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icecoldduke

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About icecoldduke

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  1. icecoldduke

    Duke Nukem 3D ported to C#

    I released a new alpha: FIXES: Fixed sector/ceiling UV's. Fixed a bug were visibility wasn't updated correctly. Added HD Skybox Support. Switched to Universal Render Pipeline. Fixed z-fighting sprites. I have fixed a fatal crash bug that caused sprites to turn black and the game to crash. Fixed z-fighting sprites. UV's are not updated unless the UV's change. Fixed issues with missing triangles due to bad tesselation remap. Mask walls now render. Fixed a bug were some assets were incorrectly frustum culled. Fixed a issue were updated plane geometry would get incorrectly frustum called. Fixed a issue were some walls would not get updated. Everything now runs on the main thread, legacy dos while loops converted to state machine logic. Download: https://github.com/jmarshall23/DukeSharp/releases/tag/Alpha5
  2. icecoldduke

    Duke Nukem 3D ported to C#

    I published a video of initial 3d rendering support inside my Duke Nukem C# port in Unity. You can now play the game with 3D rendering support in Unity.
  3. icecoldduke

    Duke Nukem 3D ported to C#

    I released a build today for Windows, Linux and MacOS. I'm trying to get as much feedback as possible, so try it out and let me know what you think. This is the first release of IceDuke(formally DukeSharp). IceDuke is a full C# port of original Duke Nukem 3D GPL release. Everything is ported over to C#, including the con code. As a result of the con code being converted to C#, .CON files are not loaded. DOWNLOAD(Windows, Linux, MacOS) https://github.com/jmarshall23/DukeSharp/releases/tag/Alpha1 INSTALLATION: Windows: Copy duke3d.grp to windows\DukeNukem_Data\StreamingAssets Linux: Copy duke3d.grp to linux\linuxtest_Data\StreamingAssets MacOS Copy duke3d.grp to mac.app\Contents\Resources\Data\StreamingAssets KNOWN ISSUES: The game is fully functional, and there aren't any known progression blockers preventing you from playing from the start of the game to the end of the game, but because this is a complete language port, there will be bugs, and crashes. 1) E1L2 - 30% crash when opening the rotating door from the door, for some reason the code puts the player into a -1 sector and that causes a out of bounds index crash. 2) The hud sometimes has the wrong sector color palette. 3) Save/load is not implemented yet. 4) Automap is not implemented yet. 5) Underwater sector color changes don't work yet. 6) Only works with Duke Nukem 3D 1.5(non of the addons). 7) Command line arguments are not implemented yet. 8) Some animations run very quickly. 9) Holoduke causes a crash. MODDING: Since all of the game code(including the con code) is hardcoded, the only way to mod the game currently is to install Unity. This will be fixed in a later release. However modding IceDuke is a lot easier because its all in C#, and debugging is quite a bit easier.
  4. icecoldduke

    Duke Nukem 3D ported to C#

    Thanks :). I have fixed quite a few things, and I'm able to play through all of E1M1, and proceed to E1M2 without any progression blockers. Doors are fixed, audio is implemented, and lots of other bug fixes are implemented as well.
  5. Over the past couple of months people have been asking what am I going to do about PolymerNG, PolymerVulkan and my Build Sharp port, all of that is now my Duke Nukem 3D in C# port that works in Unity. I started off by taking the original dos source code for Duke3D, running it through tangible c# converter, got 15,000 errors and hand fixed up all of that code. Then I converted the CON code to C# using a custom converter I wrote. Everything is now in C#. At this point aside from sound, save games, and automap its just bug fixing at this point, all the fundamental bits are there and that was the hard part getting to this point from just the dos c code/jonof build. Once I fix up all the bugs, I'll bring over Polymost and that code will just render into a dynamic Unity mesh, and then people can go in and add lighting and other effects. Then the GZDoom team can stop making fun of me for not completing anything ;). Right now though its just the software rasterizer. If you want to see the converted Duke C# code: https://github.com/jmarshall23/DukeSharp/tree/master/Assets/Code/Game Converted CON to C# code https://github.com/jmarshall23/DukeSharp/blob/master/Assets/Code/Game/ConScript.cs Github: https://github.com/jmarshall23/DukeSharp Video:
  6. icecoldduke

    Doom 3 - DirectX Raytracing

    I added refractive lit glass, fixed a lot of bugs and add mirrors to my Doom 3 DirectX Raytracing Port
  7. icecoldduke

    Doom 3 - DirectX Raytracing

  8. icecoldduke

    Doom 3 - DirectX Raytracing

    Preview3: I have enabled Global Illumination, fixed bugs with AO, added decal support, and other performance fixes. Also fixed the t-pose zombies
  9. icecoldduke

    Doom 3 - DirectX Raytracing

    Update preview 2 video
  10. icecoldduke

    Doom 3 - DirectX Raytracing

    Quake 1 RTX is done, the last bit of technical stuff to do there is the animation blending that I'll bring over from Doom 3 RTX. Quake 1 RTX is playable, both singleplayer and multiplayer, in its entirety. My next step is to create a dynamic sparse texture loading code, so that way this isn't restricted to just the demo. I'll back port that to Quake 3 RTX. Following that, Doom 3 RTX, Prey RTX and Quake 3 RTX are at the point were I need to relight the game. The lighting looks awful in what I have at the moment, and that's because mathmatically it makes sense, but the light rigs in the retail games are a problem. So I'm going to go in and create a beauitful corner, take a segment of a Doom 3 level and make it look good, and see if I can find some help to help me relight the entire game using the beautiful corner as a base line.
  11. icecoldduke

    Doom 3 - DirectX Raytracing

    In this video were showing we got Doom 3 with DirectX Raytracing on its feet. The entire backend renderer was removed, and ported to DirectX 12 Raytracing. There is a lot of work todo, to get the game looking good under the new lighting model. Were going to have to relight the game, as you can see from the video, the lighting isn't correct because the data needs work. We have a discord if you would like to join or help out! Discord: https://discord.gg/EnJcgMv Github: https://github.com/jmarshall23/DoomRTX
  12. icecoldduke

    Prey(2006) - DirectX Raytracing

    I began porting Prey(2006) to DirectX Raytracing. Prey wasn't open sourced, but the game sdk was, so to start off I modified the idTech 4 GPL engine to load the Prey game dll. Then I ported all of that to 64bit. Then I removed all of the Doom 3 backend rendering code, and brought over my DirectX Raytracing work I've been doing on Quake 1 through Quake 3, and modified it to work with the idTech 4 data. Here's the first bit of results doing that work.
  13. icecoldduke

    DOOM³ Golden Edition

    So I have mixed feelings about this. Adding music to the game is nice, but you didn't adjust the rest of the audio, and the entire mix to me sounds off. The music completely nukes the ambient audio. I can't tell, should I be focusing on the music or the "save me" track? You could try lowering the music volume during key beats so that way it doesn't take away from the original. Having the music in between the dull bits, and more of the combat area's makes sense and can be cool, but I feel in your example it almost takes away from the "save me" track.
  14. icecoldduke

    DOOM³ Golden Edition

    What graphical changes did you make?
  15. icecoldduke

    Quake 1/Hexen 2 - DirectX Raytracing

    I modified the reflections to use GGX(PBR), and recorded a 5k playthrough (5120x1440).
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