On Raze or VoidSW? VoidSW doesn't have an autoload folder implemented, you can autoload it in Raze by modifying the INI file
On Raze or VoidSW? VoidSW doesn't have an autoload folder implemented, you can autoload it in Raze by modifying the INI file
You can fix it by setting up a separate def file for cryptic passage that excludes the beast upscales. I didn't do it myself because it wouldn't work for NBlood, and also that I expected the Cryptic Passage issue to be resolved by another addon.
Can you drag and drop the zip file on the Raze app? I'm not a Mac user myself but I've been told that should work.
that's weird, it shouldn't be touching the voxels at all
Beats me. HRP didn't do it, so they hated that I had my upscale pack do it. I actually figured out a way to make it work in EDuke32 without the BAT file though (but that method wouldn't work for Blood)
I ran Twin Dragon with and without upscale pack and the Guardian looked the same size in both.
As for the fixed CP, it's coming. I've been nagging them to release it
Raze supports filters. NBlood doesn't. Given the negative reception I had previously gotten for using BAT files to launch mods with different configurations, I decided to give up CP support for v2.1, expecting a better solution to come up in time.
As for your experience with the SW pack, I don't see how that could have happened in Raze as you can't switch between the normal campaign and expansions without restarting.
I realise this is 3 and a half years old but it's cause you were running it in Polymer. Switch to Polymost and it should work
pdl1989 v3.0 has been ARCHIVEd if you know what I mean...
I just tested it and the HUD doesn't work without the upscale pack either!
You need to copy the file HUD.zip from Xrosss_HD_HUD_Module_r1.35.36.zip to the Blood autoload folder. Once you've done that, it will work. but the blood effect on the top of the title screen will flicker due to Smoothblood adding additional tiles. You can disable this by opening bloodgdx.def inside the upscale pack zip and adding two slashes // in front of the third line starting with rffdefineid
Now the upscale pack will run with the HUD mod without flicker
DEF files in EDuke32-based source ports are not cumulative. The last one loaded overrides the rest. The voxel pack works because I took that one in account when making this mod.
BloodGDX and Raze handles it differently, hence why combining mods is easier with those ports.
Yes. It's because of the inability of EDuke32-based ports to conditionally load DEF files only when a specific addon is running. I left it as is because I was expecting a fixed version of Cryptic Passage to be released with its textures remapped outside the range used by Plasma Pak's monsters
No, this is neural network upscale. BTW this is an old version, here is the latest release: Indiedb.com
I just tested it on 1.7.1 and it works using the Atomic Edition of DUKE3D.GRP. If you want to use it with the World Tour edition you can modify it by opening the filters folder inside the zip file and renaming the fold duke.duke to duke.worldtour
Never. The old one was an ugly hack. Not only is it a massive step back in that it can only handle upscaled enemies, each enemy requires manual SEQ hacking in order to get the scale right else the upscale will be too big (this was done in a hex editor, because doing it for every frame in a SEQEDIT would be even more tedious) and maps that use the same sprites as decoration will break as I can't adjust their scale (my workaround was to move the enemy sprite to a different tile number when I found one)
The only way I can see it done is if someone writes a tool to automate the patching, preferably also parsing the game's maps and patching the scales used in those as well. This is a lot of work when any computer capable of running Fresh Supply will also run Raze or NBlood.
Raze used to save in the same folder as you ran it from. This was changed to use user folders instead (which is consistent with how it works on Mac and Linux)
You can force it to use a portable install however by naming the INI file raze_portable.ini
Yeah indexed hightiles has been merged to mainline
What happened? did you cancel the mod? :(
So the idea is to use the HRP enemies but render them in sprites in poses matching the originals? Cool. It would make an interesting training set for an upscaling model.
I had an idea of an AI-assisted HRP mod but no one really caught on it. Glad you're doing it
You put the ZIP file itself in the autoload folder
Yes, I kinda stalled for a bit, but I've gotten back to working on it, and I'm investigating new AIs for improving textures.
It will be detailed in the next version of the ERP. Until then you can open your Raze INI file and add the following
[Duke.Autoload]
Path=duke-erp-for-raze.zip
Then Raze will automatically load the mod when you play Duke 3D assuming you put the ZIP file in the same folder as Raze, otherwise you'll have to supply the full path to the file
I'm not in a position to take on new projects ATM. However there's a program now called chainner that makes upscaling MUCH easier than it used to be. I also recently discovered this AI which is amazing when it feels like it Huggingface.co Example here: Imgsli.com
ESRGAN, all the models used are listed in the readme file
This is an old release. V1.1 is the latest version
No. I tried to get upscales to work on Fresh Supply but it requires way too much hackery to be worth it (and it would only apply to "live" enemies anyway)
Voxel for Sentry drone already exists. The Pig cop tank also has a voxel but I chose to not use it.
If you want the voxels just find the Duke Nukem voxel pack here on moddb (which is more up to date than what’s in this pack)
For the sounds I recommend Dzierzan’s HQ sound pack also available here on moddb
Sorry for the late reply. The problem is that with NBlood there is no way to distinguish between Cryptic Passage and the regular game. I decided at the time to not support it rather than make some kind of dirty fix, hoping that a better solution would come up in time.
If you remove the SC55 zip (I can’t recall the specific name and I’m unable to check right now) from the autoload folder then it should fall back on the MIDIs used by Jimmy’s music pack
Well, if you’re content with not having upscaled world textures sure.
The ERP uses a feature called indexed hightiles. This makes it a whole lot easier for me as I won’t have to preconvert upscales to use different palettes as it is done in engine. Currently there’s no version of polymer with indexed hightiles.
If you don’t like voxels you can use the console command r_voxels 0 to disable them, this is mentioned in the readme file. The purpose of merging the different mods in ERP is to avoid the user having to edit def files to make them work together.
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