, on 28 January 2012 - 01:02 AM, said:
That's why the zip is still part of my proposal. :D
Hendricks266, on 28 January 2012 - 01:02 AM, said:
Exactly.
This post has been edited by LeoD: 28 January 2012 - 06:09 AM
#45 Posted 28 January 2012 - 09:33 AM
#46 Posted 29 January 2012 - 05:27 PM
Quote
polymost_hrp_override-5.1.285.zip
If you already have the PolyMER HRP v5.1 (svn285) then you can use this pack on top of that to get the PolyMOST HRP back.
If you want to use a Z-pack in combination with the override pack, you'll need the PolyMOST version/Download #3.
#47 Posted 31 January 2012 - 02:22 AM
Full Polymost HRP v4.1.285
Polymost HRP Update Pack v4.9.285
Polymost HRP Override Pack v5.1.285
Also tried to give some brief description so that it's as clear as possible which file is needed for which purpose.
The other two packs contain custom stuff, so I guess it's enough if those links are posted here. :D Sorry for not adding this earlier, but most of the time I just don't get around to doing things which should happen.
This post has been edited by NightFright: 31 January 2012 - 02:27 AM
#48 Posted 31 January 2012 - 03:44 PM
NightFright, on 31 January 2012 - 02:22 AM, said:
Appreciated. :D
NightFright, on 31 January 2012 - 02:22 AM, said:
Done well.
NightFright, on 31 January 2012 - 02:22 AM, said:
Otherwise this thread would become somewhat insignificant, wouldn't it? :D
NightFright, on 31 January 2012 - 02:22 AM, said:
I'm for sure the least qualified person to blame you for that.
#49 Posted 13 February 2012 - 06:45 PM
However, for the upcoming version I plan to raise the Version number from 4.9.* to 5.1.* to adapt to the override pack which I suppose to be the mainly used/downloaded version, soon.
Please let me know if you think this is a bad idea.
The new babe model 603 raises another (minor) issue btw.: now different maphacks are needed for some original maps.
So after the ifdef feature is implemented there is a new little pita I'd have to deal with. :D
#50 Posted 14 February 2012 - 12:25 AM
This post has been edited by NightFright: 14 February 2012 - 12:26 AM
#51 Posted 14 February 2012 - 04:26 AM
NightFright, on 14 February 2012 - 12:25 AM, said:
The problem would be more keeping the old one. This was mostly addressed to Hendricks266 and the discussion about the possibility of putting the Polymost content back to the repo.
NightFright, on 14 February 2012 - 12:25 AM, said:
Hm, I'm not so confident because apparently most contributors to our community prefer not to build upon other peoples' work but to start their own thing (and hope that the others will find time and motivation to improve their stuff themselves).
#52 Posted 14 February 2012 - 08:33 AM
This post has been edited by NightFright: 14 February 2012 - 08:33 AM
#53 Posted 14 February 2012 - 04:07 PM
Polymost HRP Update Pack 5.1.292 :
updated : water textures 0336-0338, 3293_wide, some rotated MD3 models -> all maphacks
added : 0822, 4154_d, 4265_d (the latter two being diffuse maps only but still looking good in Polymost)
removed : 1203
changed : added "_polymost" to some DEF files which differ from their Polymer counterparts.
Z-Packs 5.1.292 :
added : old 0603 hangbabe + according maphacks
changed : added "_polymost" to some DEF files which differ from their Polymer counterparts.
Please note that the packs are bigger then they'd need to be because I'm too lazy to remove some unused stuff for release. Plus, the Polymost version derives from the Polymer version and contains even more stuff which is redundant with the Polymost HRP.
Download links: Post #1
#54 Posted 15 February 2012 - 01:01 AM
This post has been edited by NightFright: 15 February 2012 - 01:02 AM
#55 Posted 15 February 2012 - 05:05 PM
NightFright, on 14 February 2012 - 08:33 AM, said:
ATM there are too many Polymost HRP related downloads available IMO which might confuse noobs. When the next full Polymer HRP like 5.2 comes out, the Polymost 4.0 download should be replaced by a full Polymost 5.2 pack.
Currently I'm waiting to be granted repo access by plagman. After some cleanup and restoring some stuff, both packs could be maintained separately in the repo without much interference as long as no Polymost files are overwritten or deleted. I'm currently renaming the Polymost DEFs so that the Polymost part of the repo would have its own set of DEF files until that ifdef feature is implemented.
If all goes well there should only be the override pack left in the end. This would at least contain its own duke3d_hrp.def and maybe some stuff which might be a nasty task to bring back into the repo.
Btw, does the projections stuff actually do anything currently?
#56 Posted 16 February 2012 - 12:02 AM
Edit:I think i almost have it now.Only probelm when i use the hud shotgun fov improvement,
http://forums.duke4....096#entry120096
It screws up the other weapons.Can the Z-Pack be updated with the hud shotgun fov improvement?
This post has been edited by KareBear: 16 February 2012 - 12:48 AM
#57 Posted 16 February 2012 - 12:42 AM
LeoD, on 15 February 2012 - 05:05 PM, said:
Not in Polymost.
#58 Posted 16 February 2012 - 08:43 AM
It will take some time :lol: I will edit my post with a download link, once the upload is complete.
[edit]
polymost_hrp-5.1.292.zip (385.6 Mb)
md5: 15f956ae1799eef300297ae54c6654cf
Download Link:
http://jumbofiles.com/mrtujhaxwws5
Thanks to LeoD for keep updating Polymost HRP
This post has been edited by supergoofy: 16 February 2012 - 09:51 AM
#59 Posted 16 February 2012 - 08:45 AM
#60 Posted 16 February 2012 - 11:43 AM
LeoD, on 15 February 2012 - 05:05 PM, said:
Spiker, on 16 February 2012 - 12:42 AM, said:
I asked because it does not show up as loaded in my log (Polymer HRP) when playing E1L1.
NightFright, on 16 February 2012 - 08:45 AM, said:
KareBear, on 16 February 2012 - 12:02 AM, said:
KareBear, on 16 February 2012 - 12:02 AM, said:
Btw, if you want to see the Z-Pack's 'crosshair' in its intended size and color you'd need to put the lines CrosshairScale = 100 and CrosshairColor = "255,174,0" into your eduke32.cfg.
EDIT - supergoofy - link updated in post#1. Thanks.
This post has been edited by LeoD: 29 February 2012 - 05:22 PM