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Duke Plus  "feedback and general discussion of Duke Plus"

User is offline   Spiker 

#1157

Haven't updated for a while. Wow DP is almost 150mb now ;) And I remember times when you didn't want to include my map because there was 7mb of custom art ;);)
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User is offline   Bubbles 

#1158

:) Nice job on those super troopers. People will be jumping out of their seats.

About the blood added by Duke Plus it still hits the frame rate into the red a bit for a split second when blasting a guy apart. I can splat one guy without it causing much trouble, 2 guys gets a bit lower, splattering 3 is some what comparable to 1 from the last DP version, and anymore than 3 and it gets real bad. All in all good work.

There are some other strange positives I have noticed. Blowing apart a super trooper does not send the frame rate into the red or at least not usually. Also I played through the DP effects level and notice something better. In "DP effects" the added blood splats did not impact performance much if at all except at the end when I used the BFG. However after the explosion with the BFG had subsided the room was a mess with blood splatted all over but the frame rate had not been slammed badly like it is in other levels. Is there something special about that level?

And I looked at the eduke32 log and noticed that the blood textures take much longer to load than everything else does. Anyone know why?
Attached File  PartOfLog.txt (954bytes)
Number of downloads: 637

Oh ya that minigun is awesome! There were bullet shells everywhere.

This post has been edited by Bubbles: 16 May 2011 - 01:28 AM

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User is offline   baunegaard 

#1159

Can anyone please upload duke plus 2.01?

I have found 1.99 to be playable online without "out of sync"

But it is abseloutly impossible to find versions after 1.99 but before 2.09
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User is offline   blizzart 

#1160

I have a question about light effects in DukePlus:

in your documetation (version 2.20) you wrote for Point light (SE49):

Quote

Oscillating light
This is similar to a CYCLER. Set HITAG to the brightness you want at the peak of the cycle. Extra will determine the length of the cycle, and must be > 0. Higher Extra = a faster cycle (64 is a good default value). Finally, the shade of the SE is a timing offset (1 tic per shade). You can have different cyclers oscillating at the same rate, but at different times. You can use this, for example, to make a an emergency light that switches between red and blue (you would put two SEs on the same spot, give them different colors, and give one a shade so that its light starts as the other's fades).


but doesn´t the Hitag of a Point light is used to show th distance of it?
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User is offline   Forge 

  • Speaker of the Outhouse

#1161

View Postbaunegaard, on 16 May 2011 - 01:33 AM, said:

Can anyone please upload duke plus 2.01?

I have found 1.99 to be playable online without "out of sync"

But it is abseloutly impossible to find versions after 1.99 but before 2.09


define impossible?

http://www.mediafire...uke%20stuff#0,1
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User is offline   Micky C 

  • Honored Donor

#1162

View Postblizzart, on 16 May 2011 - 01:42 AM, said:

I have a question about light effects in DukePlus:

in your documetation (version 2.20) you wrote for Point light (SE49):



but doesn´t the Hitag of a Point light is used to show th distance of it?


That's right. In that situation, the hitag is the maximum distance the light will reach, i.e the distance the light would be at if it was a normal SE 49. The cycler makes it pulsate IIRC between 0 and the distance of the hitag.
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User is offline   blizzart 

#1163

View PostMicky C, on 16 May 2011 - 03:48 AM, said:

That's right. In that situation, the hitag is the maximum distance the light will reach, i.e the distance the light would be at if it was a normal SE 49. The cycler makes it pulsate IIRC between 0 and the distance of the hitag.


But what tells the SE49 that it is a normal Poinlight or a DP Point light? Or does it check whether there´s an EXTRA or not?
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User is offline   Micky C 

  • Honored Donor

#1164

Yeah it's the extra. It doesn't matter what the shade is, if the extra isn't "-1" then it's a DP cycler light when playing the game with DukePlus (but still a normal light in the vanilla game).

This post has been edited by Micky C: 16 May 2011 - 04:13 AM

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User is offline   blizzart 

#1165

View PostMicky C, on 16 May 2011 - 04:13 AM, said:

Yeah it's the extra. It doesn't matter what the shade is, if the extra isn't "-1" then it's a DP cycler light when playing the game with DukePlus (but still a normal light in the vanilla game).


Thanks, man!
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User is offline   baunegaard 

#1166

View PostForge, on 16 May 2011 - 03:38 AM, said:



Thank you sooo much!
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User is offline   Danukem 

  • Duke Plus Developer

#1167

Thanks for providing the help, Micky and Forge. It's nice to wake up in the morning and find out that questions have already been answered without me doing anything. :)
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User is offline   baunegaard 

#1168

View PostForge, on 16 May 2011 - 03:38 AM, said:



After a little more investigation, i have found that DukePlus 1.90 and up gives "out of sync" too

BUT with the 1.80 version i have been able to play 3 levels in a row without a single "out of sync" message in coop.

So i am very curious to see how versions between 1.8 and 1.9 does, but on the link you gave me there arent any.

Do you have any oppertunity to upload these versions too? I really want to test them out.

This post has been edited by baunegaard: 16 May 2011 - 12:46 PM

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User is offline   Forge 

  • Speaker of the Outhouse

#1169

View Postbaunegaard, on 16 May 2011 - 08:05 AM, said:

After a little more investigation, i have found that DukePlus 1.90 and up gives "out of sync" too

BUT with the 1.80 version i have been able to play 3 levels in a row without a single "out of sync" message in coop.

So i am very curious to see how versions between 1.8 and 1.9 does, but on the link you gave me there arent any.

Do you have any oppertunity to upload these versions too? I really want to test them out.


Sorry. That's everything I have. I'm not sure if I was around and had internet access when there was publicly released versions between 1.8 and 1.9

This post has been edited by Forge: 18 May 2011 - 04:38 PM

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User is offline   Bubbles 

#1170

Some other minor issues with Duke plus I encountered:
-BFG is at an angle when first picked up but is corrected by switching through weapons a few times.
-The water geometry in "DP effects" comes apart. It is the little pond outside the shooting range.
-One of the Green super troopers had no arms. Is that intentional?
-Pigcop's tear gas casts dark circular shadows.

(All were when using polymer with DP 2.3.)

This post has been edited by Bubbles: 18 May 2011 - 04:47 PM

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User is offline   Danukem 

  • Duke Plus Developer

#1171

View PostBubbles, on 18 May 2011 - 04:46 PM, said:

Some other minor issues with Duke plus I encountered:
-BFG is at an angle when first picked up but is corrected by switching through weapons a few times.
-The water geometry in "DP effects" comes apart. It is the little pond outside the shooting range.
-One of the Green super troopers had no arms. Is that intentional?
-Pigcop's tear gas casts dark circular shadows.

(All were when using polymer with DP 2.3.)


I think all of those may be Polymer issues, because I don't recall Polymost having any of those problems last time I checked. The one exception is the missing arms on the green trooper -- I haven't seen this myself but it sounds like there is an error with one of the skin definitions.
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User is offline   VinsaneOne 

#1172

I don't know for sure, but isn't this new png image a bit large and why it's causing this error and crashing the game?
Failed loading skin file "DUKEPLUS_RESOURCES/GRAPHICS/WEAPONS/Minigun/minigun_D.png": error -1
OUT OF MEMORY in daskinloader!

Attached Image: minigun_D.JPG

It's file size is 3.11mb and 2048x2048! Holy cow!
Also thought I'd mention the other minigun_N.png is even larger. Over 5mb. Rather a huge image for the game to load into memory while so much is already in there. Note this was while playing DNE w/Polymer/HRP, and texture quality set on the lowest setting. Also have 512mb video ram w/2gig of system mem ram, and a duel core prossesor.

This post has been edited by VinsaneOne: 20 May 2011 - 04:42 PM

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User is offline   Stabs 

#1173

try downsizing it along with the other minigun skins and see what happens
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User is offline   VinsaneOne 

#1174

View PostDanM, on 20 May 2011 - 04:21 PM, said:

try downsizing it along with the other minigun skins and see what happens

How small can it be made before it's not going to look good in the game? Also there may be other files like that needing downsizing related to this out of mem error.
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User is offline   Danukem 

  • Duke Plus Developer

#1175

View PostVinsaneOne, on 20 May 2011 - 05:38 PM, said:

How small can it be made before it's not going to look good in the game? Also there may be other files like that needing downsizing related to this out of mem error.


Try saving the images using indexed color and 1024x1024. That should cut them to about 25% of their current file size.
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User is offline   Plagman 

  • Former VP of Media Operations

#1176

Though reducing the filesize might not have an impact on the memory usage or performance, since the image gets decompressed to raw data that the GPU can process and uploaded as that.
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User is offline   VinsaneOne 

#1177

I downsized it to match my screen res of 1024x768 and guess what?
It loaded without crashing!
from log...

Load skin: p0-e0 "DUKEPLUS_RESOURCES/GRAPHICS/WEAPONS/Minigun/minigun_D.png"... cached... 64 ms
Load skin: p253-e0 "DUKEPLUS_RESOURCES/GRAPHICS/WEAPONS/Minigun/minigun_S.png"... cached... 6 ms
Load skin: p252-e0 "DUKEPLUS_RESOURCES/GRAPHICS/WEAPONS/Minigun/minigun_N.png"... cached... 470 ms

@DT:I did it before reading your post. Should the HxW be the same like you suggested and better for the look of the skin? If so, I'll fix it. BTW, the D.png is now 618kb and the N.png is now 1.06mb. Considerably smaller than before.
Sorry, one more question. Reading so much lately about memory in the forums, log files, etc, Is there a way to increase the cache? The log always says Initialized 24.0M cache, got me thinking again!

This post has been edited by VinsaneOne: 20 May 2011 - 08:32 PM

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User is offline   Bubbles 

#1178

This got me wondering. Could the performance hit from the blood textures have anything to do with them not being square? Those 2048x2048 textures load faster than the blood.
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User is offline   Muelsa 

  • Bad Mother Fucker

#1179

View PostVinsaneOne, on 20 May 2011 - 04:16 PM, said:

It's file size is 3.11mb and 2048x2048! Holy cow!

I downsized it to match my screen res of 1024x768 and guess what?


sorry, I exaggerated with this texture :) for better performance, texture should be resized with powers of 2 like 256*256 512*512 1024*1024, you also can resize his normal with the same resolution,
I think a texture 1024 * 1024 is adequate
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User is offline   VinsaneOne 

#1180

View PostMuelsa, on 21 May 2011 - 12:06 AM, said:

sorry, I exaggerated with this texture :) for better performance, texture should be resized with powers of 2 like 256*256 512*512 1024*1024, you also can resize his normal with the same resolution,
I think a texture 1024 * 1024 is adequate

That's good to know. I think maybe if I have time I'll go through all the textures I find that could be resized. That might make an overall improvement in performance. Still, does anyone know how to increase the 24 mb cache that automaticly initializes during game launch? I've noticed a pattern when the game randomly quits related to memory, I see the textures file is never over 20 mb. For most of us having memory to spare, an option to manualy configure that cache would help a great deal.

This post has been edited by VinsaneOne: 21 May 2011 - 06:11 PM

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User is offline   poop87 

#1181

Hey deeperthought I need some help on getting the link for dukeplus 2.15b.
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User is offline   Danukem 

  • Duke Plus Developer

#1182

Today I'm releasing some code that improves frame rate when using Polymer. In the maps I tested, it helps a lot when using DukePlus with the Polymer HRP. The basic idea is to turn off distant lights when the frame rate gets low. This includes lights from SE49, SE50, fires, switches, and a few other things. Thanks to Muelsa for discovering that setting htflags to 256 works on SEs (I had assumed it only worked on other hardcoded lights).

You may see some lights blinking on or off, but hopefully not too much. I added a check so that a light will not turn back on if the player has not changed sectors from when it turned off.

EDIT: I fixed a bug in the code and re-uploaded. Nothing cripping, but it should work better now.

EDIT2: Made some more improvements.

Attached File(s)


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User is offline   Micky C 

  • Honored Donor

#1183

Awesome, does it work with maphacks?
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User is offline   Danukem 

  • Duke Plus Developer

#1184

View PostMicky C, on 22 May 2011 - 04:05 PM, said:

Awesome, does it work with maphacks?


Probably not. My understanding is that maphacked lights are not mediated by SEs or any other sprites and there is no CON access to them. CON access to the actual lights, and not merely the sprites associated with them, would allow for better solutions.
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User is offline   VinsaneOne 

#1185

View PostDeeperThought, on 22 May 2011 - 05:01 PM, said:

Probably not. My understanding is that maphacked lights are not mediated by SEs or any other sprites and there is no CON access to them. CON access to the actual lights, and not merely the sprites associated with them, would allow for better solutions.

So does that mean the polymer_mhk.zip file should be removed from the Autoload folder or does it matter if it's there? Also, can these new con files be replaced with the ones in DNE?

This post has been edited by VinsaneOne: 22 May 2011 - 06:58 PM

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User is offline   Danukem 

  • Duke Plus Developer

#1186

View PostVinsaneOne, on 22 May 2011 - 06:47 PM, said:

So does that mean the polymer_mhk.zip file should be removed from the Autoload folder or does it matter if it's there? Also, can these new con files be replaced with the ones in DNE?


No, do not remove the maphacks. Yes, the CONs in DNE can be replaced. But I now realize they still need some more work.
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