Duke3D HRP: new/updated art assets thread "Post and discuss new or updated textures/models for the HRP here"
#4201 Posted 30 April 2015 - 12:26 AM
Regarding installer files:
As much as I would like to create an installer, I'll never figure out how it's done. After all, extracting files into your Duke3D folder is all that's needed. Sure, with an installer you could have options to choose what you want to install, but basically we are already focussing on HRP core functions (EDuke32 snapshot, HRP, HRP music pack) which pretty much everybody would want. Purists can choose to download HRP file only separately. If you want to rename the installer folder, feel free to do so.
About the zip parameters:
Where to enter these? in 7-Zip?
This post has been edited by NightFright: 30 April 2015 - 12:34 AM
#4202 Posted 02 May 2015 - 05:36 AM
NightFright, on 30 April 2015 - 12:26 AM, said:
NightFright, on 30 April 2015 - 12:26 AM, said:
NightFright, on 30 April 2015 - 12:26 AM, said:
7z.exe a duke3d_hrp.zip -tzip -mm=9 highpal highres maphacks *.txt *.def -r0 -x\!*.jpg -x\!*.png 7z.exe u duke3d_hrp.zip -tzip -mm=0 highpal highres maphacks
The general purpose is to skip the rather pointless step of trying to compress JPG and PNG files. This will multiply the speed of archive creation, and probably save a little EDuke32 processing time when reading textures from the HRP ZIP.
This post has been edited by LeoD: 02 May 2015 - 05:36 AM
#4203 Posted 03 May 2015 - 03:04 AM
*EDIT May 4*
If I do a comparison of fully compressed/archived HRPs, I get this:
- Full compression: 851.3 MB
- Archive: 890.2 MB
So we are talking about a gain of max. 38.9 MB. I believe this can be considered a rather minor improvement, so it's OK to go with the 100% uncompressed archive approach once again.
*EDIT May 5*
SVN build 674 has been compiled as the (hopefully) final release for HRP v5.4. I will do some ingame screenshots later today before I unlock the download. Shouldn't take too long.
*EDIT May 6*
The release would be ready, but right now latest EDuke32 snapshots suffer from some bugs. The one with highres textures making the game crash has just been solved, now waiting for automap not being drawn in Polymer to be solved. I want to include the most recent EDuke32 snapshot with the HRP, but it also needs to work properly. I guess it's a good reason to wait.
This post has been edited by NightFright: 06 May 2015 - 07:41 AM
#4204 Posted 15 June 2015 - 07:27 AM
HRP v5.4 has now been released.
Sorry for the delay and thanks to the EDuke32 coder team for getting this solved!
This post has been edited by NightFright: 15 June 2015 - 07:28 AM
#4205 Posted 17 June 2015 - 06:13 AM
The new Luke Skywalker model is very cool BTW!
Only problem I have so far is the HUD Jetpack, the HD image doesn't seem to be there anymore and it says it doesn't exist in the startup.
But all in all, it's great to see this is still going strong. I'll report anything else I find.
#4208 Posted 18 June 2015 - 06:04 AM
I always prefered Indian Jones story to Star Wars. Maybe one day?
#4210 Posted 21 June 2015 - 05:59 PM
example model is the crane in E1M4. it's just not there. Also, the barrels in the same sector are showing up as sprites, not models, though the models are indeed in the HRP.
"-conversion 20130105" is there to get around a COm compilation failure.
EDuke32 2.0.0devel r5267 (64-bit) C++ build Compiled Jun 14 2015 16:51:17 Application parameters: -game_dir DukePlus -conversion 20130105 CON script date version: 20130105 Using C:/EDuke/DukePlus Install/ for game data Using DukePlus/ for game data Checking for updates... Connecting to http://eduke32.sourceforge.net Current version is 0... no updates available Windows 7 Service Pack 1 (build 6.1.7601) Initializing SDL system interface (compiled against SDL version 2.0.3, found version 2.0.3) Using "windows" video driver Searching for game data... Checksumming DUKE3D.GRP... Done Using C:/EDuke/DukePlus Install/DukePlus/ for game data Using "DUKE3D.GRP" as main game data file. Using group file "autoload/duke3d_music-arachno.zip". Using group file "autoload/newfont.zip". Using group file "autoload/DUKE3D.GRP/duke3d_hrp.zip". Using group file "autoload/DUKE3D.GRP/duke3d_music-arachno.zip". Using group file "autoload/DUKE3D.GRP/hudicons.zip". Using group file "autoload/DUKE3D.GRP/X-palm_package.zip". Using group file "DukePlus/DUKEPLUS_RESOURCES.zip". Compiling: EDUKE.CON (36 bytes) Including: DukePlus/dpcons/DUKEPLUS.CON (438958 bytes) Using DEF file: dukeplus.def. Updated eduke32.cfg Using config file "DukePlus/dp.cfg". Including: DEFS.con (35992 bytes) Including: USER.con (45482 bytes) Including: DukePlus/dpcons/DEFSPLUS.CON (59407 bytes) Including: DukePlus/dpcons/USERPLUS.CON (60908 bytes) Including: DukePlus/dpcons/LIGHTS.CON (26079 bytes) Including: DukePlus/dukebike/DUKEBIKE.CON (88372 bytes) Including: DukePlus/dpcons/HUDPLUS.CON (70051 bytes) Including: DukePlus/dpcons/PLAYERPLUS.CON (138570 bytes) Including: DukePlus/dpcons/MONSTERPLUS.CON (245528 bytes) Including: DukePlus/dpcons/CIVILIANS.CON (16898 bytes) Including: DukePlus/strooper/STROOPER.CON (196470 bytes) Resizing code buffer to 157259*8 bytes Script compiled in 148ms, 157251*8b, language version 1.4+ 4029/11264 labels, 824/2048 variables, 12/512 arrays 323 quotes, 46 strings, 40 events, 495 actors Initialized 24.0M cache Loading "dukeplus.def" Duke Plus 2.35 [NixFix 5.3.565+] Polymer High Resolution Pack (version 5.4.674) .......Error: file "highres/sprites/pickups/0060_keycard_blue.png" does not exist Error: file "highres/sprites/pickups/0060_keycard_red.png" does not exist Error: file "highres/sprites/pickups/0060_keycard_yellow.png" does not exist .Error: file "highres/screen/hud/2467_jetpack.png" does not exist Error: file "highres/sprites/pickups/0060_keycard_blue.png" does not exist Error: file "highres/sprites/pickups/0060_keycard_red.png" does not exist Error: file "highres/sprites/pickups/0060_keycard_yellow.png" does not exist ..........Invalid ending frame name on line highres/sprites/props.def:257 Removing model 164 due to errors. ..Error: file "highres/sprites/props/0981_hydrant.png" does not exist Invalid frame name on line highres/sprites/props.def:770 Removing model 217 due to errors. Error: file "highres/sprites/props/0976_ventshaft.png" does not exist Error: file "highres/sprites/props/0981_hydrant.png" does not exist Invalid frame name on line highres/sprites/props.def:892 Removing model 232 due to errors. .Error: file "highres/sprites/props/1222_crane.jpg" does not exist Error: file "highres/sprites/props/1222_crane.jpg" does not exist Error: file "highres/sprites/props/1227_nukebarrel.png" does not exist Invalid frame name on line highres/sprites/props.def:1292 Invalid frame name on line highres/sprites/props.def:1293 Removing model 277 due to errors. Warning: Failed loading MD2/MD3 model "highres/sprites/props/1275_newspaper.md3" .......................................................................... Definitions file "dukeplus.def" loaded in 6918 ms. RTS file "DUKE.RTS" was not found Initializing OSD... 0 joystick(s) found Executing "DukePlus/dp_settings.cfg" Loading clip map: _clipshape0.map clip map "_clipshape0.map": warning: sprite 80 pointing neither northward nor southward. X-flipping will be wrong. clip map "_clipshape0.map": warning: sprite 81 pointing neither northward nor southward. X-flipping will be wrong. Loaded clip map. Setting video mode 1440x900 (32-bpp fullscreen) Disabling desktop composition... OpenGL information Intel Intel(R) HD Graphics 4000 4.0.0 - Build 10.18.10.3345 Opened "DukePlus/textures" as cache file Cache contains 5359039 bytes of garbage data Initializing Polymer subsystem... PR : FBO #1 initialization failed. PR : FBO #2 initialization failed. PR : FBO #3 initialization failed. PR : FBO #4 initialization failed. PR : FBO #5 initialization failed. PR : Initialization complete in 2396 ms. Initializing music... Initializing sound... 32 voices, 2 channels, 16-bit 44100 Hz Load tile 2493: p0-m4-e0 highres/screen/menu/2493.png... 995 ms Load tile 3281: p0-m4-e0 highres/screen/menu/3281.png... 108 ms Load tile 502: p0-m4-e0 highres/textures/0502_d.png... 24 ms Load tile 502: p33-m4-e1 ... 11 ms Cache time: 11675ms PR : Board loaded. SCUBA GEAR ON Load tile 662: p2-m4-e0 highres/sprites/effects/0662.png... cached... 13 ms Load tile 6273: p0-m4-e0 DUKEPLUS_RESOURCES/GRAPHICS/damages/scorch.png... 15 ms Load tile 6215: p2-m4-e0 DUKEPLUS_RESOURCES/GRAPHICS/BLOOD/dpblood2.png... 35 ms Load tile 6214: p2-m4-e0 DUKEPLUS_RESOURCES/GRAPHICS/BLOOD/dpblood1.png... 16 ms A SECRET PLACE! MOUSE AIMING OFF MOUSE AIMING ON A SECRET PLACE! SCUBA GEAR ON CLIPPING: OFF CLIPPING: ON SCUBA GEAR ON JETPACK ON JETPACK OFF A SECRET PLACE! JETPACK ON JETPACK OFF SCUBA GEAR ON UNLOCKED A SECRET PLACE! JETPACK ON JETPACK OFF Wrote DukePlus/dp.cfg Wrote DukePlus/dp_settings.cfg Game Saved Wrote DukePlus/dp.cfg Wrote DukePlus/dp_settings.cfg Syncing memcache to texcache
This post has been edited by Jamesfff: 21 June 2015 - 06:01 PM
#4211 Posted 21 June 2015 - 06:06 PM
#4212 Posted 22 June 2015 - 12:59 AM
Besides, this belongs into a troubleshooting thread over at the bugs section, not here.
#4213 Posted 22 June 2015 - 04:52 PM
Jamesfff, on 21 June 2015 - 05:59 PM, said:
- Move the contents of autoload/DUKE3D.GRP/ up one level, then delete autoload/DUKE3D.GRP/.
- No idea what newfont.zip and hudicons.zip are supposed to contain. If you don't know either, better move them away.
- X-palm_package.zip may be no longer compatible with HRP 5.4. Try without first.
- There should be no DukePlus/DUKEPLUS_RESOURCES.zip any more. Better do a clean DukePlus 2.35 install (keeping the *.cfg's).
- A new DukePlus NixFix is available here.
#4214 Posted 22 June 2015 - 06:11 PM
#4215 Posted 23 June 2015 - 03:42 PM
Spiker, on 18 June 2015 - 06:04 AM, said:
I always prefered Indian Jones story to Star Wars. Maybe one day?
#4216 Posted 02 July 2015 - 09:17 AM
#4217 Posted 02 July 2015 - 10:05 PM
#4218 Posted 02 July 2015 - 10:31 PM
Duke Rocks, on 02 July 2015 - 10:05 PM, said:
#4221 Posted 08 July 2015 - 10:13 AM
Daedolon, on 08 July 2015 - 09:56 AM, said:
hahaha i was thinking the same, that it was supposed to be an early freddy krueger
#4222 Posted 08 July 2015 - 10:25 AM
This post has been edited by Spiker: 08 July 2015 - 10:28 AM
#4223 Posted 08 July 2015 - 01:37 PM
#4224 Posted 09 July 2015 - 01:39 AM
Daedolon, on 08 July 2015 - 09:56 AM, said:
Spiker, on 08 July 2015 - 10:25 AM, said:
Thought the same thing too. The shirt colour isn't doing him any favours.
#4225 Posted 26 July 2015 - 08:50 AM
Screenshots NSFW
http://postimg.org/image/jpurp19j1/
http://postimg.org/image/3svzsbh4t/
http://postimg.org/image/597iagk1p/
Download Link
http://www.mediafire...ro_xxx_beta.rar
#4227 Posted 28 July 2015 - 02:36 AM
#4228 Posted 28 July 2015 - 06:14 AM
#4229 Posted 15 September 2015 - 12:42 AM
This post has been edited by Duker101: 15 September 2015 - 06:51 PM
#4230 Posted 10 October 2015 - 03:22 AM
If you check out this shot, all the older models are really really shiny as they were made without spec maps before polymer came along. It might be an idea to adjust default specular levels on the older models.
The obvious fix is to redo them with spec and normal maps, but that isn't going to happen.
Another problem is this:
Because the original texture was so low res, people are able to squint and tell themselves that it's something like brushed metal. This happens a lot in the levels, where people use sprites and textures in unusual means to indicate stuff that dosen't exist naturally in the texture set. Once you up the res and make it clear what it is, the illusion falls apart.
I have no idea how you'd fix that shit. I don't think that you can.
The only thing I can think of is that you go through the levels and edit them so that they work with high res content. As an example, edit the map in this example to use a brushed metal texture. It wouldn't be true to the original (que rage from all quarters, oh, and yes, you CAN edit the levels), but it would look 'right'.
This post has been edited by Tea Monster: 10 October 2015 - 03:38 AM