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Reputation: 187 I have a solid reputation
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Duke Nukem Forever General Discussion (214 posts)
30-October 07
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User is offline Yesterday, 06:48 PM

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Topics I've Started

  1. Did Gearbox secretly sell the Duke Nukem IP?

    04 May 2018 - 11:48 AM

    I just searched the status of the Duke Nukem trademark on TESS, and I found out that it's been transfered from Gearbox to a company called Balls of Steel LLC.
    This article states that Balls of Steel LLC is registered at the same address as Gearbox.
    So what's the deal? Did Randy actually found another company and transfer the Duke Nukem rights to it? Is it a way for Randy to tell the fans "Sorry, Gearbox doesn't have the right to distribute the original Duke Nukem games / the 2001 version of DNF" without actually lying?
  2. I made my own VR head-mounted display

    12 April 2018 - 12:48 PM

    I had this idea for a while now, because I wanted something more modern than my HMZ-T1, but I hate the vendor lock-in introduced by the Oculus Rift and the HTC Vive. I wanted something that did not introduce any artificial compatibility or DRM issue and was as easy to install as a monitor.

    About a month ago I had ordered the 2K Topfoison display from China. Unfortunately, when it arrived and I connected it to my PC, I discovered that it was ONLY compatible with one resolution, namely 2560x1440. Unfortunately, I don't have any other device that supports that resolution, so I could not make it work because I could not set my video card to output that resolution in the first place. Topfoison would not take it back because it would cost too much, so I bit the bullet and archived it as a false start (hoping to be able to sell it on Ebay).

    Next step: order the 1080p display. This, I was sure it would work, because my gaming PC was already set to 1080p.
    I also ordered a VR "receptacle" for smartphones (what's the correct name for those objects? They are certainly not HMDs, because they lack the D part) I would be able to wear comfortably, a mini-HDMI cable and a micro-USB cable.

    When everything arrived, I connected the display to the PC and verified that it worked. Next, I located a game for which I had already installed ReShade and the SuperDepth3D.fx shader, and added the 3D Adjuster shader to correct the proportions of the scene. When the game was launched, I carefully aligned the display to the lenses of the "receptacle", so that the view would be centered and in focus.
    I fixed the display in position with duct tape, closed what now had actually become an HMD, and fixed the control board in front of it with more duct tape.

    End result:
    Posted Image
    As far as the PC is concerned, this is a monitor, nothing more, nothing less. No DRM, no vendor lock-in.

    And this is a still shot from a Prey level I'm making, inspired by what Paul Schuytema showed at E3 in 1998, seen through a lens of my HMD:
    Posted Image

    One of the next games I played with my HMD was EDuke32, displayed in stereoscopy by following this guide. As far as I'm concerned, THAT is the real Duke VR. Any port that makes use of proprietary hardware and refuses to work on different hardware just because it lacks the correct identification is not worthy of my time.
  3. Testing the limitations of Polymer

    01 March 2018 - 10:45 AM

    I've read for years that big outdoor areas with Polymer lights are a no-no because of performance. I've also read that the DNF 2013 mod was made to be run with 8-bit textures because Polymer would make it look uglier. So I decided: let's put those claims to the test!

    I started from the LADYKLLR.MAP file from the DNF 2013 mod, which I copied into my main Duke3D directory. I deliberately avoided to add any .ART file, so that the HRP would kick in, even though that would result in several textures being rendered as black. I added several colored Polymer lights in correspondence of the street lights in the main boulevard, I replaced the custom street texture (which used to make the street look black) with the standard Duke3D street texture, then I launched the level from the main game.
    So the frame rate does take a hit, but I disagree about the level looking uglier. Here are the results:

    Posted Image

    Posted Image
  4. LameDuke in stereoscopic 3D: I've done it!

    02 February 2018 - 11:36 AM

    First, a premise. This will only work with devices that can display stereoscopic images in the "top-and-bottom" mode, where the pictures for both eyes are displayed at the same time in the same picture, left eye on top and right eye on bottom, because it's a fix for the flawed top-and-bottom mode that already exists in LameDuke.

    Now, it all you want to do is try it and don't care about how it's achieved, just go to
    https://mega.nz/#!cb...jpIqwzY_4lzzpxw to download the package, unzip it into the root of your D:\ hard drive (because that's where the preexisting settings expect to find it), set your desktop to 720p (because that's the resolution the preexisting settings expect) and double click on the shortcut to play.
    Instead, if you care about technical details, read on.

    If you've ever run the SETUP.EXE in LameDuke, you'll know about the "120Hz Stereo vision (for Crystal Eyes)" mode. To use it as it was originally intended, you needed the CrystalEyes shutterglasses, which used to be a high-end product, and a CRT monitor that supported a refresh frequency of 120 Hz. The game would then display an interlaced image, with the left eye view in the even lines, a line blank, the right eye view in the odd lines, and another line blank.
    With all probability, if you tried when LameDuke had just been released, or in one of the official DosBox releases, you'll have concluded that it didn't work at all, either because your monitor did not support that frequency if you ran the game in DOS, or because the official DosBox cannot display it correctly. However, I recently discovered a distribution of DosBox that displays the CrystalEyes mode correctly: DosBox SVN-Daum. Another thing this distribution can do is use OpenGL to render the game view as a texture which is applied on a vertical plane, which is what you see.

    If you run LameDuke in CrystalEyes mode in DosBox SVN-Daum, this is what you'll see:
    Posted Image
    But if you try to view LameDuke in stereoscopy like this, you'll see that it doesn't work right yet. The total height of the image is 480, but the right eye view starts at a height of 256, not 240 like it's supposed to. Your brain won't be able to merge the two views into a 3D view, unless somehow the right view is shifted up to the correct height.

    This is why the package contains a third component. Remember how DosBox SVN-Daum uses OpenGL? This means that programs like ReShade can interface with it. The third component is ReShade, with a shader used to correct a preexisting stereoscopic view. In the package, it's preset to work at a resolution of 720p; if you want to use another resolution you'll need to understand the meaning of its parameters and modify them so that the view is displayed correctly.
    If you press Shift+F2 when the game is running, you'll see four pairs of numbers:

    -40 140
    40 -190
    1 1.7
    1 1.7

    They mean:
    - Shift the left eye (upper) image 40 pixels to the right and 140 pixels upward
    - Shift the right eye (lower) image 40 pixels to the left and 190 pixels downward
    - Multilpy the width of the left eye image by 1 and the height by 1.7
    - Multiply the width of the right eye image by 1 and the height by 1.7

    If you use a higher resolution, you'll need to modify the first four values, because the images will need to be shifted for a greater distance. Instead, the last ffour values are constant for every 16:9 resolution, because they are ratios.
  5. Prey Museum

    12 January 2018 - 04:17 PM

    The main page and the Screenshots section of the Prey Museum are online, at http://duke4ever.altervista.org/prey/ .
    This site is dedicated to the preservation of all material that 3DRealms, Human Head or individual developers have ever released during the development of the game that came out in 2006, as well as the presentation of what is known about its development. Although the timeline mentions Prey 2 and the 2017 Prey game, they are not the main focus of the site.
    The remaining sections of the site will be uploaded Posted Image

All copyrights and trademarks are property of their respective owners. Instead of reading this text, you could be playing Ion Maiden! ;) © 2018 Voidpoint, LLC

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