Duke3D HRP: new/updated art assets thread "Post and discuss new or updated textures/models for the HRP here"
#4771 Posted 12 February 2024 - 01:33 PM
#4772 Posted 12 February 2024 - 05:42 PM
NightFright, on 07 February 2024 - 12:00 PM, said:
It was not really part of the realpolitik of the time. Getting volunteer (and sometimes amateur) contributors is one thing, holding their hand to ensure they shared their sources for preservation is another.
There are also circumstances like someone who stole one of Tea Monster's models and used it in a job application, giving him reluctance to share in the future.
I maintained sources for contributions to the NWinter and Vacation HRPs. I also have various pieces from Parkar and others in my archives.
Roma Loom, on 12 February 2024 - 12:58 PM, said:
Great work!! As briefly mentioned by others, is there any possibility of extending it into an (ultra-)widescreen asset?
Roma Loom, on 12 February 2024 - 12:58 PM, said:
SwissCM already did this for gametext (bluefont), minitext, and v1.3D menutext (redfont). Here are the SVGs I have: SwissCM-duke3d-font-vectors.7z
#4773 Posted 12 February 2024 - 06:17 PM
I suppose you could search this forum and see if TeaMonster's originals are still posted.
Thats a whole lotta HRP there Mr. Loom.
This post has been edited by Mark: 12 February 2024 - 06:20 PM
#4774 Posted 13 February 2024 - 04:53 AM
Hendricks266, on 12 February 2024 - 05:42 PM, said:
That's cool, this will save time, still have to convert to a b/w TTF file
#4777 Posted 14 February 2024 - 09:30 AM
#4778 Posted 14 February 2024 - 09:56 AM
Side note:
Widescreen assets seem to be less complete than I remembered. We don't have stuff like the help/credits screens, for example. Which is a pain since they need to be composed of the background tiles + text overlays. And without templates, those have to be (re)done from scratch.
#4779 Posted 14 February 2024 - 11:27 AM
#4780 Posted 14 February 2024 - 11:44 AM
Regarding SVN vs Github:
Are there any main advantages of SVN over Git these days? What speaks in favor of Git is you won't need any sort of client to download the archive. (And SVN clients are not very numerous these days, as I've noticed.) "Download to zip" is always available. It's also accessible for everybody, with the possibility to add contributors. Those would all need to have Github accounts for that, though.
#4781 Posted 14 February 2024 - 12:04 PM
https://www.perforce...w-git-lfs-works
This post has been edited by Roma Loom: 14 February 2024 - 12:30 PM
#4782 Posted 14 February 2024 - 12:33 PM
#4783 Posted 14 February 2024 - 06:08 PM
NightFright, on 14 February 2024 - 11:44 AM, said:
Are there any main advantages of SVN over Git these days?
For a project like the HRP where the data is large binary files like images and models, it is advantageous for the client to download only the current version of the data by default. Subversion was designed to do this inherently, you have no other choice (outside of a tool like git-svn). Git, by default, downloads the entire history. You can pass something like `--depth=1` to your `git clone` command to have the same effect, but that is not well known and not mentioned as part of GitHub's included shortcuts.
As Roma linked, Git LFS is designed to resolve this issue, and GitHub supports it for free (for files < 2 GB, which is no issue here), however it requires some setup on the repository manager's side, and can involve extra hurdles for users to get right.
NightFright, on 14 February 2024 - 11:44 AM, said:
This is a detail of GitHub as a service and not anything inherently present in Git or lacking in Subversion.
NightFright, on 14 February 2024 - 11:44 AM, said:
Just speaking from my own opinion, for my projects I preferred being the one to update the data in terms of filenames, defs, and txts, so I could be sure it met my standards for organization and documentation. The one time someone went around me to get SVN access from the site admins, they did this wrong, and I had to fix it later, which irritated me. That said, you can configure GitHub pull requests so that maintainers can edit the contributor's branch before merging. This is not the same as giving someone direct commit access, and still involves some level of attention from a maintainer, but it may be less of a burden than having files dropped on their own.
#4784 Posted 14 February 2024 - 10:24 PM
In the meantime, I did a comparison with the 8-bit widescreen pack and found that we are unfortunately still missing a few tiles to be fully widescreen compatible:
[ ] 2445 (help screen) [ ] 2456 (menu background) [x] 2462 (statusbar) [x] 2492 (3DR logo) [x] 2493 (title screen) [ ] 2500 (Duke Ten screen) [ ] 2504 (PP credits) [ ] 2505 (DN3D credits) [ ] 2506 ("Thank You") [x] 3240 (tally screen: city) [x] 3245 (tally screen: space) [ ] 3280 (story screen) [x] 3281 (level loading) [x] 3292 (ep.1 end) [x] 3293 (ep.2 end)
Especially #2456 is important since all menu screens are using it. The "Duke Ten" one may be redundant, which is probably why it hasn't been done at all so far.
Links to current 5:4 versions of the missing widescreen tiles:
#2445 | #2456 | [#2500 N/A] |#2504 | #2505 | #2506 | #3280
#4785 Posted 15 February 2024 - 12:23 PM
This post has been edited by Roma Loom: 15 February 2024 - 12:33 PM
#4786 Posted 15 February 2024 - 02:17 PM
(Oh, and the "Play on Ten" screen is ofc useless since that was only available in the vanilla options menu. Modern ports are not even showing this, so we can simply forget about it.)
#4787 Posted 16 February 2024 - 05:41 AM
#4788 Posted 16 February 2024 - 07:08 AM
#4789 Posted 16 February 2024 - 08:04 AM
I assume the new font is the one to the right. Looks more faithful, even though maybe a bit flat compared to the old version. Right now, I can't picture the 8-bit counterpart in front of me, but well... it's an improvement, one way or the other.
@Mark
I'd say by now, anything below 1080p is probably to be considered low res these days.
#4790 Posted 16 February 2024 - 08:26 AM
NightFright, on 16 February 2024 - 08:04 AM, said:
I assume the new font is the one to the right. Looks more faithful, even though maybe a bit flat compared to the old version. Right now, I can't picture the 8-bit counterpart in front of me, but well... it's an improvement, one way or the other.
Here's the original Duke3D
#4791 Posted 16 February 2024 - 08:40 AM
As far as I'm concerned, I'm still looking for a usable SVN client. Preferrably portable. Most of those are discontinued by now. I intend to avoid TortoiseSVN as it screws too much with my system for my taste, considering its Explorer integration. I don't need that.
#4792 Posted 16 February 2024 - 09:15 AM
#4793 Posted 16 February 2024 - 10:09 AM
Currently I'm experimenting with SlikSVN. It's command-line based, but at least binaries are up-to-date. Basic stuff like checkout and commit is easy to do, so it's something. Still need to test whether my old access is working, though.
Btw, your statusbar blows the one from Megaton out of the water with ease. For comparison:
https://images.cgame...ion_2597757.jpg
Btw, part 2: For anybody who's been wondering, I'm indeed intending to issue a new HRP release once all menu-related tasks have been completed. It's not going to be much, but at least it'll show it's still not completely buried. That and widescreen support is definitely overdue since ages.
#4795 Posted 16 February 2024 - 12:49 PM
You can commit that statusbar whenever you want. While you're at it, maybe also create a 5:4 version and replace the old one, so everything fits. Regarding widescreen assets, I think it's best to have a separate dir where we put everything and load that with a new def (widescreen.def, obviously). Like this it can just be loaded on top of the 5:4 assets for easy replacement.
#4796 Posted 16 February 2024 - 02:47 PM
#4797 Posted 17 February 2024 - 03:28 AM
What I did:
- Resized the bar to 1920x174 (Megaton: 1920x153)
- Use these definitions:
texture 2462 { pal 0 { file "hires/tweaks/hud/hudfin1920_roma.png" orig_sizex 428 orig_sizey 34 artquality } }
This works fine with the Megaton statusbar, but not with the new one. I've tried messing around with orig_sizex, but I can't find a setting which quite does the trick. As soon as the numbers are more or less where they should be, the background image on both sides is showing again.
#4798 Posted 17 February 2024 - 04:53 AM
NightFright, on 17 February 2024 - 03:28 AM, said:
You mean if you place megaton's statusbar texture into Rednukem instead of mine it works?
We need expand definition flags then, like the offset from where to draw the status bar or whatever... That's why I like blueprints do the math and draw what you want
This post has been edited by Roma Loom: 17 February 2024 - 05:34 AM
#4799 Posted 17 February 2024 - 06:11 AM
Numbers are always drawn at the same spot, regardless whether you are in highres mode or not. Maybe the best idea would be to use the Megaton statusbar as a template and trace over it with your own gfx, just to know where the frames (and maybe also everything else) have to be.
Here's the Megaton statusbar for reference. (Can't attach files here any more, exceeded my upload quota.)
#4800 Posted 17 February 2024 - 08:23 AM
This post has been edited by Roma Loom: 17 February 2024 - 08:46 AM