Duke3D HRP: new/updated art assets thread "Post and discuss new or updated textures/models for the HRP here"
#121 Posted 30 May 2009 - 11:34 AM
This post has been edited by NightFright: 30 May 2009 - 11:38 AM
#122 Posted 30 May 2009 - 11:36 AM
Ignore the fix. SD_Duke was the problem. Clearing cache fixed it
@NightFright, I'm sorry that I bothered you with the p.m. for nothing.
This post has been edited by supergoofy: 30 May 2009 - 12:03 PM
#123 Posted 30 May 2009 - 12:17 PM
supergoofy, on May 30 2009, 09:36 PM, said:
Ignore the fix. SD_Duke was the problem. Clearing cache fixed it
@NightFright, I'm sorry that I bothered you with the p.m. for nothing.
Well, at least the issue with the four models was real, and that since March 31. So it wouldn't say the whole thing was for nothing. The error didn't show up earlier because I hadn't included a new props.def until recently.
Please download new update beta and see if the problem still exists. It should be fixed since Parkar's md3s have been included. My mistake was not to pack these files into the update pack while they were present in the SVN build. This happens if you don't pay enough attention to the changelog. Bottom line being: I screwed up.
This post has been edited by NightFright: 30 May 2009 - 12:35 PM
#124 Posted 30 May 2009 - 12:42 PM
And you guys should know by now to never run the game with texture caching.
That's a broken feature.
This post has been edited by PimpUigi: 30 May 2009 - 12:46 PM
#125 Posted 30 May 2009 - 12:58 PM
#126 Posted 30 May 2009 - 01:07 PM
After I disabled texture caching, and deactivated compression, my minute long loading times disappeared completely.
Levels load in three seconds, and never stutter, or freeze, or pop, or anything.
The game runs flawlessly.
And as an added bonus, since I'm always popping things in and out of my HRP files, I don't ever have to worry about "somehow the wrong content loaded."
This post has been edited by PimpUigi: 30 May 2009 - 01:08 PM
#127 Posted 30 May 2009 - 01:11 PM
This post has been edited by NightFright: 30 May 2009 - 01:11 PM
#128 Posted 30 May 2009 - 01:29 PM
#129 Posted 31 May 2009 - 02:10 AM
PimpUigi, on May 31 2009, 04:42 AM, said:
That's a broken feature.
No, I'm NEVER get any problems with texture caching.
But, if some textures f***ed up or some weird display problems happens.
I will killed the "textures" and "textures.cache" files(in the eduke32 directory), then try again. Usually, it will back to normal.
My machine is AMD A64 X2 3600+, 2GB DDR2 800, MSI NX8600GT 256MB... it should be older/slower than yours.
(Of course, the loading time on the first run is long. But it should be fast when next time you load the same level. Disable cache should make it slow every time you load level if you don't have any cached data.)
BTW, you should kill the texture caches files when every time you update HRP, SD_duke, mods or whatever. Because the old caches will cause problems.
This post has been edited by Player Lin: 31 May 2009 - 02:55 AM
#130 Posted 31 May 2009 - 06:56 AM
And without any compression?
#131 Posted 31 May 2009 - 09:34 PM
PimpUigi, on May 31 2009, 10:56 PM, said:
And without any compression?
Yes, I get about 20-30(without compression) or 30-45(with all compressions) seconds in E1L1...
But If I enabled texture caching, when second time(or more) I load E1L1, it just about 5-8 seconds to loaded.(Saved games too, but that progress bar is not accurate at all.)
I always killed cache file when I enable/disable texture caching. Because my eDuke32 still read cache file even I disabled texture caching, I don't know why...
#132 Posted 01 June 2009 - 07:30 AM
That should make the difference.
#133 Posted 01 June 2009 - 08:05 AM
#134 Posted 01 June 2009 - 09:07 AM
However, I think it should result in close to no loading time on everyone's computers as well.
#135 Posted 01 June 2009 - 12:22 PM
With it turned off I have a 3 second lag from when E1L1 starts. Then another few seconds when you transport to the next area down the vent shaft. This is going on a:
2.66 Ghz Intel P4 (single core)
2 GB Ram
Radeon HD 3650 512 MB (AGP)
Win XP SP3
#136 Posted 01 June 2009 - 04:39 PM
I remember the Nightmare map where the ep.2 last boss is running loose was alot better under non-model mode. The sprite just kept outsude, but the 3d one was completely inside the house as it ran passed windows or doors! The small creature in the bathroom window was just two arms.
That stuff can wait, but maybe the idle animation can be fixed first. It does happen all around with all enemies actually. I can understand the Trooper when he's crouched as this is replaced by a shooting animation, however, the others aren't even going through their walking animation.
This post has been edited by Jason S.: 01 June 2009 - 04:39 PM
#137 Posted 01 June 2009 - 05:20 PM
PimpUigi, on May 28 2009, 06:16 AM, said:
Anyone want to comment on this???
Am I the only one who notices or cares????
This post has been edited by PimpUigi: 01 June 2009 - 05:22 PM
#138 Posted 01 June 2009 - 07:14 PM
#139 Posted 01 June 2009 - 07:39 PM
PimpUigi, on Jun 2 2009, 01:20 PM, said:
Am I the only one who notices or cares????
Why don't you try messing with the DEF and fixing it instead of bringing it up every second post till someone does answer.
#140 Posted 02 June 2009 - 01:17 AM
I'm sorry Commander, maybe you don't know me very well.
I know it's easy to forget how I like to mess around with the def files.
I'm not a programming beast, but it's not like I'm [too] lazy.
I would just like some acknowledgement, I know there's tons of stuff brought up every minute, and it's really easy to be passed by.
I've lost too many things in my life by being patient, and assuming I've been noticed.
Sorry if I mentioned it too many times though. : (
This post has been edited by PimpUigi: 02 June 2009 - 01:19 AM
#141 Posted 02 June 2009 - 03:53 AM
#142 Posted 02 June 2009 - 05:04 PM
#143 Posted 02 June 2009 - 09:24 PM
PimpUigi, on Jun 1 2009, 11:30 PM, said:
That should make the difference.
Yeah, shut down that will loading fast like running without Hi-Res.
But the game will always choked about some seconds when every time you encounter enemies, items, weapons or whaterver, because it NEEDED to load the model textures.
I don't like that, so even it works with me. I still prefer to use pre-cache and waiting, whatever its(mean disable pre-cache) loading time is near 0 second.
This post has been edited by Player Lin: 02 June 2009 - 09:27 PM
#144 Posted 03 June 2009 - 12:12 PM
Since me and NightFright can run the game flawlessly without Precache Hi Res Textures.
#145 Posted 14 June 2009 - 07:53 AM
#146 Posted 14 June 2009 - 10:01 AM
DNV, on Jun 14 2009, 08:53 AM, said:
Technically - yes. You may have to convert from PNG as I don't know what format DNMP uses.
Also, you should check the licence for the HRP. DNMP should qualify as a Duke game, but not sure.
#148 Posted 15 June 2009 - 06:54 AM
DNV, on Jun 14 2009, 11:22 AM, said:
If you read the license, it states
3. Any likenesses, characters, sounds, phrases or references specific to
Duke Nukem, 3D Realms Entertainment, or Apogee Software Ltd. appear in this
Work courtesy of 3D Realms Entertainment and are the exclusive property of
3D Realms Entertainment, and are provided only to be used with a legally
acquired copy of Duke Nukem 3D. You may not alter, transform, build upon or
adapt any portion of this Work specifically related to or derived from the
Duke Nukem intellectual property, including likenesses, characters, sounds,
phrases or references for any purpose other than use with a legally acquired
copy of Duke Nukem 3D.
So, in short, no.
You may want to contact the pack maintainers and see if this would work for DNMP, as it was an officially sanctioned and licensed Duke game. The license was put together to stop people ripping the pack off and basically getting 'Free' Duke Nukem art assets in their generic games.
#150 Posted 15 June 2009 - 10:55 PM
Hendricks266, on Jun 3 2009, 03:04 AM, said:
Before shooting, the muzzleflash model sits behind the gun where you can't see it. On the shooting frame, it's at its tip. Animation interpolation makes it slide very fast and you can sometimes see it where it shouldn't be if you have a very fast or adequately slow framerate. Animation smoothing makes it even worse. The flash should really be inside the tip of the gun instead.