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EDuke32 2.0 and Polymer!  "talk about the wonders of EDuke32 and the new renderer"

User is offline   Jimmy 

  • Let's go Brandon!

#1111

Hendricks and I both have access to Duke Nukem Total Meltdown, for the PSX, and we can extract the cutscenes from there, which are of slightly better quality.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#1112

Alot better quality. :lol:
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User is offline   Sobek 

  • There's coffee in that nebula!

#1113

View PostMr.Flibble, on Dec 26 2009, 05:16 AM, said:

I know TX has said that if someone produces a worthwhile mod or video replacement for clips in the game (intro etc) he would consider putting in video support...but if someone else figures out how to do it, people are more likely to work on something to use it.


Interesting. While I wouldn't actually MAKE the videos myself, my Voyager mod would benefit infinitely from proper video cutscenes. At the moment I have to keep that kind of stuff cut short and there are many things I'm not even sure will work (essentially creating a decent enough looking bit of space combat or ship flybys) not to mention the performance aspect to it.

By cutting out flybys, small space combat clips and such from various Trek episodes and interweave them with the level design, that could do wonders for immersion. Shit, that would be perfect for creating a 'parallel' mission structure... As if you were playing the role of someone else completing tasks in tandem with events occuring on the show. Man that'd be awesome.

Pie in the sky, right? :lol:

This post has been edited by Sobek: 26 December 2009 - 05:29 AM

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User is offline   asdasd 

#1114

Hi!
I'm in win7 64bit with ati radeon 4570 hd...(with the last catalyst drivers...) and I have tried the last snapshot of eduke32 and, when I start it, the screen is flickering! why this happen?
thanks!
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#1115

View Postasdasd, on Dec 27 2009, 07:04 AM, said:

Hi!
I'm in win7 64bit with ati radeon 4570 hd...(with the last catalyst drivers...) and I have tried the last snapshot of eduke32 and, when I start it, the screen is flickering! why this happen?
thanks!

Can't do much if you don't give us your log file. "eduke32.log" and post it in THIS thread.
http://forums.duke4....?showtopic=1333

If you don't even know what your "eduke32.log" file is then you need to read THIS and look at the bottom.
http://wiki.eduke32....Asked_Questions

This post has been edited by The Commander: 26 December 2009 - 10:11 AM

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User is offline   asdasd 

#1116

ok! sorry!

http://forums.duke4.net/index.php?showtopi...amp;#entry32782
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User is offline   Sangman 

#1117

View PostPiano Man, on Dec 25 2009, 04:43 AM, said:

The only thing I wish the duke engine could do now is play movies between levels or when triggered by a sector or touchplate - THAT WOULD BE COOL!!!


This is totally possible and is present in an upcoming mod :lol: (Well, ok, not movies but "in-game cutscenes")

This post has been edited by Sangman: 26 December 2009 - 05:41 PM

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#1118

View PostSangman, on Dec 27 2009, 02:41 AM, said:

This is totally possible and is present in an upcoming mod :lol: (Well, ok, not movies but "in-game cutscenes")


Wow awesome^^
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User is offline   zchri9 

  • Honored Donor

#1119

View PostSangman, on Dec 26 2009, 05:41 PM, said:

This is totally possible and is present in an upcoming mod :lol: (Well, ok, not movies but "in-game cutscenes")

Do you mean scripted sequences or pre-made cut scenes?
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User is offline   Stabs 

#1120

with the video, and some clever mixing you could probably create the cutscenes in build, record with fraps, edit etc etc
and have the best of both worlds
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#1121

View Postzchri9, on Dec 27 2009, 05:22 PM, said:

Do you mean scripted sequences or pre-made cut scenes?

http://www.youtube.c...h?v=Cmfxd3EPqkY
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User is offline   Sangman 

#1122

View Postzchri9, on Dec 27 2009, 05:22 AM, said:

Do you mean scripted sequences or pre-made cut scenes?


Well, both, in the map something can be going on after pressing a switch or something and if the mapper desires so, he can put in a camera sprite with various settings that (for a moment) takes control away from the player and shows what's going on. Kinda like.. Tomb Raider.. or many, many other games.
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User is offline   Tea Monster 

  • Polymancer

#1123

What you are talking about are scripted sequences (which is really cool).

The other one that people are waiting for is the ability to trigger a video sequence when you hit a touchplate or end an episode. Said video sequence could be a cool cut-scene that you rendered with 3D models in Blender of Duke kicking a Liz Trooper up the arse so hard that his spine comes out the top of his head.
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User is offline   Sangman 

#1124

View PostTea Monster, on Dec 28 2009, 11:00 AM, said:

What you are talking about are scripted sequences (which is really cool).

The other one that people are waiting for is the ability to trigger a video sequence when you hit a touchplate or end an episode. Said video sequence could be a cool cut-scene that you rendered with 3D models in Blender of Duke kicking a Liz Trooper up the arse so hard that his spine comes out the top of his head.


Well, a workaround that might be possible now is to have software take screencaps of a video every X amount of frames, convert those files to PCX if necessary and make an ANM file out of it. Apart from that though yeah dunno
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User is offline   Tea Monster 

  • Polymancer

#1125

View PostSangman, on Dec 28 2009, 03:51 PM, said:

Well, a workaround that might be possible now is to have software take screencaps of a video every X amount of frames, convert those files to PCX if necessary and make an ANM file out of it. Apart from that though yeah dunno

You should be able to do that. I never really looked into creating your own ANM files. Its a bit of an arse-around though.

Oh, just have to say a big thank you to the EDuke32 devs for this wonderfull software.

Thanks to my wonderful Lady, who just treated me to a Nvidia 9800* with a gig of DDR3 RAM. For the first time in a year I can play Polymer fluidly.

* read as: "A REAL graphics card".

This post has been edited by Tea Monster: 29 December 2009 - 09:42 AM

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User is offline   Jimmy 

  • Let's go Brandon!

#1126

.ANM has limitations:
A palette
You cannot have scripted sound, it must be one continuous sound that syncs with the speed of the .ANM
Unless there is a command I don't know about, you can only trigger them by ending the episode
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#1127

 Captain Awesome, on Dec 30 2009, 07:29 PM, said:

.ANM has limitations:
A palette
You cannot have scripted sound, it must be one continuous sound that syncs with the speed of the .ANM
Unless there is a command I don't know about, you can only trigger them by ending the episode

Yes I came into all these damn limitations the other week when I converted a small clip in to an .ANM
It was more trouble than it was worth so I deleted the shit and forgot about in hopes that soon some player will be available in future.
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User is offline   Hendricks266 

  • Weaponized Autism

  #1128

The further trouble with ANMs is that they are locked into the episode they are situated in. In Episodes 1, 5, 6, and 7, when you end the episode, the tile Battlelord cutscene plays, which is hard to modify.
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User is offline   RedSniper 

#1129

Hello fellow Duke3D fans! I just recently discovered the greatness of EDuke32 and the ability to play Duke again on modern Operating Systems.
So I went ahead, installed the latest version of EDuke 32 (from 20091231), and the high-resolution pack (also the latest version).
I use my Duke Nukem 3D Atomic Edition grp file to start up the game.

My system is a Q6600 Quadcore machine with 4GB RAM & a Geforce 8800GTS video card on Windows 7 Home Premium 64-bit.
I have the "Polymer" option enabled in the EDUKE32 software and I'm playing a 1920 x 1080 32-bit resolution.

Duke 3D looks great this way, no flickering or anything, but I don't get shiny surfaces like in this polymer demo on youtube: http://www.youtube.c...h?v=I4Jtp_YJ8R0

My question : is it normal? Is it still in progress or is this a misconfiguration on my system/installation?
I have selected the highest possible texture quality & 4x Anisotropic Filtering inside Duke's Video Render settings.

I have to say I'm amazed by how alive Duke 3D still is. I replayed the 3 first episodes of Atomic Edition and it's so great to be able to do that again! :lol:
What a turnaround for this game if you look at the 2D sprites from 1996 :lol:

This post has been edited by RedSniper: 31 December 2009 - 03:56 AM

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User is offline   LeoD 

  • Duke4.net topic/3513

#1130

First, make sure that you have the Polymer HRP, not normal HRP.
To make use of all of the glory Polymer effects (light sources/shadows) the existing maps need additional information by maphacks (included in Polymer HRP). This has only been done for E1L1 "Hollywood Holocaust" so far. So try E1L1 first to check out the effects you are missing. Note that the maphack lighting information currently gets lost when saving/reloading the game.

Btw. don't miss to check out DukePlus which is the modern way to enjoy Duke3D. In addition it ships with at least one Polymer-ready map (dpcbp).

This post has been edited by LeoD: 31 December 2009 - 05:13 AM

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User is offline   RedSniper 

#1131

Thanks, this explains a lot! I'm using the HRP Polymer version, and indeed, hollywood holocaust is the best looking level so far.
I haven't heard from DukePlus yet, will check it out asap. Thanks!
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User is offline   WedgeBob 

#1132

Agreed about Hollywood Holocaust with this, however, it is prone to bottlenecks and crashes to Windows, and I've fallen victim to those, despite my solid hardware. Wonder if that's gonna be fixed anytime soon.
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#1133

View PostWedgeBob, on Jan 1 2010, 07:19 AM, said:

Agreed about Hollywood Holocaust with this, however, it is prone to bottlenecks and crashes to Windows, and I've fallen victim to those, despite my solid hardware. Wonder if that's gonna be fixed anytime soon.

You must be talking about the sound crashing bug as I have not herd of anyone else crashing etc due to Polymer alone. If this is the case would care to elaborate further on it.
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User is offline   WedgeBob 

#1134

When I'm up in the projection room on the difficulty level "Come Get Some" I pick up everything, gib all the aliens, shoot the crack in the projector screen, then I attempt to jump out the window and back into the screen room of the theater, then the game locks up, and sends me back to Windows. Perhaps there may be a framerate issue or something in that regard... May be an HRP Polymer combination issue with all this going on at once. I mean, I have an HD5850, so I don't have any hardware problems that I know of. This is the only map that crashes on me. I go to play Spaceport, and it plays flawlessly.

This post has been edited by WedgeBob: 31 December 2009 - 02:41 PM

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User is offline   Gambini 

#1135

View PostLeoD, on Dec 31 2009, 10:07 AM, said:

Btw. don't miss to check out DukePlus which is the modern way to enjoy Duke3D. In addition it ships with at least one Polymer-ready map (dpcbp).


The map was polymer ready when it was released. Unfortunately in newer eduke32 snapshots somebody disabled one feature that ended screwing up the compatibility with this map. Now, %90 of the lights of DPCB won´t work because they´re tagged the old way.
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User is offline   TerminX 

  • el fundador

  #1136

Just use a Mapster32 script to replace all lights with colors of 0 with ones with 255 and release a new version of the map. Problem solved.
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User is offline   RedSniper 

#1137

That sounds like rocket science to me as an eDuke newbie! :lol:
All I can say is that all the latest releases of all software (Duke HRP Polymer beta, latest build of eDuke and DukePlus) don't give me shiny surfaces in Hollywood Holocaust. All the rest looks great though.

Since I have discovered these add-ons & enhancements only recently, I might be the first to have played all 4 episodes of Duke with these new releases.
And I'm sorry to confirm that I as well suffered numerous game crashes and freezings while playing the game.
To me, it's a small price to play for all the goodies, extra firepower & eye candy around, but I just wanted to say that there are stability problems still.

I noticed most crashes occured when there were lots of octabrain enemies in combination with the RPG. I'm not sure the problem is related though.
Enabling DukePlus enhancements gave me loads of clipping problems and disappearing enemy models + weapon models as well.

This post has been edited by RedSniper: 01 January 2010 - 04:43 AM

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User is offline   Gambini 

#1138

View PostTX, on Jan 1 2010, 07:51 AM, said:

Just use a Mapster32 script to replace all lights with colors of 0 with ones with 255 and release a new version of the map. Problem solved.


Do you have an example code that i could use? I know DT can help me but afaik he doesn´t know how to use that mapster thing yet.
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User is offline   Helixhorned 

  • EDuke32 Developer

#1139

Something like this should do:

// gamevar i 0 0
do for i allsprites ifactor 1 ifge .lotag 49 ifle .lotag 50 ife .xvel 0 ife .yvel 0 ife .zvel 0 { set xvel 255 set yvel 255 set zvel 255 }


This post has been edited by Helixhorned: 01 January 2010 - 10:15 AM

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User is offline   Gambini 

#1140

Thank you very much
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