Duke3D HRP: new/updated art assets thread "Post and discuss new or updated textures/models for the HRP here"
#2321 Posted 12 March 2011 - 12:03 PM
#2323 Posted 12 March 2011 - 04:48 PM
#2324 Posted 12 March 2011 - 04:52 PM
#2325 Posted 12 March 2011 - 07:58 PM
Here is a comparison:
http://screenshotcom...omparison/35295
Also there is green and orange fonts based on new 13d redfont.
This post has been edited by empyrock: 13 March 2011 - 05:50 AM
#2326 Posted 12 March 2011 - 08:26 PM
#2328 Posted 13 March 2011 - 04:15 AM
I was going to use Millenia's hands for the chaingun and the pistol as I thought they looked better (no offence to Parkar).
I've got a shotgun shell model that I'll get together later, but again, way too much other stuff on at the moment.
This post has been edited by Tea Monster: 13 March 2011 - 04:15 AM
#2329 Posted 13 March 2011 - 05:55 AM
Deeper Thought wanted to gather a group of people to continue work on the Polymost HRP. You may want to contact him and see what he has in mind.
This post has been edited by Tea Monster: 13 March 2011 - 05:55 AM
#2330 Posted 13 March 2011 - 10:57 AM
Tea Monster, on Mar 13 2011, 05:55 AM, said:
WTF? I never said anything like that. In fact I have been saying the opposite.
#2332 Posted 13 March 2011 - 11:06 PM
#2333 Posted 14 March 2011 - 12:39 AM
If you can't be bothered reading through that, download the latest eduke32: http://dukeworld.duk.../20110313-1844/
One of the eduke32 developers got so fed up with hundreds of questions like you one you just asked, so he permanently disabled the feature that causes that glitch on ATI cards. You'd barely notice any difference in game, it just helped to smooth textures a bit so its harder to see the pixels, which isn't a big deal if you're starting off with high res textures in the first place. If you desperately want that feature, buy an nVidia card.
Basically the latest eduke32 will solve your problem.
#2334 Posted 14 March 2011 - 11:19 AM
Micky C, on Mar 14 2011, 09:39 AM, said:
If you can't be bothered reading through that, download the latest eduke32: http://dukeworld.duk.../20110313-1844/
One of the eduke32 developers got so fed up with hundreds of questions like you one you just asked, so he permanently disabled the feature that causes that glitch on ATI cards. You'd barely notice any difference in game, it just helped to smooth textures a bit so its harder to see the pixels, which isn't a big deal if you're starting off with high res textures in the first place. If you desperately want that feature, buy an nVidia card.
Basically the latest eduke32 will solve your problem.
Well, as for me it solved the problem so well that it is no longer able to load a std level properly, causing out of memory error.
Ex "The Birth" lvl 1. Me, not THAT happy. Oh, and BTW, you loose the on-disk texture cache too.
EDuke32 2.0.0devel r1845 Compiled Mar 14 2011 10:40:47 Using D:/Games/Duke3D/ for game data Windows Vista (build 6.0.6002) Service Pack 2 Initializing DirectDraw... Searching for game data... Using 'duke3d.grp' as main game data file. Using file 'autoload/duke3d_soundtrack_true_midi_sound_sc55.zip' as game data. Using file 'autoload/maphacks.zip' as game data. Using file 'autoload/polymer_hrp185.zip' as game data. Compiling: GAME.CON (151190 bytes) Including: DEFS.CON (35992 bytes) Including: USER.CON (45482 bytes) GAME.CON: In actor `ORGANTIC': GAME.CON:3968: warning: found `else' with no `if'. GAME.CON: In state `pigshootenemystate': GAME.CON:5891: warning: found `else' with no `if'. Found 2 warning(s), 0 error(s). Resizing code buffer to 16187*4 bytes Script compiled in 35ms, 16179*4b, version 1.4+ 1918/11264 labels, 321/2048 variables 125 quotes, 207 actors Initialized 24.0M cache Loading 'duke3d.def' Warning: defined hightile replacement for empty tile 9000. Maybe some tilesXXX.art are not loaded? Warning: defined hightile replacement for empty tile 9001. Definitions file 'duke3d.def' loaded. RTS file DUKE.RTS was not found Initializing OSD... Switching kb layout from 0000040C to 00000409 Initializing DirectInput... - Enumerating attached game controllers - No game controllers found Uninitializing DirectInput... Executing "settings.cfg" Disabling desktop composition... Setting video mode 1280x800 (32-bit fullscreen) Enabling ATI FBO color attachment workaround. Enabling ATI R520 polygon offset workaround. OpenGL Information: Version: 2.1.8545 Release Vendor: ATI Technologies Inc. Renderer: Radeon X1900 MOBILITY Initializing Polymer subsystem... PR : Initialization complete. Initializing music... Initializing sound... Enabling ATI FBO color attachment workaround. Enabling ATI R520 polygon offset workaround. Initializing Polymer subsystem... PR : Initialization complete. WARNING: slowdown in logo.anm, skipping playback Warning: the GL driver lacks necessary functions to use caching Load tile 2492: p0-m4-e0 highres/screen/menu/2492_version.png... 287 ms Enabling ATI FBO color attachment workaround. Enabling ATI R520 polygon offset workaround. Initializing Polymer subsystem... PR : Initialization complete. Load tile 2492: p0-m4-e0 highres/screen/menu/2492_version.png... 380 ms Load tile 2493: p0-m4-e0 highres/screen/menu/2493.jpg... 481 ms Load tile 3281: p0-m4-e0 highres/screen/menu/3281.jpg... 275 ms Load tile 2456: p0-m4-e0 highres/screen/menu/2456.jpg... 147 ms Load tile 2499: p0-m4-e0 highres/screen/menu/2499.png... 11 ms Load tile 1141: p4-m4-e0 highres/textures/1141.png... 19 ms ... ... Load tile 1679: p6-m4-e3 ... 24 ms Load tile 1679: p251-m4-e9 ... 23 ms Failed loading skin file "highres/sprites/monsters/1680_trooper_skin_color.png": error -1 OUT OF MEMORY in daskinloader! Uninitializing DirectDraw...
#2335 Posted 14 March 2011 - 12:18 PM
#2336 Posted 14 March 2011 - 12:23 PM
#2338 Posted 14 March 2011 - 02:39 PM
Tea Monster, on Mar 14 2011, 09:23 PM, said:
#2339 Posted 14 March 2011 - 02:49 PM
It sucks as it means no Duking till the fan gets replaced (Hopefully it's just the fan). Thank F*CK I get paid before the 6th!
#2340 Posted 14 March 2011 - 02:57 PM
Helixhorned, on Mar 14 2011, 01:18 PM, said:
Polymer should function fine without either of these, though. It just looks like he's running out of memory for other reasons; try dropping the high-res texture quality slider a notch. I also see that Polymer got initialized twice for some reason, so it looks like you switched modes or something similar. Try not doing that as it's pretty leak-prone, especially on drivers that don't garbage collect GL objects.
#2341 Posted 14 March 2011 - 04:42 PM
Secondly ive been playing this game with those upgrades and there are still a fews things that are not finished.
level - Babe Land : a fews of the pirates robots models are still in 2d ( the dog,the pirate with the leg in is hand,the slaves,the babe with guns and the 2 sword fighting pirate babes.)
level- Pigsty : the group of hanged man in the conference room.
I know that all of you are busy with the polymer and a fews other things,it's just that seeing a fews things still not finished make the game a little bit incomplete.
And it would be nice to make a better sprinkling water when you destroy a toilet or a fire hydrant.
Thank you and have a great time.
#2342 Posted 14 March 2011 - 04:54 PM
#2343 Posted 14 March 2011 - 04:56 PM
#2344 Posted 14 March 2011 - 09:59 PM
#2345 Posted 15 March 2011 - 01:11 AM
freak nukem, on Mar 15 2011, 03:29 PM, said:
You're definitely playing with the latest HRP right? Check this thread to figure out how to make sure you always have the latest stuff: http://forums.duke4....?showtopic=2251
A lot of the work recently has been to make the textures next-gen, i.e with normal and specular maps and all those things that make them look 3D and have realistic light reflections. IMO these things are more important than having a few hardly used models worked on. Also we're redoing most of the weapons to make them look more modern as well. But hopefully one day everything will be finished to a reasonable degree.
#2347 Posted 15 March 2011 - 07:31 AM
#2348 Posted 15 March 2011 - 10:52 AM
Plagman, on Mar 14 2011, 11:57 PM, said:
Well, I tried to decrease the texture quality, and that was much better, looks like even 256MB is no longer sufficient for full quality.
(I had highpal lookups activated, wasn't it supposed to improve memory usage ?)
Not using disk cache at all is even faster in initial loading. Of course, the problem is the remaining online loads, that turns the game to a halt, but that was the same thing with discache on when first encountered, so...
On point though : is the texture quality slider not a bit too harsh ? I mean, "dropping the high-res texture quality slider a notch" looks like all dimensions of textures are / 2, which leads to 4 times less memory, fine. Problem is, the quality goes from "exellent" to "semi-crap" (especially the menus
Maybe some more moderate resize would be better, or more intermediate steps, especially if more ATI users turn to use them with the lack of texture compression. Of course, that concerns 3years+ card owners like me, not 1GB owners out there, I imagine.
Edit:
I sads me to say that, but the gameplay is indeed MUCH better without disk cache, go figure.
Even the online loads are invisible. Was the GL re-compression so slow that it was in fact respnsible of most of the online freezes ?
Also, the texture aspect is a deal better using "LINEAR" filter instead of "TRILINEAR", but I would still appreciate more choices in texture quality.
Finally it turns out that ATI texture compression removal was A Good Thing , at least for me. Wow.
This post has been edited by Scrooge: 15 March 2011 - 11:31 AM
#2349 Posted 16 March 2011 - 02:41 AM
This post has been edited by Roma Loom: 16 March 2011 - 02:57 AM
#2350 Posted 16 March 2011 - 05:57 AM
updated
This post has been edited by empyrock: 16 March 2011 - 09:18 AM

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