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step1978Offline
Post subject: PC: Duke Nukem 3D: High Resolution Pack v3.1 (May 31, 2007)  PostPosted: May 31, 2007 - 11:44 AM
News Scout


Joined: Jun 25, 2005
Posts: 4471

Location: Berlin

Highscores in 05/2013

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Eine neue Version des Duke Nukem 3D: High Resolution Pack ist veröffentlicht worden.



A new version of the Duke Nukem 3D: High Resolution Pack has been released.

Quote:
SD_DUKE Mod v1.2 (05-31-2007)
-----------------
> Easier user mapmod customization:
- sd_game.con has been renamed to sd_code.con
- eduke.con has been renamed to sd_game.con
- new eduke.con file

> Added: - all actors now have actions that point to their respective frozen
tiles, even if they don´t have a model yet
- smooth animation for enemies from HRP v3

> Fixed: - “see fire through cracks” bug (or at least partially concealed)
- bulletholes (numbers of actors reduced)
- objects on water
- fire cracks (fire is small until player sees it for the first time)
- NEWSHELL1 and NEWSHELL2 have been moved to new tile numbers to
fix conflicts with a gore actor
- Protector Drone´s DEF code (and dummytile removed)
- FIRE_SPAWNER does not hurt player any more
- all .DEF dummytile defintions have been commented out and have been
replaced with .ART file replacements of the same size. The dummytile
command turns the .ART tile into a black box, which is extremely ugly
in 8-bit mode (new ones are 100% transparent)
- commands "fall" and "move" had different behavior depending on
player´s current sector

> Modified: - blood/gibs of NEWBEAST (Protector Drone) are green now
- renamed all of the frozen babe actions to what the actor name is,
instead of incrementing FEMFROZEN
- all instances of “spritepal 1” relating to freezing are now gone
- Protozoid Slimer has been optimized so it will trigger a normal
response from GREENSLIME when dead
- moved some tiles that were in the 7400´s down to TILES021.ART
- dummytiles that were in .ART files below TILES020.ART that did not
go with the corresponding tile were moved into TILES020.ART and
TILES021.ART
- dummytiles that were in .ART files below TILES020.ART that did go
with the corresponding tile were simply commented out so the
texture/model could act normally in 8-bit mode
- most of the useractor definitions in sd_game.con did not have
strength value, so "0" was added (only hittable actors)
- made actors who use MOVESPARKER die when they hit water
- sound of shells hitting floor now different




v3.1
This pack features two new and 16 revised textures plus three fixes, including restored highres explosions (#1890-1910) which were deactivated in original HRP v3 release.

CHANGELOG:
==========

Update 3.1 / HRP SVN #147 (05-31-2007)
--------------------------------------
> Added:
- highres extures: 224, 1144
> Fixes:
- highresspriteseffects.def: 1890-1910 (explosion2) restored
- highresspritescharacters: 1520/1528 fixed
- highresspritesswitches: 136/137 (texture version)
> Revisions:
- highresscreenmenu: 2492, 3281
- highresspritesprops: 670, 688, 1062, 1069, 1232
- highresspritessigns: 826, 4362
- highres extures: 718, 3387, 4152, 4170, 4180, 4182, 4310


v3
t´s been a while and even though there has not been any progress updates posted on this site progress has been plenty. Here is just a short list of changes since last official HRP release.

* Latest snapshot of the EDuke32 port with updates like
o Glowmaps.
o Detail textures.
o Smooth interpolation between animations on models. (Not on HUD models yet)
o Texture caching.
o Tons of updates and improvements for mod makers.
o A ton of bug fixes.
* All monsters now modeled, new since last version is Battle Lord, Moon Overlord, Cycloid Emperor, New Beast and Alien Queen.
* Most babes now modeled.
* A lot of new and improved textures and prop modeles.
* All textures use detail mapping.
* Glow mapping applied to textures and skins that glows in 8 bit (i.e. monsters eyes).
* Newer version of the SD Duke mod.(Not latest as a new one was posted on the boards just hours ago)
* Lots of tweaks to the map hacks making pickups and other models fit better in the maps.

For a complete changelog look in the hrp readme file. Note that a lot of stuf is in but this is still a work in progress version so there is still some stuff missing.


HRP SVN #136 (04-27-2007)
-------------------------
- High resolution exposion commented out to avoid breaking it in 8-bit mode(uncomment to turn it on)
- Major new models: Battlelord, Moon Overlord, Cycloid Emperor, Alien Queen, slime babes!
- Major new features: glowmaps, detail textures, texture scaling (EDuke32 only)!
> monster glowmaps: 1550, 1680, 1820, 1880, 1915, 1960, 1975, 2000, 2120,
2350, 2630, 2710, 4610
> characters glowmaps: 603 (for all slime babes)
> pickups glowmaps: 25, 37, 59
> HUD weapon glowmaps: 2510, 2524, 2548, 2566
> switches glowmaps: 130-143, 146-149, 162-171, 860-864, 1123, 1143
> 26 detail textures added (highresdetail)
> PNG filesize optimization
- Moved: a) 514, 1109, 1124 (highresspritesprops -> highres extures)
b) 1280-1288, 1306-1311, 3370-3372 (highresspritessigns -> highres extures)
- Added: a) monster death skins from SD_Duke for 1680/1820/1915/2000/2120
b) monsters/Duke model now use smooth animation (new EDuke32 feature)
c) Jibs5 (2265-2269) activated in highresspritesjibs.def
- Modified: proper names for all skyboxes (highresskyboxes)
- Fixed: a) activated state of Frankenstine switch (#141) defined as #140 (deactivated)
b) texture width adjustments for #204-209/212-215 (highres extures)
c) missing skin for HUD Expander firing (2255)
d) missing skin for Pigcop tank firing (1975)
e) duplicate definitions for 27, 903, 2465; removed identical tiles
2220/2235/2239

- highresskyboxes: 89, 99 (pal24)
- highresscreenfonts: 2822-2879/2881/2883/2884/2912/2914/2915 (pal0/10-16/21/23)
- highresscreenmenu: 2505, 3292 (with babe model, improved lighting/Duke hair)
- highresspritescharacters: 603 (hanging babe), 1294 (pod babe), 1323 (impaled babe),
1324 (bloody pole), 1334 (crouching babe),
1335 (babe podest), 1352 (monk), 1405,
1520/1528/1536 (Duke gibs), 4590 (skin update)
- highresspriteseffects: 1890-1910 (explosion2 fix)
- highresspritesfirstperson: 2558 (Expander crystal color)
- highresspritesmonsters: 490 (Cycloid Emperor hologram), 679 (Battlelord hologram),
1550 (shark with red eyes), 2000 (skin update),
2630 (Battlelord), 2710 (Cycloid Emperor),
2760 (Moon Overlord), 4740 (Alien Queen)
- highresspritespickups: 51 (healthbox), 52 (health bottle), 55 (Steroids)
- highresspritesprojectiles: 1360-1379 (Octabrain mindblast), 1641-1643 (color correction)
- highresspritesprops: 538 (slimepipe), 544 (ironbar), 551 (domelight), 571 (stall), 602,
669 (vacuum), 689 (IV unit), 904 (wooden horse), 914 (woodfence),
919 (electric meter), 976 (ventshaft), 991 (shower head),
1006 (bar stool), 1238 (exploding barrel), 1358/1359 (fetus),
3426 (pirate flag)
- highresspritespropsottles: 954/1012/1013 (bottle1/5/6 sprite placeholders)
- highresspritessigns: 601, 721, 826, 964, 984/985, 1007, 4362, 4558, 4559, 4579, 4880
- highres extures: 89, 203, 218, 220, 238-240, 247, 285, 286, 312-315, 317, 318,
325, 326, 329, 330, 367-369, 371, 372, 376, 377, 465, 466, 468,
474, 734, 755, 756, 866*, 1102, 3370-3372, 3384-3387, 3405, 3406,
4104, 4169, 4172-4175, 4180, 4182*, 4303, 4319, 4320 [* 1024x1024 res]


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XTaleOffline
Post subject: RE: PC: Duke Nukem 3D: High Resolution Pack (27-04-2007)  PostPosted: May 31, 2007 - 01:00 PM
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Joined: Jul 04, 2004
Posts: 1853

Location: Dillingen / Saar

Highscores in 05/2013

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Hm, die Auflösung ist jetzt zwar höher, aber irgendwie ist der Charme weg.
Siehe: http://hrp.duke4.net/screens/hrp_screen04.jpg
Der alte Gegner ist zwar pixelig wie die Hölle, aber der neue sieht auch kacke aus....
 
 
 
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isiprimaxOffline
Post subject: RE: PC: Duke Nukem 3D: High Resolution Pack (27-04-2007)  PostPosted: May 31, 2007 - 03:48 PM
Retrokenner


Joined: Aug 19, 2006
Posts: 60



Highscores in 05/2013

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Ich sags mal so.

Ich finds toll das sich fans soviel muehe geben. Und sich auch noch muehe machen in ihrer Freizeit wohl und ohne irgendwas daran zu verdienen, sich so ins zeug lege. Ich mein wen dir nicht gefaellt ok. aber die arbeit dran solltest schon mal anerkennen, vorallem setz dich mal dran, und schreib eine 3d engine + spiel neu und bohr die alten 3 models auf.

Ich find das mega arbeit. und zudem gefaellts mir auch noch gut ^^

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XTaleOffline
Post subject: Re: RE: PC: Duke Nukem 3D: High Resolution Pack (27-04-2007)  PostPosted: May 31, 2007 - 07:15 PM
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Joined: Jul 04, 2004
Posts: 1853

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Highscores in 05/2013

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isiprimax wrote:
Ich mein wen dir nicht gefaellt ok.

Mehr hab ich doch auch gar nicht gesagt Wink

Ganz neu geschrieben ist das Spiel und Engine ja auch nicht. Der Source von Duke3d ist ja mitlerweile freigelegt, im Grunde ist es also immernoch Build-Engine - halt mit einem 3d Model Loader anstatt Sprites. Wobei ich ja zugeben muss, dass auch solch eine Änderung immernoch genug Arbeit ist Wink
 
 
 
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