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Duke Nukem Forever General Discussion (163 posts)
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  1. EDuke32 in stereoscopy: a guide

    15 August 2017 - 02:52 PM

    You may know I'm a great fan of playing games in stereoscopic 3D, and in the past years I lamented several times about the lack of a stereoscopic mode in EDuke32. Recently, I found a guide explaining how to run EDuke32 in stereoscopy thanks to a program called ReShade, so I'll mirror it here.

    Prerequisites: Duke Nukem 3D: Atomic Edition or Duke Nukem 3D: 20th Anniversary World Tour.

    A. Needed folders: either one or the other. Not both.
    • Duke Nukem 3D
    • Duke Nukem 3D Twentieth Anniversary World Tour


    B. You would also need eduke32 The latest release. http://www.eduke32.com
    • Windows Download
    • eduke32_latest.7z
    • Extract, "B 2."


    C. Place the contents of eduke32_latest into "A 1" or "A 2."

    D. As for the High Resolution Pack and related files, get them here: http://hrp.duke4.net/download.php
    • Duke3D HRP v5.4 FULL SFX (986 MB) - Self-extracting archive with everything needed to play
    • Duke3D PSX Highres Sounds v1.11 (7.3 MB)
    • XXX Pack v1.33 (why not?)


    E. Extract the ZIP files you need from the packs on top. The files you need should be:
    • duke3d_hrp.zip
    • duke3d_music-sc55.zip
    • duke3d_psx.zip
    • duke3d_xxx.zip


    F. Place "E 1 - 4" into a folder called autoload.

    G. Place the autoload folder into "A 1" or "A 2."

    • Now, go to the autoload folder and extract duke3d_hrp.zip
    • Open the file duke3d_hrp\highres\sprites.def
    • Now with a basic text editor edit line 5.
    • Line 5 should look like this. //include highres/sprites/firstperson.def
    • Save.


    Posted Image

    H. Now go back and delete "E 1", aka duke3d_hrp.zip

    I. Repack the duke3d_hrp folder using 7-Zip. Once you have a new duke3d_hrp.zip file you can delete the folder.

    J. Install Reshade 3.0.4 This is needed to use some lighting & shadows. But, if you don't care for lighting use the newest one.


    K. Start eduke32.exe in the folder, "A 1" or "A 2". Aka Duke Nukem 3D or Duke Nukem 3D Twentieth Anniversary World Tour
    • Check Polymer, Enable "autoload" folder, and fullscreen if you like.
    • Set Video mode and Input devices
    • Click Start


    L. Once in game press ` and open console.
    • Use Console Command r_pr_maxlightpasses "1"


    M. Now play the game.

    Things to note.
    The World Tour version will have problems.https://forums.duke4...bility-stopgap/
    The reason we have to disable the polymer weapon hands. Is that when it's on the screen it removes the rest of the z-Buffer.
    The reason we have to use r_pr_maxlightpasses "1" is to correct a problem with the depth buffer when it set to high.
    Using r_pr_maxlightpasses "1" will make the game darker. But, it's ok.
    Mirrors in the game have problems avoid them.

    ADDENDUM: the original author of the guide had found problems with the depth buffer if more than one light was allowed to interact with any surface, but I haven't. As a test, I even tried r_pr_maxlightpasses "10", and the depth was still correct. Equally, there are no showstopping bugs with mirrors, the only weird thing that happens is that the tip of the reflected shotgun sticks out of the mirror surface if you walk as close to it as you can.

    If your PC is powerful enough to run EDuke32 at maximum detail, playing it in stereoscopy with an HMD is absolutely EPIC! It even made me want to do a full playthrough of Duke Nukem 3D, something I had not done in over a decade!

    ADDENDUM #2: if you install from scratch, make sure there is no DUKE3D.GRP from the shareware version inside the Autoload folder, because it would turn episodes 2, 3 and 4 into a glitchy mess. If you find it there, delete it.

    Question for Plagman: would it be possible to add a feature to EDuke32 where the parallax maps, besides distorting a texture to simulate bumps and pits, actually alter the depth buffer values, so that the simulated corrugation acquires actual depth when seen in stereoscopy?
  2. Is the HRP broken?

    11 August 2017 - 03:07 PM

    So I updated to the latest version of EDuke32 and HRP because I read this page about running Duke3D in stereoscopy. So I followed the instructions, and soon enough I was playing through Hollywood Holocaust on my HMZ-T1 head-mounted display, perceiving real depth. I was honestly impressed.
    Then I tried the second episode. While the place where you start the level looked fine, I soon noticed that several wall textures were missing.
    Off to the third episode. It was almost COMPLETELY messed up! Most of the textures were missing, and the enemies were replaced with completely unrelated models! The enforcer looked like a flame. The sentry drone looked like a dead octabrain. I grabbed some screenshots: http://imgur.com/a/c1Rrl
    What is going on?
  3. My god, George was an even bigger dickhead than I thought!

    31 July 2017 - 06:47 AM

    So I found a day-one version of DNF and used the Flawless Widescreen utility to access the console and cheat to hell and back. After what I discovered by just ghosting around, I really got the urge to headdesk (or headbutt George, although I would probably just hit his layers of blubber and bounce back).

    Between Vegas in Ruin and The Duke Burger: Part 3, level designers have created a COHERENT LAYOUT for an alternate Las Vegas, detailed enough to build a map of it and which could probably be freely explored until 2009. Then George comes, decides that cutting is shipping and Xbox 360 devkits are the best thing since sliced bread, and orders the dev team to chop off parts of the levels until what remains can run smoothly on an Xbox 360.
    Result: most of what level designers have built has been walled off, its polygon and texture detail reduced to something that would probably look average on a PS1, and ENTIRE SECTIONS OF BUILDINGS AND STREETS (which cannot be seen from the walled section where the action takes place) have been simply deleted, making what used to be a virtual city look like a movie set. Furthermore, EVERY COLLISION BOUND outside the walled areas has been deleted, so that you need to ghost around to explore the "forbidden" areas without falling past the ground! And to top it off, the surface of every level is about 75% duplicated data, so you see those inaccessible structures again and again, from one level to the next, almost as if Goerge was laughing at you AND at his level designers, saying "See those areas my employees have poured their hearts into to design? Yeah, you'll never see them up close, but I'll make you see glimpses of them again and again just to twist the knife into the wound!"

    I used to say George ought to be flipping burgers in a McDonald's. No. I take it back. George ought to be CLEAING TOILETS in a McDonald's!

    Whew! Now my spleen has been vented.

    P. S.
    I know people have converted DNF object meshes to different formats, to use them in different games (i.e. Garry's Mod). I wonder if the same thing can be done with level data, to build a fully explorable version of DNF's Las Vegas...
  4. The DNF demo is now available in the DNF Museum site

    22 July 2017 - 05:54 AM

    I finally found the time to organize and upload the Files section of the DNF Museum, which also includes the demo. http://duke4ever.alt....org/files.html
  5. Why am I supposed to hate Duke Nukem's Bulletstorm Tour?

    09 July 2017 - 05:54 PM

    First, a premise. I had never heard of Bulletstorm before the announcement of Duke Nukem's Bulletstorm Tour. This forum reacted to said announcement with lots of rage and hate, as usual. Then I tried it, and what I liked of it abundantly outweighs what I don't like.
    Sure, it was an adaptation of an existing game, it lacks a level editor, it's less interactive than Duke Nukem Forever and you can't jump... but look at what it does right! It's chock full of over-the-top moments that aren't a parody of anything! They don't need the crutch of referring to something else to be amusing, they are so on their own!
    The weapons... OF COURSE they are not the same as Duke Nukem 3D, but they capture the spirit of Duke Nukem perfectly (which is even more impressive considering they weren't originally designed for a Duke Nukem game)! There's an energy leash that pulls enemies toward you (even out of helicopters) or generates a shockwave that launches them around! A chaingun you can charge to burn enemies down to their skeleton! A sniper rifle that lets you steer the bullets in midair! At one point, you remotely control a robot dinosaur that fires laser beams from its eyes!
    You can use the environment to kill enemies in lots of creative ways, something you could NOT do in DNF! You can run for as long as you want, and faster than DNF! You can slide and trip up enemies! You can kick every time you want!
    Duke actually participates to dialogs, and does not limit himself to one-liners! When he actually says a one-liner, it's original, and not just a quote from a movie (except for the "chew bubblegum" line, but he consciously said it as a joke, even in-universe)!

    This is why I cannot hate Duke Nukem's Bulletstorm Tour. It's fun, it's adrenalinic, and it has lots of original moments, which is what Duke really needs to succeed. Originality and ground-breaking ideas, not throwbacks!

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