EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#2299 Posted 23 May 2011 - 03:51 AM
#2300 Posted 23 May 2011 - 08:07 AM
Helixhorned, on 23 May 2011 - 03:51 AM, said:
This only work for eduke32, any way to make this for mapster ? And I think i need much more cache size than 32 megs, this limit is frustrating, I have a great project, but I can't continue
This post has been edited by Muelsa: 23 May 2011 - 08:10 AM
#2302 Posted 23 May 2011 - 10:44 AM
Helixhorned, on 23 May 2011 - 10:09 AM, said:
Uninitializing DirectInput...
Initialized 512.0M cache !!!!!
Loading 'duke3d.def'
thank you for that, you makes me happy
#2303 Posted 29 May 2011 - 01:22 AM
I have been using EDuke32, HRP, and DukePlus together for a long time now. Right up to the latest releases, including HRP 5.0 and DP 2.30 with the latest binaries, I must always keep EDuke32.cfg read-only. Why? Because on the first run the value of "Polymer = 1" gets toggled to 0. The one in DP.cfg remains 1. On the next startup of EDuke32, Polymer gets toggled to 0 on DP.cfg aswell and all Polymer effects stop. Keeping EDuke32.cfg read-only pretty much solves it but if I ever want to change resolution I have to remove the attribute and manually put it in EDuke32.cfg, then make it read-only again. Why is "Polymer = 0" spreading like a plague through the configs?
Even if i delete EDuke32.cfg, when I run it and it pops up the config window, I select my resolution, check fullscreen, CHECK POLYMER, exit the game as soon as I'm in and check the config file, "Polymer = 0".
This is the entire contents of my EDuke32.cfg. The rest of the settings are in DukePlus\DP.cfg
[Misc] Executions = 0 [Setup] ForceSetup = 0 NoAutoLoad = 0 SelectedGRP = "Duke3D.grp" ModDir = "DukePlus" ConfigVersion = 228 [Screen Setup] ScreenBPP = 32 ScreenHeight = 1024 ScreenMode = 1 ScreenWidth = 1280 WindowPositioning = 0 WindowPosX = 0 WindowPosY = 0 Out = 0 Password = "" Polymer = 1 [Updates] CheckForUpdates = 0 LastUpdateCheck = 0
This post has been edited by Searinox Navras: 29 May 2011 - 01:27 AM
#2304 Posted 29 May 2011 - 01:32 AM
#2306 Posted 29 May 2011 - 03:16 PM
#2308 Posted 29 May 2011 - 04:46 PM
#2309 Posted 30 May 2011 - 12:35 PM
#2310 Posted 04 June 2011 - 08:31 AM
#2311 Posted 04 June 2011 - 11:39 AM
djdori11, on 04 June 2011 - 08:31 AM, said:
http://forums.duke4....dpost__p__88492
That is your answer, something that can't be done in 5 minutes. (Read and Google the words if you have to)
#2312 Posted 08 June 2011 - 04:58 AM
#2313 Posted 08 June 2011 - 08:31 AM
djdori11, on 08 June 2011 - 04:58 AM, said:
Yeah, that's a bug from time ago, this is possibly planned to be fixed in the future. The issue is listed in the HRP readme.
#2314 Posted 08 June 2011 - 10:45 AM
#2315 Posted 09 June 2011 - 03:19 AM
TX, on 08 June 2011 - 10:45 AM, said:
ok, so also finished episode 2 now with eduke 1902 and hrp 5.1.263 and here is a little review:
(i have ati) so, the lag, bad framerate and crashes are obvious i guess, but i also had some sounds cut and missing sounds, the ending cutscens problems, bugs, and some hrp glitches...
but overall it was playable and the graphics and stuff are just amazing
i think reducing the polymer lights will help to the framerate.. but i also have kinda solution to heavy lag, very bad framerate and crashes, just play 10 minutes, save and exit the game, restart your computer and continue playing and so on, if youll play like this its going to be much better.
so hope youll one time fix all the stuff, although duke nukem forever is out so duke nukem 3d going to get old.
This post has been edited by djdori11: 09 June 2011 - 03:22 AM
#2316 Posted 09 June 2011 - 03:31 AM
djdori11, on 09 June 2011 - 03:19 AM, said:
so hope youll one time fix all the stuff, although duke nukem forever is out so duke nukem 3d going to get old.
I kept the framerate in mind as a medium-high priority when I made the light maphacks for episodes 1 and 2, and it runs at a solid 30+ frames per second with everything maxed out on my nVidia 9800GT.
And you're wrong about Duke Nukem 3D getting old (well yeah technically it's very old), but not only is the gameplay different to Duke Nukem Forever (and in some ways better) so that people will keep on playing it, but the engine is completely different; it's one of the easiest to use, and most modible engines around, and that's saying something. I can easily see eduke32 lasting another 10+ years.
Edit: if you think the framerate is bad on the original levels, you should try out my polymerized version of Project Zero, you'll probably get 1 frame a minute
This post has been edited by Micky C: 09 June 2011 - 03:32 AM
#2317 Posted 09 June 2011 - 03:51 AM
Micky C, on 09 June 2011 - 03:31 AM, said:
And you're wrong about Duke Nukem 3D getting old (well yeah technically it's very old), but not only is the gameplay different to Duke Nukem Forever (and in some ways better) so that people will keep on playing it, but the engine is completely different; it's one of the easiest to use, and most modible engines around, and that's saying something. I can easily see eduke32 lasting another 10+ years.
Edit: if you think the framerate is bad on the original levels, you should try out my polymerized version of Project Zero, you'll probably get 1 frame a minute
maybe, and i know there is not too many polymer lights, but there are some places which really lag, a good example was the 2nd boss fight, the room was full of green polymer lights i guess, my framerate was like 5 in this boss fight, i cant belive i killed him before the game crashed.
This post has been edited by djdori11: 09 June 2011 - 03:52 AM
#2318 Posted 10 June 2011 - 01:49 AM
the ending cutscene of episode 3 was perfect i think, so just fix the ending of episode 1 and 2, maybe ill also finish episode 4 now.
so for this episode i really wanted to stop the lag so i found the The Commander suggestion in a thread here and added this:
r_pr_specularmapping "0"
r_pr_shadowcount "1"
r_pr_shadowdetail "1"
r_pr_maxlightpasses "1"
r_pr_maxlightpriority "4"
to settings,cfg and also reduced the graphics a bit, and the game worked with much better framerate, less lag, and almost no crashes and stuff.
but i noticed some low res textures in episode 3, and also looks like there is less polymer lights..
but yeah, thanks again for doing this hrp and stuff, its awesome!
#2319 Posted 12 June 2011 - 01:03 AM
Quote
So I put back in my ATI card (was using a 8800 GTS) installed the ATI drivers.
I can't really give proper feedback about Polymer due to the fact that I have gone from 10.5 drivers which HAD shadows where as it seems anything above 10.5 removes any shadows.
Was it known that the latest drivers removed shadows and not just that white box issue?
#2320 Posted 12 June 2011 - 03:53 PM
I've got a question, and I apologize if it's a dumb one. I've been playing DN3D the last few days, and I just completed the first episode. After the cutscene, it just drops me back to the main menu. Is that normal?
It's been quite a few years since the last time I played Duke, but I thought finishing the first episode sends you to the first level of the next episode.
So is that right? There is no continuity between episodes?
#2321 Posted 12 June 2011 - 03:55 PM
#2322 Posted 12 June 2011 - 04:02 PM
I read a walkthrough that mentioned you would automatically start the next episode after the cutscene, but I think that was for the Xbox Live version.
This post has been edited by JDR13: 12 June 2011 - 04:05 PM
#2323 Posted 12 June 2011 - 06:30 PM
JDR13, on 12 June 2011 - 04:02 PM, said:
I read a walkthrough that mentioned you would automatically start the next episode after the cutscene, but I think that was for the Xbox Live version.
It could also be for the N64 or Saturn versions; they had just one campaign.
#2324 Posted 13 June 2011 - 06:14 PM
#2325 Posted 14 June 2011 - 08:58 PM
MusicallyInspired, on 13 June 2011 - 06:14 PM, said:
I would have hated trying to play Duke with that horrible N64 controller though.
#2326 Posted 15 June 2011 - 12:34 PM
This post has been edited by MusicallyInspired: 15 June 2011 - 12:35 PM
#2327 Posted 15 June 2011 - 12:54 PM
MusicallyInspired, on 15 June 2011 - 12:34 PM, said:
And then you have to replace the analog stick. At least those controllers have spare parts available for sale, and replacing the stick isn't too much work.
It was an interesting controller design, but I found that most games either used 2 out of 3 of the "handles" (whatever you want to call them), or that switching your hands to a different "handle" was a bit awkward. Also, I got a lot of thumb blisters.
This post has been edited by BrentNewland: 15 June 2011 - 12:55 PM
#2328 Posted 15 June 2011 - 05:37 PM
Would it be possible to transfer the "shift 16" stuff into a orientation flag instead of a different command?
This post has been edited by Fox: 15 June 2011 - 05:45 PM

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