PolyMOST HRP / Custom Z-Pack (gloves and more...) / GreyDuke "Come get some ... gloves"
#121 Posted 22 January 2013 - 05:06 AM
im really liking the reverts to older shotgun and pistol and the atomic-style font, personally i disliked the new shotgun and pistol kinda cuz of the weird angle and the pistol model was kinda ugly compared to old one imo.
and the skins are a nice touch too.
overall im loving it so far, thanx for making this pack, i like the things you added to it more then the ones in the official hrp
#122 Posted 22 January 2013 - 07:39 AM
splitterface, on 22 January 2013 - 05:06 AM, said:
and the skins are a nice touch too.
Nice to see that I'm not alone with this opinion ^^
The new pistol isnt that bad for me, but it has a coloring problem. It looks very unrealistic in color. The coloring of the old Pistol is by far better. Maybe I would like the new pistol if it would have the coloring of the old one.
The new shotgun - hm I think its a matter of taste. I personally like the old one more.. The new one seems to be too short too. I cant tell what it is exactly, but the new shotgun has something which is disturbing me. And I really think it is the length of the gun and maybe the design too.
But all other about HRP is just awesome. Especially the 3D models. The 3D Models look exactly like 3D versions of the sprites. So I like to use them. In Doom the 3D Models all look totally cartoonish and wrong So with Doom I prefer the sprites. So I say: awesome job you did with the 3D Models.
But the polymer renderer is slowish as hell. I cant play it with maxed out detail and 2048x1152 resolution when it comes to some 3D Models. Explode some enemies on hollywood holocaust with Duke Plus' Gore and you are fast at ~20fps with a GTX 680 graphics card
#123 Posted 22 January 2013 - 07:48 AM
Polymer seems to count on CPU, at least this is what I feel when I see I have a more powerful laptop (2 times better), but I had to lower the settings in order to run the Polymer, and still on some maps if I'm in an exterior it's 1-3 FPS. Soon learning C, is the Polymer code available for reading purposes?
#124 Posted 22 January 2013 - 08:28 AM
BTW i'm glad to see Leod include some of my textures in his pack, also my Pigcop shotgun reskin for Dukeplus. I thought is had fallen into oblivion
#125 Posted 22 January 2013 - 10:34 AM
splitterface, on 22 January 2013 - 05:06 AM, said:
De-M-oN, on 22 January 2013 - 07:39 AM, said:
The new shotgun - hm I think its a matter of taste. I personally like the old one more.. The new one seems to be too short too. I cant tell what it is exactly, but the new shotgun has something which is disturbing me. And I really think it is the length of the gun and maybe the design too.
Mateos, on 22 January 2013 - 07:48 AM, said:
Mateos, on 22 January 2013 - 07:48 AM, said:
Mateos, on 22 January 2013 - 07:48 AM, said:
Fantinaikos, on 22 January 2013 - 08:28 AM, said:
Btw, I'm actually considering to activate those new weapons in the Polymer part of the Z-Pack, but first of all I'd gotta get off my butt and do the gloves for the hand models.
This post has been edited by LeoD: 22 January 2013 - 11:33 AM
#126 Posted 22 January 2013 - 10:34 AM
it looks to much like a reskin for pistol, i personally quite liked the dukeplus lasergun
could you perhaps tell me how to revert back to the original DP lasergun?
or preferably, make a fix for me to change it back to the DP lasergun?
and yeah i agree, i can see they tried making them closer to the originals with the new models of hrp. but thats not always a good thing, cuz some stuff just looks weird in 3d, like the shotgun, imo the one in newest hrp looks just plain weird cuz of the odd angle. i totally understand what they\'re doing, but imo its not always good to try and make something like the original sprites, cuz what looked ok as 2d sprite sometimes looks just plain weird when made as 3d model
#127 Posted 22 January 2013 - 11:08 AM
splitterface, on 22 January 2013 - 10:34 AM, said:
splitterface, on 22 January 2013 - 10:34 AM, said:
splitterface, on 22 January 2013 - 10:34 AM, said:
#128 Posted 22 January 2013 - 11:18 AM
pistols and shotgun & cruiser shotgun still use the old models from zpack but with glove-less skins, but i dun care about that at all. long as its the old models
wont it affect anything else beside those weapons, using the bat that came with dukeplus instead of the z-pack bat?
EDIT: nvm i tried what you said about modifying the defs, and i managed to do it myself. found the lines you commented out, fixed them and commented out the lines you had added to replace the models for lasergun and lasergun pickup
This post has been edited by splitterface: 22 January 2013 - 11:33 AM
#130 Posted 22 January 2013 - 11:33 AM
splitterface, on 22 January 2013 - 11:18 AM, said:
Hendricks266, on 22 January 2013 - 11:18 AM, said:
#132 Posted 22 January 2013 - 01:26 PM
http://svn.eduke32.c...src%2Fpolymer.c
I wouldn't advise starting to work on it without discussing your plans with me though since I have a bunch of WIP trees with pretty fundamental changes that would probably conflict a bunch.
#133 Posted 22 January 2013 - 01:28 PM
#134 Posted 24 January 2013 - 01:20 AM
" error(s) found in file 'attrition/z/EDUKE-z.CON'. do you want to use internal defaults? "
and i checked and it doesnt matter wether i select duke3d.grp or atomic.grp from startup menu, in both cases i get the same error
when starting war of attrition with the bat that came with attrition it runs just fine.
(lemme know where i can find the log i need to attach and ill post it)
This post has been edited by splitterface: 24 January 2013 - 01:21 AM
#135 Posted 25 January 2013 - 04:12 PM
splitterface, on 24 January 2013 - 01:20 AM, said:
" error(s) found in file 'attrition/z/EDUKE-z.CON'. do you want to use internal defaults? "
splitterface, on 24 January 2013 - 01:20 AM, said:
splitterface, on 24 January 2013 - 01:20 AM, said:
#136 Posted 26 January 2013 - 12:32 AM
LeoD, on 25 January 2013 - 04:12 PM, said:
thanx for that tip, i hadnt thought yet of the possibility that my attrition installation was corrupted.
removed attrition folder and unpacked a new copy of my attrition folder and it works fine now
LeoD, on 25 January 2013 - 04:12 PM, said:
erm yeah of course, you've always been able to do that in eduke32?
anyways, thanx for the tip again, didnt think of possibility of my attrition installation could be corrupted.
strange though that attrition worked perfectly fine without Z-pack then. ah well, it works fine now, which is all that matters
This post has been edited by splitterface: 26 January 2013 - 12:35 AM
#137 Posted 26 January 2013 - 01:47 AM
#139 Posted 26 January 2013 - 02:31 PM
splitterface, on 26 January 2013 - 12:32 AM, said:
Hendricks266, on 26 January 2013 - 11:04 AM, said:
Interesting. You should move the GUI mockup to the top of the page. That makes it clearer what it's all about.#140 Posted 26 January 2013 - 02:45 PM
I mean, of you select a GRP and EDuke32 has to find which files this mod requires, or you simply make a subfolder for the mod
Or I don't understand what is planned ^^'
#141 Posted 30 January 2013 - 03:33 PM
#142 Posted 31 January 2013 - 12:20 PM
tomo, on 30 January 2013 - 03:33 PM, said:
#143 Posted 31 January 2013 - 04:27 PM
#145 Posted 03 February 2013 - 12:50 PM
Drek, on 31 January 2013 - 04:27 PM, said:
#146 Posted 05 February 2013 - 07:38 PM
that happend with attrition occurs i tried to fix it by adding these lines from the att_hrp-z.def and put them into dukeplus-z.def and put the image into graphics put it still didnt fix it
// resolve 6150/6151 conflict with Z-Pack laser_pistol (6146)
tilefromtexture 6300 { file "DukePlus/z/DUKEPLUS_RESOURCES/GRAPHICS/6150_6300.png" }
texture 6300 { pal 0 { file "DukePlus/z/DUKEPLUS_RESOURCES/GRAPHICS/6150_6300.png" nocompress nodownsize } }
tilefromtexture 6301 { file "DukePlus/z/DUKEPLUS_RESOURCES/GRAPHICS/6151_6301.png" }
texture 6301 { pal 0 { file "DukePlus/z/DUKEPLUS_RESOURCES/GRAPHICS/6151_6301.png" nocompress nodownsize } }
#147 Posted 06 February 2013 - 01:03 PM
tomo, on 05 February 2013 - 07:38 PM, said:
tomo, on 05 February 2013 - 07:38 PM, said:
Bug fixed. I have updated the download on post#1. Instead of getting the whole 128MiB package again you can update your local 5.2.413 Z-Pack using the attached ZIP.
[Edit] Superseded attachment removed.
This post has been edited by LeoD: 24 February 2013 - 12:13 PM
#149 Posted 24 February 2013 - 12:12 PM
- Bug fixed : the pipebomb dropping hand had no glove (supposedly introduced almost a year ago - d'oh!)
- Infestation in Time Revisited v1.5 compatibility (gloves for the recoloured firstperson weapons' skins). Use the included batch file to start. Maphacks pending.
Post#1 download updated. Alternatively update your local Z-Pack (any previous 5.2.413 download) using the attached ZIP.
Attached File(s)
-
z_pack-5.2.413-IITTC-diff.zip (4.55MB)
Number of downloads: 486