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News & Releases

User is offline   M210 

  • 323

#151

I dont know it, maybe...
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User is offline   Mr. Death 

  • 0

#152

How do I enable ALL of the different skyboxes from BloodCM?

Creating the "texture.def" file with the instructions M210 posted a few pages back in this thread only enables the overcast skybox (from the first level), but the night-time/hell skyboxes don't work.

Thanks to M210/Anyone that can help :)
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User is online   Lunick 

  • Snazzy Ex Tazzy
  • 4,508

#153

View PostFantinaikos, on 09 August 2017 - 08:20 AM, said:

The new MIDI synth option it's interesting and could be further enhanced, it is possible add a feature that allow to use custom .sf2 soundfonts?

Sound fonts should be handled at a system level rather than by BloodGDX...

LeoTCK - EDIT: Jimmy, Blow it out your ass!
http://duke3dmaps.tumblr.com/
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User is offline   Zaxx 

  • 30

#154

View PostMr. Death, on 10 August 2017 - 11:51 AM, said:

How do I enable ALL of the different skyboxes from BloodCM?

Creating the "texture.def" file with the instructions M210 posted a few pages back in this thread only enables the overcast skybox (from the first level), but the night-time/hell skyboxes don't work.

Thanks to M210/Anyone that can help :)

You don't have to create anything, the "texture.def" file you need is in the "addition" folder along with the skybox files in the current release.
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User is offline   Mr. Death 

  • 0

#155

View PostZaxx, on 10 August 2017 - 08:27 PM, said:

You don't have to create anything, the "texture.def" file you need is in the "addition" folder along with the skybox files in the current release.

Worked like a charm, Thanks Zaxx :)
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User is offline   M210 

  • 323

#156

Glow and detail mapping will working in BloodGDX now :)

Attached File(s)




This post has been edited by M210: 11 August 2017 - 04:55 AM

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User is offline   Newken 

  • 7

#157

Any chance for the Cryptic Passage's HD skybox? :)

Posted Image
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User is offline   Zaxx 

  • 30

#158

View PostNewken, on 11 August 2017 - 05:35 AM, said:

Any chance for the Cryptic Passage's HD skybox? :)

Posted Image

I have missing textures in CP, including the sky. How did you get those working?
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User is online   Phredreeke 

  • 42

#159

You have to rename CPART07.AR_ and CPART15.AR_ to TILES007.ART and TILES015.ART. I created a separate directory for Cryptic Passage for that reason.
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User is offline   M210 

  • 323

#160

View PostNewken, on 11 August 2017 - 05:35 AM, said:

Any chance for the Cryptic Passage's HD skybox? :)

Posted Image

Im not an artist, therefore I can't help you :) but maybe someone can in future
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User is offline   Fantinaikos 

  • 168

#161

Hoping the stupid controversy did not diminish the effort of who working on it. <_<

Any new progress on major mod support and cutscene sounds?

BTW those glitches must be just an NVIDIA rendering thing, i've an Intel and they not appear.
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User is offline   max_nukem 

  • 8

#162

View PostM210, on 11 August 2017 - 04:54 AM, said:

Glow and detail mapping will working in BloodGDX now :)


That's great! Can't wait to see this in the game!
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User is offline   Zaxx 

  • 30

#163

View PostPhredreeke, on 11 August 2017 - 08:28 AM, said:

You have to rename CPART07.AR_ and CPART15.AR_ to TILES007.ART and TILES015.ART. I created a separate directory for Cryptic Passage for that reason.

Oh, thanks, it's working now. :)
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User is offline   Zaxx 

  • 30

#164

View PostFantinaikos, on 11 August 2017 - 09:26 AM, said:

Hoping the stupid controversy did not diminish the effort of who working on it. <_<

Any new progress on major mod support and cutscene sounds?

BTW those glitches must be just an NVIDIA rendering thing, i've an Intel and they not appear.

What controversy? We were just reporting a widespread new issue on NVIDIA hardware. NV has a 70% market share meaning chances are most users of BloodGDX will use an NV card, it's important to get to the bottom of these things.

And I think it's important to note that reporting an issue is not an attack against the project in any shape or form + bugs like this appearing are expected at this stage of development.
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User is offline   Fantinaikos 

  • 168

#165

View PostZaxx, on 11 August 2017 - 09:35 AM, said:

What controversy? We were just reporting a widespread new issue on NVIDIA hardware. NV has a 70% market share meaning chances are most users of BloodGDX will use an NV card, it's important to get to the bottom of these things.


Not THAT controversy. I was talking about the nonsensical flame war on hires contents.

https://forums.duke4...-contributions/

This post has been edited by Fantinaikos: 11 August 2017 - 09:46 AM

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User is offline   Zaxx 

  • 30

#166

View PostFantinaikos, on 11 August 2017 - 09:42 AM, said:

Not THAT controversy. I was talking about the nonsensical flame war on hires contents.

https://forums.duke4...-contributions/

Oh, I missed that one. I've yet to see any high res texture project that I like for any classic 2.5D FPS so a Blood HRP does not interest me.
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User is offline   Devon 

  • 9

#167

View PostM210, on 11 August 2017 - 04:54 AM, said:

Glow and detail mapping will working in BloodGDX now :)







Now this is pretty cool.
I really wanna see more screenshots of this, please? =)

This post has been edited by Devon: 11 August 2017 - 10:53 AM

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User is offline   Newken 

  • 7

#168

View PostM210, on 11 August 2017 - 09:11 AM, said:

Im not an artist, therefore I can't help you :) but maybe someone can in future

That would be great. :P
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User is offline   M210 

  • 323

#169

View PostDevon, on 11 August 2017 - 10:51 AM, said:

Now this is pretty cool.
I really wanna see more screenshots of this, please? =)

I haven't such textures more, I got it from eduke32 hrp :)
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User is online   Phredreeke 

  • 42

#170

Using only what is already in the game's files. (I have no idea why they didn't use this instead opting to just repeat the same 64x256 over and over)

Posted Image

and here's an attempt at a high res version

Posted Image

Edit: Actually it probably needs more space to the sides of the moon to avoid it repeating too early.

This post has been edited by Phredreeke: 12 August 2017 - 06:39 AM

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User is offline   Tiddalick 

  • 3

#171

Looks like I had the same idea as Phredreeke...

I havn't attempted to do much with the original files, except extend the vertical size to 512px.
I have made a skybox with the file, though the moon shifted slightly in the sky from where where it is in DOS, its further to the right (skybox starts in slightly different viewing direction?)

Add these images to the "skyboxes" directory (where the other images are)
SkyBoxFilesforCP
Make sure to name them correctly (see description under each image)
Also, add the following text to the texture.def file.

skybox {
tile 4037 pal 0
top "skyboxes/4037_UP.png"
down "skyboxes/4037_DN.png"
front "skyboxes/4037_BK.png"
right "skyboxes/4037_RT.png"
back "skyboxes/4037_FR.png"
left "skyboxes/4037_LF.png"
}
1

User is offline   Newken 

  • 7

#172

Awesome! Thanks, guys! :)
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User is offline   M210 

  • 323

#173

My new release:

1. Hires sprites fix
2. Hires Glow and detail mapping support
3. Deleted InsertPlayer again :)
4. Some synthetic crashes fix
5. Added hires skybox for Cryptic Passage

I'm planning start working on md2/md3 models now
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User is offline   Devon 

  • 9

#174

View PostM210, on 13 August 2017 - 02:34 AM, said:

My new release:

1. Hires sprites fix
2. Hires Glow and detail mapping support
3. Deleted InsertPlayer again :)
4. Some synthetic crashes fix
5. Added hires skybox for Cryptic Passage

I'm planning start working on md2/md3 models now


Awsome stuff as always!

What does highres sprites fix do?
And isnt it a higher priority to make voxel renderer faster?
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User is offline   M210 

  • 323

#175

View PostDevon, on 13 August 2017 - 05:23 AM, said:

Awsome stuff as always!

What does highres sprites fix do?
And isnt it a higher priority to make voxel renderer faster?

Hires sprites was cutoff

I need to learn strange build voxel loader at first, because without optimization with 50k polygons some voxels wont drawing. Btw, can someone help me to compile GZdoom from source code? I wasted 4 hour for trying, but still can't to compile it.... This is the main reason not to love c++


This post has been edited by M210: 13 August 2017 - 06:06 AM

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User is online   Phredreeke 

  • 42

#176

View PostDevon, on 13 August 2017 - 05:23 AM, said:

Awsome stuff as always!

What does highres sprites fix do?
And isnt it a higher priority to make voxel renderer faster?


Well, I think M210 would rather get more features (ogg music playback? :D ) in the game rather than spend time optimising especially when it's running adequately fast for him already.
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User is offline   XxMiltenXx 

  • 0

#177

View PostM210, on 13 August 2017 - 06:05 AM, said:

Hires sprites was cutoff

I need to learn strange build voxel loader at first, because without optimization with 50k polygons some voxels wont drawing. Btw, can someone help me to compile GZdoom from source code? I wasted 4 hour for trying, but still can't to compile it.... This is the main reason not to love c++


Are you on Linux or Windows?
ZDoom Wiki: Compile on Linux
ZDoom Wiki: Compile on Windows

The Windows one is a little bit outdated (as it is for ZDoom and not GZDoom specifically), but shouldn't have changed much. You should use Visual C++ and CMake if you are on Windows.
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User is offline   M210 

  • 323

#178

I tried compile GZDoom on Windows from CMake...Wiki didn't help me...I just tired try to fix errors in compilation...I finished f/--ck myself after 4 hours :)
I think I wasted maybe 2 hours for a wait when compiler show the next error code while compiling <_<
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User is offline   M210 

  • 323

#179

View PostM210, on 14 August 2017 - 08:43 AM, said:

when compiler show the next error code while compiling <_<

small clarification:
the next and next and next for(int i = 0; i < 1000000; i++) { and next } error code :)
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User is offline   XxMiltenXx 

  • 0

#180

View PostM210, on 14 August 2017 - 08:43 AM, said:

I tried compile GZDoom on Windows from CMake...Wiki didn't help me...I just tired try to fix errors in compilation...I finished f/--ck myself after 4 hours :)
I think I wasted maybe 2 hours for a wait when compiler show the next error code while compiling <_<


Do you know what error messages you were getting? I am not a programmer myself, but with the help of the Wiki I was able to compile GZDoom on my own.
What you can ignore on the Wiki is the FMOD bit, as FMOD has been removed from the newest GZDoom versions.
There are pre-built versions available, but I am sure you have your reasons why you want to compile it on your own.

This post has been edited by XxMiltenXx: 14 August 2017 - 09:18 AM

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