Attract Mode MIA
#1 Posted 26 December 2011 - 01:16 PM
I just downloaded eDuke32, threw in the duke3d.grp file, made a few changes to the settings (320x200, software rendering) and laid back in my seat in anticipation of the adrenaline pumping attract mode.
But there I sat waiting while nothing happened. It goes straight to the options menu after the title screen. I'm probably missing something very basic here, any suggestions?
Thx and best regards.
#2 Posted 26 December 2011 - 01:43 PM
#3 Posted 26 December 2011 - 05:23 PM
Did anyone try to recreate the original demos for this exact purpose yet?
This post has been edited by 1CC: 26 December 2011 - 05:25 PM
#4 Posted 26 December 2011 - 05:39 PM
#5 Posted 26 December 2011 - 08:03 PM
Quote
That is great news, I'm happy now.
Do you by any chance know where I could download a few nice demos?
Quote
Fair enough, but I like my sprite art.
this:
http://img40.imagesh...1/duke2high.jpg
just doesn't look nearly as good as this:
http://img195.images...62/duke2low.jpg
#6 Posted 26 December 2011 - 08:42 PM
The HRP is a great way to introduce people who have somehow never seen Duke3d before to the game but it's not something I would ever play with constantly as it's a bit too much of a departure from the game I grew up with. There are some mighty fine Polymer-specific textures these days that can be used to create some really awesome NEW maps though.
#7 Posted 27 December 2011 - 02:55 AM
1CC, on 26 December 2011 - 08:03 PM, said:
F12 is the screenshot key, no need to use a digital camera.
#8 Posted 27 December 2011 - 06:31 AM
So let's increase the size, but then things get "jaggied", and of course no "scanlines".
Now let's compare this to my shot. Just look at the color gradients on the gun's surface or on the health box at the lower left, the neon lights are more vibrant, everything looks more smooth and natural.
Seems like I should reduce the green a bit and work on the aspect ratio correction, but anyway, this is still work in progress. My ideal setup would involve running Duke on an SD CRT TV, which would add screen curvature and reduce the jaggies even further. It is, however, the best screenshot I could come up with, and the best screenshot of Duke Nukem 3D I've seen yet.
#9 Posted 30 December 2011 - 10:15 AM
This post has been edited by Captain Awesome: 30 December 2011 - 10:15 AM
#10 Posted 31 December 2011 - 03:19 PM
This post has been edited by 1CC: 31 December 2011 - 03:21 PM
#11 Posted 31 December 2011 - 04:01 PM
1CC, on 26 December 2011 - 08:03 PM, said:
Do you by any chance know where I could download a few nice demos?
what levels do you want demos for? And should they be for full levels or should i die on purpose like in the original demos. I want to make some xD
This post has been edited by rasmus thorup: 31 December 2011 - 04:38 PM
#12 Posted 31 December 2011 - 04:30 PM
#13 Posted 01 January 2012 - 05:20 AM
rasmus thorup said:
As I said, a recreation of the original demos would be amazing.
rasmus thorup said:
Pls feel free to do so, I'd greatly appreciate your help.
Captain Awesome said:
I think I explained my thoughts already. It's great for you if you don't see any problems, but I think it's far from being immaculate, and in fact quite flawed.
This post has been edited by 1CC: 01 January 2012 - 05:24 AM
#14 Posted 01 January 2012 - 07:37 PM
#15 Posted 02 January 2012 - 12:42 AM
Captain Awesome, on 01 January 2012 - 07:37 PM, said:
Can't you see it? Little things like the red neon sign being a bit more fluroescent, and the greys have a very slight bluish tinge to it. The colours are slightly different in polymost compared to classic.
#16 Posted 03 January 2012 - 09:31 PM
This post has been edited by Captain Awesome: 03 January 2012 - 09:31 PM
#17 Posted 05 January 2012 - 08:15 AM
Captain Awesome said:
You don't know that. And it doesn't even matter how "it was meant to be". All that matters is what looks better to me.
Captain Awesome said:
A game running in 1152x864 is literally the same as running it in 320x200? Who's smoking crack again?
Btw a few DOOM ports like Chocolate Doom or PrBoom+ feature what they call "scanline" or "interlaced" settings, which try to replicate the looks of my photo. None of those quite get it right though, for reasons I won't go into here.
This post has been edited by 1CC: 05 January 2012 - 08:25 AM
#18 Posted 05 January 2012 - 08:25 AM
#19 Posted 05 January 2012 - 08:41 AM
DeeperThought, on 05 January 2012 - 08:25 AM, said:
I guess it's related to the reasons why we still enjoy DN3D.
#20 Posted 05 January 2012 - 09:09 AM
1CC, on 05 January 2012 - 08:15 AM, said:
Actually, I do because I've looked at the original art tiles for hundreds of hours. EDuke32 presents them exactly as the developers put them. Once again, your thread just makes no sense. From what I can tell, you were trying to post a screenshot, so instead of pressing F12 you took a picture of your screen for aesthetic reasons.
1CC, on 05 January 2012 - 08:15 AM, said:
And actually, yes, the assets are the same, and in fact look better because it's not being garbled down into a smaller resolution than it need to be.
#21 Posted 06 January 2012 - 03:50 AM
DeeperThought, on 05 January 2012 - 08:25 AM, said:
No way lol, these big old tubes are just too bulky. My problem is just that Duke Nukem 3D looks better on those crappy old televisions than it does on a new LCD or Plasma screen.
Captain Awesome, on 05 January 2012 - 09:09 AM, said:
And with original art tiles you mean the low resolution textures?
Captain Awesome, on 05 January 2012 - 09:09 AM, said:
Of course I did it for aesthetic reasons, why would I do it otherwise?
Captain Awesome, on 05 January 2012 - 09:09 AM, said:
They don't look better. A lot of the assets in your screen are "garbled up", because of the higher resolution. In fact, the HUD looks like crap in your screenshot, whereas it is displayed better at its native resolution in mine.
#22 Posted 06 January 2012 - 07:33 AM
LeoD, on 05 January 2012 - 08:41 AM, said:
I do enjoy classic DN3D but not with scanlines, it sucks for me.
Not everyone has same point of view.
#23 Posted 06 January 2012 - 01:01 PM
What you need to keep in mind is that the original developers could easily have run the game at 1600*1200 if they had wanted to - in fact, they did at one point, but no computer at the time would have run the game very well at all at these resolutions, that and even my CRT from 2007 doesn't go about 1280*1024.
What the developers had in mind was a cutting edge game but it was limited by technology of the time, I am forever telling this community that they are a bunch of backwards-ass morons for wanting everything to be compatible with 8-Bit mode, so believe me, I'm not picking on you specifically.
#24 Posted 07 January 2012 - 05:32 AM
High Treason said:
Scanlines are the visible lines, every game running in a low enough resolution should have discernible scanlines on a reasonably sized CRT screen. You should be able to make out the black lines in between the scanlines on your CRT monitor when you run eDuke32 at 320x200. This is actually what chocolate Doom's "scanline" setting tries to emulate. It looks similar to this:
http://img441.images...coscanline1.png
What you can also see, is that every line is drawn twice. It shows 400 "scanlines" instead of 200.
Graphic cards nowadays are simply unable to run at a resolution of 320x200 pixels, because these resolutions are deactivated at the driver level. And with good reason I guess, because every CRT monitor I own starts at 31kHz horizontal frequency, and if you run any game at such a low resolution, you'll get an out of range signal, unless you run at a very high refresh rate (120Hz or more).
I used a program called soft15kHz to make chocolate Doom look like this on my CRT:
http://img828.images...0/img0002jq.jpg (2MB)
Comparison:
Look at Doomguy's eyes. One juicy hardware scanline.
High Treason said:
1CC said:
This post has been edited by 1CC: 07 January 2012 - 05:45 AM
#25 Posted 07 January 2012 - 05:19 PM
If you want scanlines, by all means play with scanlines, I just can't understand where the idea that they were in the original executable came from... The screen from the RGB input is at 720*576 purely because my card scales the signal up to this size, the game, however, was running in 320*200 (Normal Mode) the whole time.
This post has been edited by High Treason: 07 January 2012 - 05:22 PM
#26 Posted 09 January 2012 - 09:49 AM
High Treason, on 07 January 2012 - 05:19 PM, said:
If the POST screen would indeed run at 320x200, you'd get an out of range signal on most computer monitors.
High Treason, on 07 January 2012 - 05:19 PM, said:
I can't remember saying anything like that. I did however say that I very much like the looks of Duke Nukem 3D running at a resolution of 320x200, which produces discernible scanlines on my monitor.
Anyway, rasmus thorup was nice enough to record two demo files. Thank you, rasmus! Sadly, I haven't been able to get them to work. I placed them inside my eDuke32 folder (got the current stable version) and after the title screen, it still goes straight to the menu. Does anyone know what might be the problem here?
Here are the files.
http://www.mediafire...jcx8ag6i8zsdqhw