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[WIP] World Tour EDuke32 Compatibility Stopgap  "My package arrives."

User is online   Hendricks266 

  • EDuke32 Senior Developer
  • 5,346

  #1

Do you want to play Duke Nukem 3D: 20th Anniversary World Tour with the conveniences of the best port of the game, EDuke32? Look no further.

Download the latest build of EDuke32 and my drop-in stopgap, and extract everything to your World Tour folder, usually "C:\Program Files (x86)\Steam\SteamApps\common\Duke Nukem 3D Twentieth Anniversary World Tour", or wherever you have installed the game.

Download: Latest Release
(Optional) Download: Uncensored Health Pickups Patch (also works in World Tour itself!)

Then you can run eduke32.exe!



The original game is completely playable with the new additions. The new episode is mostly playable.

I am not interested in spending the time implementing the Incinerator or the new projectile(s). I welcome contributions if they meet my standards. I also welcome any and all feedback. I have not actually played the new episode beyond part of the first level, and the final boss level.

By all means, spread the word.

Always bet on EDuke32.
28

User is online   Hendricks266 

  • EDuke32 Senior Developer
  • 5,346

  #2

What is supported:
All of the World Tour CONs, including the new enemy, boss, and minibosses.
8-bit parallax skies.
32-bit skyboxes.
Original VOC files.
Lee's new renders of the original music.
Polymer lighting added by the original mappers.
Normal maps for the original art. (For the time being, normal maps only work with r_pr_artmapping 0, for the same reason texture filtering is incompatible with the artmapping feature.)
Widescreen weapons and status bar.
New Duke voice acting. Use "setvar voice <value>" in the console to configure. 0 - 2016 voice, 1 - 1996 voice except during Episode 5, 2 - 1996 voice except new lines only
Developer commentary. Use "setvar commentary <value>" in the console to configure. 0 - off, 1 - on, 2 - show but don't allow playback
New touchplate settings: pal 2 is co-op only, and pal 3 is Dukematch-only. This is in addition to pal 1 being single-player only. Some Alien World Order maps cannot be completed in EDuke32 without my code to take care of this.
The new cstat bits used by World Tour to "ignore lighting and SSAO effects" are scrubbed so our engine doesn't interpret them using our meanings.

Known issues:
The Incinerator is unimplemented.
Multiplayer (blue (and red?) palswapped) Incinerator pickups are not deleted in single player.
The Firefly and BOSS5 don't have any of the new projectiles.
Some breakable objects remain unimplemented.
I haven't added the Armor box to the classic mini-hud, or the slight adjustments to the full statusbar.
The episode 5 ending.
Three normal maps were overlooked.
Need a def token to invert the green channel of normal maps.
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User is offline   NightFright 

  • 595

#3

A quick playtesting of E5L1 with r5899 and my custom WT test build yields the following results:

- Startup errors are gone. This is excellent!
- OGGs play without crashing the game.
- Commentary sprites are still shown ingame by default (at least for me).
- Incinerator/Firefly: Still malfunctioning (as stated in your description).

Not bad at all for a first patch! And I cannot tell you what a F***ING relief it is to play the new levels with proper controls and sound! xD

Duke Nukem 3D Highres Pack: Duke3D HRP 5.4
Help us to add stuff still missing in the HRP: Duke3D HRP To-Do List

This post has been edited by NightFright: 14 October 2016 - 01:55 AM

1

User is online   Hendricks266 

  • EDuke32 Senior Developer
  • 5,346

  #4

View PostNightFright, on 14 October 2016 - 01:53 AM, said:

- Commentary sprites are still shown ingame by default (at least for me).

Maybe something is conflicting with your build. "setvar commentary 0" should hide and disable the feature, and "setvar commentary 1" should be fully working.
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User is offline   Dynamo128 

  • 3

#5

Excellent work :)
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User is offline   MetHy 

  • 1,417

#6

Great work!

I seem to have a glitch though, in the video settings, if I try to go for "fullscreen = no" I can't apply the setting (it gets blue-ed as if I didn't change anything). alt+enter doesn't seem to work either.
0

User is online   Hendricks266 

  • EDuke32 Senior Developer
  • 5,346

  #7

You may need to decrease the resolution. When in doubt, use the console vidmode command.
1

User is offline   MetHy 

  • 1,417

#8

Right, it seems to it won't let me go windowed when using 16/9 resolutions, only 4/3, it is just me (my computer)?

edit : no, depends on the resolution. My native screen is 1920*1080 but through the menu it won't let go 1440*990 windowed for some reasons. Anyway this isn't a big deal, just saying, can't even tell if the glitch is due to my computer.

Edit2 : I have to say that it's a pleasure to play with true widescreen, non fucked up sound quality, better mouse movement and using "setvoice var 2"

Edit 3:

View PostHendricks266, on 14 October 2016 - 01:27 AM, said:

What is supported:
All of the World Tour CONs, including the new enemy, boss, and minibosses.


What about full-on bosses ? This Overlord turned into a mini-boss in EDuke32

http://images.akamai...0C36855F256C91/

http://i101.photobuc...zps4dceu7g5.png

Edit 4: It also seems like both of these have the same HP value as full-on bosses. IIRC it takes about 5-6 RPG rockets to kill a mini-Overlord in World Tour, but a lot more here.


This post has been edited by MetHy: 14 October 2016 - 03:12 AM

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User is online   Hendricks266 

  • EDuke32 Senior Developer
  • 5,346

  #9

There are some big bosses that don't end the episode.
1

User is offline   MetHy 

  • 1,417

#10

Re-tested it.
It seems that the only difference is that the big Overlord (left one in the 2 screenshots) doesn't have the right size, as it appears small too in EDuke32.
I got it wrong with the HP values, they are correct, I got confused because both ended up mini-sized. It's good to have the left Overlord appear big like in Wold Tour because it is a visual cue of the HP difference.

I'll make sure to test more toroughly before reporting anything else.


This post has been edited by MetHy: 14 October 2016 - 03:37 AM

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User is offline   xero4zero 

  • 0

#11

Thanks a lot for the effort, the original game hangs / crashes .... thanks again for this .. cheers :D
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User is offline   NightFright 

  • 595

#12

View PostHendricks266, on 14 October 2016 - 02:03 AM, said:

Maybe something is conflicting with your build. "setvar commentary 0" should hide and disable the feature, and "setvar commentary 1" should be fully working.

After implementing your files properly, everything works as intended (besides the remaining issues you mentioned). It's already quite playable even without the Incinerator and Firefly working, so I guess it's time for an early replay of World Tour in EDuke32 tonight!

Two questions:
- Would you mind if I uploaded your WT patch as-is on the HRP website, together with the r5899 snapshot (once everything works)?
- Did you intentionally not include the two normalmaps in TGA format (4228_n.tga and 4229_n.tga in textures\TILES016)?

PS: The commentary sounds seem to be a bit low-volume compared to the music and ingame sound. It's hard to understand what the guys are saying sometimes. Maybe it's due to my sound settings. Gotta check.

Duke Nukem 3D Highres Pack: Duke3D HRP 5.4
Help us to add stuff still missing in the HRP: Duke3D HRP To-Do List

This post has been edited by NightFright: 14 October 2016 - 04:05 AM

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User is offline   AdrenalinDragon 

  • 32

#13

Some textures are still appearing weird in Polymost for me (EDuke32 r5899)

Posted Image
2

User is offline   MetHy 

  • 1,417

#14

I just noticed a visual glitch in Bloody Hell. However, I think it might be due to the map itself rather than to EDuke32, but I'm not sure because it behaves differently in World Tour so I'll report it anyway.

Check the videos, you can see parts of the skies around some sprites depending on the angle (enemies, their projectile but also the fence at).

Edit : re-did the video in better quality:
https://youtu.be/ot4_F3fuiwY

This happens in Polymer but not in Classic.

What makes me think that it may be a mapping issue is that when I played in this very same area in World Tour, I kept seeing weird lines going all over the screen depending on the view angle and where you're looking at and where you're looking from. Here is a screenshot of it in World Tour (you can see the line in the middle of the screen that goes from the grey pillar in the middle to the Inv HUD part)

http://images.akamai...E159B7783BA1F9/


This post has been edited by MetHy: 14 October 2016 - 04:39 AM

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User is offline   NightFright 

  • 595

#15

This issue looks familiar. I already encountered it in at least one of the Duke Hard maps. AFAIK there's little you can do about that, even though I don't know what's causing it.

Duke Nukem 3D Highres Pack: Duke3D HRP 5.4
Help us to add stuff still missing in the HRP: Duke3D HRP To-Do List

This post has been edited by NightFright: 14 October 2016 - 04:56 AM

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User is offline   MetHy 

  • 1,417

#16

I'm not used to playing with polymer, is there any way to turn off the lights emitted from switches but just for switches? WT doesn't have those, and in Bloody Hell it gave away a secret switch which I hadn't even noticed in WT.
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User is offline   NightFright 

  • 595

#17

AFAIK it is only possible to turn off dynamic lights completely:
Options > Display Setup > Polymer Setup > Dynamic Lights: OFF

Duke Nukem 3D Highres Pack: Duke3D HRP 5.4
Help us to add stuff still missing in the HRP: Duke3D HRP To-Do List
0

User is offline   Daedolon 

  • Ancient Blood God
  • 849

#18

I always hated those lights.

Lunick: I can't believe you can pre-order Duke Nukem 3D in 2016
2

User is offline   MetHy 

  • 1,417

#19

You mean the switches one? Yeah, too bad you can't turn them off seperately, oh well.

Anyway here is a test video in Mirrage Barrage for those of you who don't have time to test it yourself yet.
No autoaim, setvar voice 2, polymer.
Used guns from previous map carried over and died stupidly at the end, not full playthrough




This post has been edited by MetHy: 14 October 2016 - 05:39 AM

2

User is offline   NightFright 

  • 595

#20

Comparison screenshots of E5L1 with normal maps off/on in Polymer (r_pr_artmapping 0 to activate).

Attached thumbnail(s)

  • Attached Image: e5l1_normal-off.jpg
  • Attached Image: e5l1_normal-on.jpg
  • Attached Image: e5l1_off2.jpg
  • Attached Image: e5l1_on2.jpg
  • Attached Image: e5l1_off3.jpg
  • Attached Image: e5l1_on3.jpg


Duke Nukem 3D Highres Pack: Duke3D HRP 5.4
Help us to add stuff still missing in the HRP: Duke3D HRP To-Do List

This post has been edited by NightFright: 14 October 2016 - 06:24 AM

3

User is offline   MetHy 

  • 1,417

#21

The Battlelord at the end of Tour De Nukem was the size of a mini-BLord as well.
Same for the one in Prima Arena.


This post has been edited by MetHy: 14 October 2016 - 07:36 AM

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User is offline   DavoX 

  • Honored Donor
  • 598

#22

Awesome work Hendricks!
0

User is offline   Drek 

  • 1,152

#23

View PostNightFright, on 14 October 2016 - 06:15 AM, said:

Comparison screenshots of E5L1 with normal maps off/on in Polymer (r_pr_artmapping 0 to activate).


Gotta give credit where it's due, no one here ever thought to make 8-bit normals for the original art. That sentence even sounds outrageous now, but it works and is a nice mix with the classic pixel art and the "new" dynamic lights.
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User is offline   NightFright 

  • 595

#24

Additionally, I didn't know that you can bring back anisotropic filtering in Polymer if you deactivate ART mapping (which improves image quality quite a bit). Always learning something!

Duke Nukem 3D Highres Pack: Duke3D HRP 5.4
Help us to add stuff still missing in the HRP: Duke3D HRP To-Do List

This post has been edited by NightFright: 14 October 2016 - 07:02 AM

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User is offline   AdrenalinDragon 

  • 32

#25

I just noticed the World Tour Automap has extra lines on it. It's most noticable in the Mirage Barrage maze section, where as on EDuke32 the lines on the maze are not there.
1

User is offline   MetHy 

  • 1,417

#26

2nd test video



I really haven't noticed any other issue so far, it's mostly just the missing Incinerator and Firefly at this point.
3

User is offline   Tea Monster 

  • Polymancer
  • 1,728

#27

View PostDrek, on 14 October 2016 - 06:58 AM, said:

Gotta give credit where it's due, no one here ever thought to make 8-bit normals for the original art. That sentence even sounds outrageous now, but it works and is a nice mix with the classic pixel art and the "new" dynamic lights.

It was tried when Polymer first came out.
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User is offline   HMNuke93 

  • 194

#28

Noticed a bug: the skybox doesn't change inside the alien ship in the final part of Mirage Barrage. Works correctly in software mode.
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User is offline   MetHy 

  • 1,417

#29

View PostHendricks266, on 14 October 2016 - 01:27 AM, said:

What is supported:
All of the World Tour CONs, including the new enemy, boss, and minibosses.
[...]
Known issues:
The Firefly and BOSS5 don't have any of the new projectiles.


Unless I'm mistaken, BOSS5's main attack uses EXPLOSION2 (#1890 and on), but it doesn't appear here, is this something you're aware of?

Meanwhile, Prima Arena played in EDuke32:


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User is offline   Drek 

  • 1,152

#30

View PostTea Monster, on 14 October 2016 - 07:38 AM, said:

It was tried when Polymer first came out.

I didn't know that.

View PostHMNuke93, on 14 October 2016 - 08:13 AM, said:

Noticed a bug: the skybox doesn't change inside the alien ship in the final part of Mirage Barrage. Works correctly in software mode.

That's a known Polymer issue, only one parallaxed sky texture per map is used.
0

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