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Reputation: 476 My posts turn threads into gold
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Everything EDuke32 (957 posts)
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User is offline Jul 23 2018 11:58 AM
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  1. In Topic: THE IMPERIUM RELEASED!

    23 July 2018 - 11:50 AM

    View PostJim, on 20 July 2018 - 11:33 PM, said:

    So its seems that there needs to be an older version of the HRP and patch to work correctly?
    No, not really.

    View PostJim, on 20 July 2018 - 11:33 PM, said:

    I am not sure where to get it. Can somebody link it here?
    Just get the latest HRP and add the corresponding Polymost HRP Override Pack (follow my signature) to your autoload folder. Imperium wasn't made for Polymer, therefore you should use the Polymost renderer for playing.
  2. In Topic: Duke3D HRP: new/updated art assets thread

    26 June 2018 - 02:49 AM

    View PostDacoolguy, on 26 June 2018 - 02:19 AM, said:

    Is this project still being updated?
    No one is known to be actively working on it currently. It is not abandoned, though, and fully usable.

    View PostDacoolguy, on 26 June 2018 - 02:19 AM, said:

    Or has it reached it's completion?
    No. The items still missing are, for the most part, both rarely used (in the original maps) and hard to implement. Overall inconsistency of style is to be considered a bigger issue probably.
  3. In Topic: PolyMOST HRP / Custom Z-Pack (gloves and more...) / GreyDuke

    18 October 2017 - 05:57 PM

    View PostTea Monster, on 28 September 2017 - 04:33 AM, said:

    Duke model sources were released with the Duke model over five years ago now.
    At some point in time, I also posted some polymer skins. I can't remember where as it was years ago. All you need to do is to bake out an AO map and overlay it.
    I wouldn't know how to do any of that. Unless serious new incompatibilities pop up I have no intentions to dive into my stuff again for now. The DukePlus NixFix is obsolete as of DP2.40, so currently that's not my cup of tea. The Z-Pack seems to have no issues either, except for Attrition, which has left behind the HRP some time ago. Plus, despite the quality of the Duke2013 model, especially the animation, the old Polymost version is still 'my' Duke, and will stay in the Z-Pack. Anyway, I kinda feel like retired from Duke stuff. My eduke32.cfg dates from last November, and checking these forums merely seems an ancient habit, tbh.
  4. In Topic: THE IMPERIUM RELEASED!

    18 October 2017 - 05:32 PM

    View PostJim, on 10 October 2017 - 12:37 AM, said:

    So I just finished the first level of Imperium with HRP, I noticed that when the Dukebot is crouched, there is no model for him, he is just a sprite. I am using the Polymost override HRP, is there a correct version of the HRP I should use?


    View PostTrooper Dan, on 10 October 2017 - 10:21 AM, said:

    Models and defs in the HRP have changed over the years. If it were me I would just set mdflags to 1 on the BOTALLY actor, forcing it to be a sprite all the time (for consistency). I think if anyone is an expert on this question it would be LeoD.
    Well, the "expert" says:
    Um, I thought that Imperium came with an HRP included - not?
    Without digging to deep into it again, I see three possibilities to make the bots work:
    - try replacing Imperium's DukePlus by the current 2.40
    - try an older HRP, like 5.2, definitely prior to 5.3
    - edit Imperium's dukeplus.def and add these lines to the end:
    Spoiler
  5. In Topic: Duke 3D Voxel Pack

    18 October 2017 - 05:10 PM

    View PostLunick, on 24 July 2017 - 04:15 PM, said:

    ...there probably aren't any maphacks for World Tour


    View PostHendricks266, on 24 July 2017 - 04:33 PM, said:

    Yeah, all the maps were changed so the existing HRP maphacks do not apply. If no one else takes up the challenge in the next few months I'll have a look.

    In an ideal world [tour] all you'd have to do is add the checksums of the Ep.1-4 maps to 3drealms_mhk.def and 3drealms_polymost_mhk.def, respectively. However, this only works if the sprites/sprite numbers haven't changed. Experience says it's sufficient to look up and compare the highest affected sprite number in each *.mhk to the corresponding *.map item. The same goes for the sector numbers to ensure that the added Polymer lighting works correctly. If the numbering of sectors or sprites has changed, a new maphack file for each affected map needs to be added. I don't have World Tour so I can't do it.

    View PostHendricks266, on 16 October 2017 - 08:01 PM, said:

    inb4 tons of clipping into walls, which Blood didn't have and you would still need maphacks for.
    Reminder: IIRC the only maphack command that works on voxels so far is angoff which, at least, is the most important one.

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