Duke4.net Forums: Duke Plus - Duke4.net Forums

Jump to content

  • 57 Pages +
  • « First
  • 38
  • 39
  • 40
  • 41
  • 42
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic

Duke Plus  "feedback and general discussion of Duke Plus"

User is online   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.
0

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

0

User is offline   Stabs 

#1173

try downsizing it along with the other minigun skins and see what happens
0

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.
0

User is online   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.
0

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.
0

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

0

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.
0

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
0

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

0

User is offline   poop87 

#1181

Hey deeperthought I need some help on getting the link for dukeplus 2.15b.
0

User is online   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)


0

User is offline   Micky C 

  • Honored Donor

#1183

Awesome, does it work with maphacks?
0

User is online   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.
0

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

0

User is online   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.
0

User is offline   VinsaneOne 

#1187

View PostDeeperThought, on 22 May 2011 - 08:05 PM, said:

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

Oh, ok. I reported a bug, (a minor one in messager) after playing a few maps. But other than that it flies better than ever!
0

User is online   Danukem 

  • Duke Plus Developer

#1188

Made some more improvements (an overhaul, actually) and now I'm pretty happy with it.
0

User is offline   Helixhorned 

  • EDuke32 Developer

#1189

View PostVinsaneOne, on 21 May 2011 - 06:05 PM, said:

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.

That size is for Ken's tile cache. Hightiles aren't affected at all because space for them is directly allocated off system memory.
0

User is offline   Mia Max 

#1190

I remember an option for Duke Plus where you can disable polymer lights on projectiles.
Is that correct?

It would increase the performance a lot.
I have serious problems with enemies, that shoot a high amount of projectiles.

This post has been edited by Mia Max: 07 June 2011 - 06:15 AM

0

User is offline   LkMax 

#1191

Hi,
Are you still updating Duke Plus?
I started to play Duke 3D again with DP mod and some things come to my mind...

I have a small suggestion about the HUD options: With DP you can throw pipebombs like grenades with a quick button, so it would be interesting to know how many pipebombs you have without needing to switch weapons, I mean, there could be an option to allow you to see how many pipebombs you have in the HUD as the same time you can see your current weapon ammo. You know what I mean?

Also I don't know how difficult it may be to implement but other suggestion I have: instead of instant blowing the pipebomb when using the shortcut it would be necessary to hit the shortcut again to explode the pipebombs you already throw, like how it works in Duke Nukem Forever and in (my personal favorite) Manhattan Project.

Maybe that is a good and useful suggestion this time?
I hope so :dukecry:
Thanks anyway.
0

User is online   Danukem 

  • Duke Plus Developer

#1192

View PostLkMax, on 11 June 2011 - 07:15 PM, said:

I have a small suggestion about the HUD options: With DP you can throw pipebombs like grenades with a quick button, so it would be interesting to know how many pipebombs you have without needing to switch weapons, I mean, there could be an option to allow you to see how many pipebombs you have in the HUD as the same time you can see your current weapon ammo. You know what I mean?


That's only an issue if you play without the status bar showing. The status bar shows ammo amounts on all weapons. The status bar is also extremely ugly, though, and covers a lot of the screen. I suppose it wouldn't be difficult to display the number of pipebombs in the hud if the status bar is off.


View PostLkMax, on 11 June 2011 - 07:15 PM, said:

Also I don't know how difficult it may be to implement but other suggestion I have: instead of instant blowing the pipebomb when using the shortcut it would be necessary to hit the shortcut again to explode the pipebombs you already throw, like how it works in Duke Nukem Forever and in (my personal favorite) Manhattan Project.


I'm not sure how to do that; it would require bypassing some hardcoded stuff. I'm not saying it's impossible, but it's not worth the effort imo. Besides, I prefer to throw one and then immediately fire again with my regular weapon, or perhaps spam another pipebomb before the first one detonates, neither of which would be possible on your suggestion.
0

User is offline   E.C.S 

#1193

I was finally able to download the last version of Dukeplus. Here are some little bug what I found:

.The minigun block your way (like the robot bug in Attrition some time ago)
.The BFG alt-fire is bugged, when you switch to the BFG and immediately you use the alt-fire, the weapon doesn't shoot, but does the alt-fire animation and eat ammo.
.I don't know if it's a bug, but is some Dukeplus maps the BFG is deactivated (or it's optional) but the devastator weapon has only 50 max ammo.

If you are going to release a new Dukeplus version remember to resize the minigun and lasergun textures to 1024*1024 (or less).
0

User is offline   Bubbles 

#1194

Attached Image: strooperError.jpgFYI super trooper textures or something freaking out. This was on E1L3. All super troopers were affected. This is what I saw when looking in their direction even if they were behind a wall.
0

User is online   Danukem 

  • Duke Plus Developer

#1195

View PostBubbles, on 16 June 2011 - 12:37 AM, said:

Attachment strooperError.jpgFYI super trooper textures or something freaking out. This was on E1L3. All super troopers were affected. This is what I saw when looking in their direction even if they were behind a wall.


polymer?

I wonder what would have happened if you had opened the console and typed "restartvid"
0

User is offline   Bubbles 

#1196

View PostDeeperThought, on 16 June 2011 - 12:41 AM, said:

polymer?

I wonder what would have happened if you had opened the console and typed "restartvid"


Yes with polymer. I tried "restartvid and it fixed the problem and some other problems.

Attached Image: FloatingArms.jpg This is new it is on E1L3 with polymer. It may be hard to tell but look close and you can see his arms and cap floating around together. They kind orbit around his shoulders. Looks cool actually but when this occurs the above problem tends to as well or it has so far anyway.
Attached Image: Shadow1.jpg Another problem I found with E1L3 is this shadow that is always in front of Duke where he gos it gos.
Attached Image: Shadow2.jpg See it moved.

Using "restartvid" fixes all of these problems but the game stutters more for a while.
This is what the log said after using "restartvid"

Setting video mode 1024x768 (32-bit fullscreen)
Failed allocating 477474367 bytes for memcache
Cache contains 261263 bytes of garbage data
Initializing Polymer subsystem...
PR : Board loaded.
PR : Initialization complete.

"restartvid" also fixes the lighting problem I brought up in the HRP issues thread.

This post has been edited by Bubbles: 17 June 2011 - 12:37 AM

0

User is online   Danukem 

  • Duke Plus Developer

#1197

Ok, well, these are all bugs with the polymer renderer AFAIK. It really has nothing to do with DukePlus and I can't do a thing about it.
0

User is offline   Mia Max 

#1198

@DeeperThought

Finally done.

Tiles for Duke Plus models.

Of course I haven't made tiles for the black boxes.

Attached File(s)

  • Attached File  Tiles.zip (215.5K)
    Number of downloads: 309

1

User is online   Danukem 

  • Duke Plus Developer

#1199

View PostMia Max, on 18 June 2011 - 08:01 AM, said:

@DeeperThought

Finally done.

Tiles for Duke Plus models.

Of course I haven't made tiles for the black boxes.


Thank you! I'll put these in the next version, and it should make things easier for mappers.
0

User is offline   Mia Max 

#1200

Hmmm... It would be awesum if some car models can explode. There is already a burned out car model in the list...
BTW, the new models are great. Finally we can make forests!
0

Share this topic:


  • 57 Pages +
  • « First
  • 38
  • 39
  • 40
  • 41
  • 42
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks not owned by Voidpoint, LLC are the sole property of their respective owners. Play Ion Fury! ;) © Voidpoint, LLC

Enter your sign in name and password


Sign in options