THE IMPERIUM RELEASED!
#92 Posted 11 September 2011 - 07:08 AM
#93 Posted 22 September 2011 - 08:45 AM
EDuke32 2.0.0devel r1931 Compiled Jul 10 2011 08:40:52 Application parameters: -jImperium -game_dir DukePlus -forcegl GL driver blacklist disabled. Using D:/Duke Plus/ for game data Using Imperium/ for game data Using DukePlus/ for game data Checking for updates... Connecting to http://eduke32.sourceforge.net Current version is 0... no updates available Windows 7 (build 6.1.7600) Initialized nedmalloc Initializing DirectDraw... Searching for game data... Using D:/Duke Plus/DukePlus/ for game data Using 'duke3d.grp' as main game data file. Using file 'autoload/eduke32_mus.zip' as game data. Using file 'autoload/polymost_hrp_4.0.321.zip' as game data. Using file 'autoload/polymost_hrp_4.9.278-update.zip' as game data. Using file 'autoload/xxx_pack_1.32.zip' as game data. Using file 'autoload/z1_classwarfare.zip' as game data. Using file 'autoload/z2_DNF3D.zip' as game data. Using file 'autoload/z3_glovedFX.zip' as game data. Using file 'autoload/z4_goldg.zip' as game data. Using file 'autoload/z6_grabbag_remix.zip' as game data. Compiling: EDUKE.CON (36 bytes) Including: DukePlus/dpcons/DUKEPLUS.CON (438838 bytes) Using DEF file: dukeplus.def. Updated eduke32.cfg Using config file 'DukePlus/dp.cfg'. Including: DEFS.CON (36796 bytes) Including: USER.CON (44927 bytes) Including: DukePlus/dpcons/DEFSPLUS.CON (59323 bytes) Including: DukePlus/dpcons/USERPLUS.CON (60852 bytes) Including: DukePlus/dpcons/LIGHTS.CON (26079 bytes) Including: DukePlus/dukebike/DUKEBIKE.CON (88372 bytes) Including: DukePlus/dpcons/HUDPLUS.CON (70051 bytes) Including: DukePlus/dpcons/PLAYERPLUS.CON (138534 bytes) Including: DukePlus/dpcons/MONSTERPLUS.CON (245552 bytes) Including: DukePlus/dpcons/CIVILIANS.CON (16898 bytes) Including: DukePlus/strooper/STROOPER.CON (196470 bytes) Resizing code buffer to 156994*4 bytes Script compiled in 159ms, 156986*4b, version 1.4+ 3937/11264 labels, 816/2048 variables 324 quotes, 46 strings, 40 events, 495 actors Initialized 24.0M cache Loading 'dukeplus.def' Warning: defined hightile replacement for empty tile 9000. Maybe some tilesXXX.art are not loaded? Warning: Failed loading MD2/MD3 model "imperium/models/ImpGun/railtailx3.md3" Error: file 'DUKEPLUS_RESOURCES/GRAPHICS/tilefromtexture/5273.png' does not exist Error on line DUKEPLUS_RESOURCES/GRAPHICS/tilefromtexture/dptiles.def:108. Warning: Failed loading MD2/MD3 model "highres/sprites/firstperson/2510_devastator.md3" Definitions file 'dukeplus.def' loaded. RTS file DUKE.RTS was not found Initializing OSD... Switching kb layout from 00000415 to 00000409 Initializing DirectInput... - Enumerating attached game controllers - No game controllers found Uninitializing DirectInput... Executing "DukePlus/dp_settings.cfg" clip map 0: warning: sprite 80 pointing neither northward nor southward. X-flipping will be wrong. clip map 0: warning: sprite 81 pointing neither northward nor southward. X-flipping will be wrong. Loaded clip map 0. Executing "autoexec.cfg" Disabling desktop composition... Setting video mode 1280x800 (32-bit fullscreen) OpenGL Information: Version: 2.1.2 Vendor: NVIDIA Corporation Renderer: GeForce Go 7300/PCI/SSE2 Cache contains 109242 bytes of garbage data Initializing music... Initializing sound... 32 voices, 2 channels, 16-bit 44100KHz Load tile 2492: p0-m4-e0 highres/screen/menu/2492_ver.png... 95 ms Load tile 2493: p0-m4-e0 imperium/imperium_kaiser.jpg... 38 ms Load tile 3281: p0-m4-e0 imperium/imperium_kaiser.jpg... 38 ms Load tile 6320: p0-m4-e0 DUKEPLUS_RESOURCES/GRAPHICS/PLUS.png... 6 ms EOF: EDuke32 Load tile 49: p0-m4-e0 highres/screen/hud/0049_shotgunammo.png... 5 ms Load tile 499: p0-m4-e0 highres/textures/0499.jpg... 22 ms Load tile 499: p1-m4-e1 ... 8 ms Load tile 499: p6-m4-e3 ... 9 ms Load tile 499: p251-m4-e9 ... 9 ms Load tile 502: p0-m4-e0 highres/textures/0502.png... 20 ms Load tile 502: p1-m4-e1 ... 9 ms Load tile 502: p6-m4-e3 ... 9 ms Load tile 502: p251-m4-e9 ... 8 ms Load tile 2462: p0-m4-e0 highres/screen/hud/2462_statusbar.png... 16 ms Load tile 2462: p1-m4-e1 ... 6 ms Load tile 2462: p6-m4-e3 ... 7 ms Load tile 2462: p251-m4-e9 ... 6 ms Load tile 6275: p1-m4-e1 DUKEPLUS_RESOURCES/GRAPHICS/Spark.png... 5 ms Load tile 6277: p1-m4-e1 DUKEPLUS_RESOURCES/GRAPHICS/Spark.png... 5 ms Load tile 6346: p0-m4-e0 DUKEPLUS_RESOURCES/GRAPHICS/firelaser.png... 7 ms Cache time: 37779ms Line 1206, setvar: Gv_SetVar(): invalid index (-1) for gamevar menunag Load skin: p1-e1 "DUKEPLUS_RESOURCES/GRAPHICS/maxhealth.png"... cached... 90 ms Failed loading skin file "Strooper/BodyBrown.png": error -1 OUT OF MEMORY in daskinloader! Syncing memcache to texcache Uninitializing DirectDraw...
#94 Posted 22 September 2011 - 08:59 AM
Zaero, on 22 September 2011 - 08:45 AM, said:
<snip> OUT OF MEMORY in daskinloader!
Try 'r_memcache 0' in the console and restarting EDuke32.
#95 Posted 22 September 2011 - 10:06 AM
Helixhorned, on 22 September 2011 - 08:59 AM, said:
I tried the method - when I input the command in the console, the console replied with "..not valid cvar.." something. I was not happy but restarted the game anyway.
Finally.. the savegame loaded properly! Thank you very much!
EDIT:
Damn.. the problem still exists. When I was playing level 3 it crushed (near the area with blue keycard lock - enternance to the tower) to desktop. When I tried to load the game after I used the method described above, the game crushed again. I don't want to spam the forums with my logs, so I'll post last 3 lines which I consider important:
Failed loading skin file "Strooper/BodyRed.png": error -1
OUT OF MEMORY in daskinloader!
Uninitializing DirectDraw...
Is there a way to permanently avoid this error? Make cache bigger perhaps? Please help!
This post has been edited by Zaero: 22 September 2011 - 11:04 AM
#96 Posted 23 September 2011 - 07:55 AM
#97 Posted 23 September 2011 - 01:01 PM
Helixhorned, on 23 September 2011 - 07:55 AM, said:
Thanks! I did as you said and was able to load the savegame once again. How long I will be able to do so - we'll see..
BTW I use Win 7 and have 2GB DDR 2 (laptop).
Now I have some problems with DukeDC. When I start it with bat:
eduke32.exe -gdukedc.grp -gdukedc_hrp.zip -game_dir DukePlus -forcegl
some textures are replaced by pure color (the wall of White House is pure white, some tables in rooms are pure brown etc.
I can also see Imperium's "Duke is here!" screen on the desk of presidental office. When I don't use hrp the wall is just HOM effect.
I think that problem is caused by some Imperium content still cached, but tried the method seen above with no effect. Would you help?
I can provide screenshots on request, but later cuz it's very late here, where I live.
This post has been edited by Zaero: 23 September 2011 - 01:07 PM
#98 Posted 23 September 2011 - 01:34 PM
Zaero, on 23 September 2011 - 01:01 PM, said:
eduke32.exe -gdukedc.grp -gdukedc_hrp.zip -game_dir DukePlus -forcegl
I don't believe DukePlus was ever intended to run the add-ons, (or if it was some imperium stuff may have gotten in the way,) so some of the textures from DukeDC are probably being overwritten by DukePlus. Try changing your bat to not use -game_dir DukePlus
This post has been edited by Drek: 23 September 2011 - 01:36 PM
#99 Posted 23 September 2011 - 06:01 PM
I can't imagine why anyone would try to play the Duke in DC add on from their Imperium install.
#100 Posted 24 September 2011 - 12:22 AM
DeeperThought, on 23 September 2011 - 06:01 PM, said:
I can't imagine why anyone would try to play the Duke in DC add on from their Imperium install.
Well to be honest I placed Imperium files in my eDuke32 main folder (not separate). I was not aware, nor I know the reason why it could interfere with content of other folders - but thanks for the info DT!
EDIT: I found the solution to the problem: when I've deleted Tiles014.ART from the main folder everything is fine. Renaming the file to Tiles014.ART1 for example should also do the trick.
This post has been edited by Zaero: 24 September 2011 - 07:17 AM
#101 Posted 24 September 2011 - 06:02 PM
Zaero, on 24 September 2011 - 12:22 AM, said:
EDIT: I found the solution to the problem: when I've deleted Tiles014.ART from the main folder everything is fine. Renaming the file to Tiles014.ART1 for example should also do the trick.
You really should be keeping all add ons and mods in separate folders then unzip Eduke32 into each folder. Otherwise most mods will clash with each other. Hack fixes will usually come back to bite you
#102 Posted 15 October 2011 - 02:23 AM
http://www.youtube.com/user/nl3paul3nl
#103 Posted 15 October 2011 - 05:39 AM
DeeperThought, on 20 August 2011 - 05:01 PM, said:
DOWNLOAD IMPERIUM
The Imperium is an 8 level adventure with level design and music by the Oostrum brothers (a.k.a Merlijn and Maarten), additional level design by William Gee, Numan and Kaiser (who also made some models for this), with CON coding and some other odds and ends by me. It uses DukePlus, including Muelsa's Supertrooper. Everything you need to play is included in the download, except of course for DUKE3D.GRP. The Imperium does work with the Polymer HRP -- there are a few glitches but it looks great that way overall. Just to be clear, though: The levels were not designed for Polymer and the HRP is completely optional. Some people will like it better without the HRP. Instructions and credits are included with the download.
I have attached some screenshots, all of them from the first 2 levels.
Awesome!
#104 Posted 15 October 2011 - 06:13 PM
nl3paul3nl, on 15 October 2011 - 02:23 AM, said:
http://www.youtube.com/user/nl3paul3nl
Any good?? We'll be seeing that video of yours, no doubt!
What the heck took you so long to download it anyway?
This post has been edited by VinsaneOne: 15 October 2011 - 06:14 PM
#105 Posted 16 October 2011 - 06:44 AM
nl3paul3nl, on 15 October 2011 - 02:23 AM, said:
http://www.youtube.com/user/nl3paul3nl
Cool, I hope you like it! And of course it's nice to see a fellow Dutchman here.
#106 Posted 21 October 2011 - 12:39 AM
i got a problem : i've just found the canon base. I can see the 3D model of the gun in the game, but when i take it, i can't see it.
Can someone tell me which is the file corresponding to the model gun, i'd like to check if the file is here or not.
Other thing : i've got 20 ammos but i can't shoot with the gun. Is it normal or must i wait for an upgrade later in the game ?
(I'm playing without hrp, in opengl mode. I don't have the hrp zip file in autoload folder.)
Here's the eduke log :
EDuke32 2.0.0devel r1982
Compiled Aug 20 2011 14:20:55
Application parameters: -jImperium -game_dir DukePlus -forcegl
GL driver blacklist disabled.
Using C:/Users/SJ05444S/Documents/Disque Dur Copie/Imperium2011/ for game data
Using Imperium/ for game data
Using DukePlus/ for game data
Checking for updates...
Connecting to http://eduke32.sourceforge.net
update: failed to check for updates
Windows Vista (build 6.0.6002) Service Pack 2
Initialized nedmalloc
Initializing DirectDraw...
Searching for game data...
Using C:/Users/SJ05444S/Documents/Disque Dur Copie/Imperium2011/DukePlus/ for game data
Using 'duke3d.grp' as main game data file.
Compiling: EDUKE.CON (36 bytes)
Including: DukePlus/dpcons/DUKEPLUS.CON (438941 bytes)
Using DEF file: dukeplus.def.
Updated eduke32.cfg
Using config file 'DukePlus/dp.cfg'.
Including: DEFS.CON (36796 bytes)
Including: USER.CON (44927 bytes)
Including: DukePlus/dpcons/DEFSPLUS.CON (59323 bytes)
Including: DukePlus/dpcons/USERPLUS.CON (60924 bytes)
Including: DukePlus/dpcons/LIGHTS.CON (26079 bytes)
Including: DukePlus/dukebike/DUKEBIKE.CON (88372 bytes)
Including: DukePlus/dpcons/HUDPLUS.CON (70051 bytes)
Including: DukePlus/dpcons/PLAYERPLUS.CON (138530 bytes)
Including: DukePlus/dpcons/MONSTERPLUS.CON (245528 bytes)
Including: DukePlus/dpcons/CIVILIANS.CON (16898 bytes)
Including: DukePlus/strooper/STROOPER.CON (196470 bytes)
Resizing code buffer to 157009*4 bytes
Script compiled in 117ms, 157001*4b, version 1.4+
3937/11264 labels, 816/2048 variables
324 quotes, 46 strings, 40 events, 495 actors
Initialized 24.0M cache
Loading 'dukeplus.def'
Warning: Failed including duke3d_hrp.def on line duke3d.def:1
Warning: Failed loading MD2/MD3 model "imperium/models/ImpGun/railtailx3.md3"
Warning: Failed loading MD2/MD3 model "dukebike/dukebike.md3"
Warning: Failed loading MD2/MD3 model "dukebike/part1.md3"
Warning: Failed loading MD2/MD3 model "dukebike/part2.md3"
Warning: Failed loading MD2/MD3 model "dukebike/part3.md3"
Warning: Failed loading MD2/MD3 model "dukebike/part4.md3"
Warning: Failed loading MD2/MD3 model "dukebike/part5.md3"
Warning: Failed loading MD2/MD3 model "dukebike/part6.md3"
Warning: Failed loading MD2/MD3 model "dukebike/dukeonbike.md3"
Warning: Failed loading MD2/MD3 model "DUKEPLUS_RESOURCES/GRAPHICS/civilians/Civ1/Civ1.md3"
Warning: Failed loading MD2/MD3 model "DUKEPLUS_RESOURCES/GRAPHICS/civilians/Civ2/Civ2.md3"
Warning: Failed loading MD2/MD3 model "DUKEPLUS_RESOURCES/GRAPHICS/civilians/Civ2/Civ2.md3"
Warning: Failed loading MD2/MD3 model "DUKEPLUS_RESOURCES/GRAPHICS/civilians/Civ3/Civ3.md3"
Warning: Failed loading MD2/MD3 model "DUKEPLUS_RESOURCES/GRAPHICS/civilians/Civ3/Civ3.md3"
Warning: Failed loading MD2/MD3 model "DUKEPLUS_RESOURCES/GRAPHICS/civilians/Civ4/Civ4.md3"
Warning: Failed loading MD2/MD3 model "DUKEPLUS_RESOURCES/GRAPHICS/civilians/Civ5/Civ5.md3"
Warning: Failed loading MD2/MD3 model "DUKEPLUS_RESOURCES/GRAPHICS/civilians/Civ6/Civ6.md3"
Warning: Failed loading MD2/MD3 model "DUKEPLUS_RESOURCES/GRAPHICS/civilians/Civ7/Civ7.md3"
Warning: Failed loading MD2/MD3 model "DUKEPLUS_RESOURCES/GRAPHICS/civilians/Civ3/civ3_anim.md3"
Warning: Failed loading MD2/MD3 model "highres/sprites/characters/1405_duke.md3"
Warning: Failed loading MD2/MD3 model "highres/sprites/firstperson/2524_pistol.md3"
Warning: Failed loading MD2/MD3 model "highres/sprites/firstperson/2524_pistol.md3"
Warning: Failed loading MD2/MD3 model "highres/sprites/firstperson/2530_clip.md3"
Warning: Failed loading MD2/MD3 model "highres/sprites/firstperson/2532_cliphand.md3"
Warning: Failed loading MD2/MD3 model "highres/sprites/firstperson/2510_devastator.md3"
Warning: Failed loading MD2/MD3 model "DUKEPLUS_RESOURCES/GRAPHICS/MAP_EFFECTS/models/6239.md3"
...
This post has been edited by Apiai: 21 October 2011 - 12:41 AM
#107 Posted 21 October 2011 - 07:53 AM
Apiai, on 21 October 2011 - 12:39 AM, said:
i got a problem : i've just found the canon base. I can see the 3D model of the gun in the game, but when i take it, i can't see it.
Can someone tell me which is the file corresponding to the model gun, i'd like to check if the file is here or not.
Other thing : i've got 20 ammos but i can't shoot with the gun. Is it normal or must i wait for an upgrade later in the game ?
(I'm playing without hrp, in opengl mode. I don't have the hrp zip file in autoload folder.)
Here's the eduke log :
There is nothing wrong. Those models were removed for the version of DukePlus that comes with Imperium because they were not needed. The reason you cannot see or fire the gun yet is that you only have the base. You must have the second part of the gun before you can use it. If you look at the view screen near where you got the base, you will see that it shows the parts of the gun and that it is not a working weapon until you get the cannon part.
#108 Posted 29 November 2011 - 04:57 AM
#109 Posted 29 November 2011 - 09:17 AM
One thing though:
Quote
Well, even the old Doom had a background story, so I figured I should add one as well. In the old days I would simply add a txt.file with the background story, but thanks to dukeplus I could make that cutscene. Which is much cooler IMO. And it neatly ties all the maps together, which is important in an episode.
But your quote is the exact reason why the prologue isn't included in the actual episode; I know some people won't care for a background story, and they can simply ignore the prologue.
#110 Posted 29 December 2011 - 12:48 PM
This post has been edited by djdori11: 29 December 2011 - 12:49 PM
#111 Posted 29 December 2011 - 02:03 PM
djdori11, on 29 December 2011 - 12:48 PM, said:
Yes. Works fine. Looks good.
Try Polymost HRP 4.9
#112 Posted 30 December 2011 - 01:42 PM
LeoD, on 29 December 2011 - 02:03 PM, said:
Try Polymost HRP 4.9
Thanks, I might use your HRP, but meanwhile everything is fine with 4.0
Btw to the creators of this TC - It's great I like it a lot! I'm in the third level now, the second level was very long - took me 50 minutes to complete lol, but it was amazing.
I like that in this TC you play as Duke again and it's like another Duke 3D episode just much more advanced and modern - you know there is Duke Plus and all this modern stuff and new stuff.
And another thing that I liked is that you can play this TC on what ever you want, polymost, polymer, polymer HRP etc.. Unlike other mods where you have to play on certain option and others unsupported.
So thanks for this great TC i'm having great fun with it.
#113 Posted 30 December 2011 - 03:11 PM
djdori11, on 30 December 2011 - 01:42 PM, said:
That's true, but if you asked the level designers, they would say it is made for polymost without the HRP, since that was how they built most of it.
#114 Posted 31 December 2011 - 05:14 PM
This post has been edited by nl3paul3nl: 31 December 2011 - 05:14 PM
#115 Posted 01 January 2012 - 09:58 AM
DeeperThought, on 30 December 2011 - 03:11 PM, said:
The only thing that really irked me is that polymer can't handle more skyboxes in a level, or has this been fixed? As far as I'm concerned, you can play this episode any way you want. We didn't have one specific setting in mind.
@ Paul: great, gonna watch!
Happy new year everybody.
#116 Posted 15 January 2012 - 08:09 PM
I was stuck at level 4 and so i kept being stuck for some more time. I really wanted to play level 5 this time so i didn´t let the complexity of this huge level prevent me to do so. I cheated to get some key and kept advancing, then cheated again to kill those nasty jumping liztroops and then again to get the last key. The level is very good looking but way to intrincated to be solved by someone that only wants to have a good time with a game.
Finally reached level 5, i had a hunch about it. The level starts slow, it looked a little bit simple for Merljin´s standars but the BFG ball out of control and the screams made up for it, pretty cool. But then i entered the dark part and whooa! I was in that nightmare again! The level managed to put me on goose pimples while my son repeated "whoever did this knows how to make scary maps" over and over. "Those things..." became for first time in the mod suitable when they spawned as shadows. That was awesome and then the restroom sequence and then the hole in the ceiling! I would have wished this map were longer but still it was as great as i imagined it would be. Continued playing the next level but in the engines room all gets out of control. It is damn too difficult with all those monsters shooting every kind of projectiles. A Jumping liztroop is a challenge alone, imagine several of them plus all regular duke monsters hiding behind the fog, without forgetting their new arsenal. One thing that really bothered me is that the game kept stalling everytime a bunch of enemies spawn. I don´t know if it´s my cpu trying to manage massive amounts of code or the precache system but whatever it is it makes my screen freeze for about two seconds and when it´s back I´ve moved the aim to another point and have to reorientate myself again.
Playing Merljin´s maps was in my todo list for some months, now that i´m done with it (and plenty of satisfaction) i doubt i´ll keep playing this mod. Not because i dont like it but because it is very hard.
PS: the soundtrack is amazing.
#117 Posted 15 January 2012 - 08:16 PM
#118 Posted 03 February 2012 - 06:04 AM
1. Ran the game without the autoload folder enabled to just use 2d sprites .. no luck still looks like a bad LSD trip when I fly the dukebike
2. I tried swapping out the latest version of DukePlus and the one that came with the Imperium zip file... still no luck
3. Tried renaming Tiles014.ART to be all lowercase tiles014.art, sometimes this makes a difference, however not in this case.
anyone have any suggestions on how to fix this?
#119 Posted 03 February 2012 - 06:07 AM
GreatSudoku, on 03 February 2012 - 06:04 AM, said:
Post your logfile eduke32.log as attachment.
#120 Posted 03 February 2012 - 08:47 AM
LeoD, on 03 February 2012 - 06:07 AM, said:
I seem to have found the root of the issue. Not sure if this is linux-specific or not, but there's some discrepancies in the imperium.def file. The sky_IE files are looking for an Imperium folder with a capital "I", while the texture files were looking for an imperium folder with a lowercase "i". I ended up manually having to edit imperium.def by hand to correct this.
This post has been edited by GreatSudoku: 03 February 2012 - 08:55 AM