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Comment History  (0 - 30 of 167)
phredreeke
phredreeke - - 167 comments @ Blood Upscale Pack v2.1

that's weird, it shouldn't be touching the voxels at all

Good karma+1 vote
phredreeke
phredreeke - - 167 comments @ Blood Upscale Pack v2.1

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

Good karma+1 vote
phredreeke
phredreeke - - 167 comments @ Blood Upscale Pack v2.1

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.

Good karma+1 vote
phredreeke
phredreeke - - 167 comments @ Duke Nukem: Total Meltdown TC - v1.0.3

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

Good karma+1 vote
phredreeke
phredreeke - - 167 comments @ Is Blade of Agony v3.1 horribly censored?

pdl1989 v3.0 has been ARCHIVEd if you know what I mean...

Good karma+1 vote
phredreeke
phredreeke - - 167 comments @ Blood Upscale Pack v2.1

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

Good karma+1 vote
phredreeke
phredreeke - - 167 comments @ Blood Upscale Pack v2.1

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.

Good karma+1 vote
phredreeke
phredreeke - - 167 comments @ Blood Upscale Pack v2.1

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

Good karma+1 vote
phredreeke
phredreeke - - 167 comments @ Shadow Warrior Upscale Pack

No, this is neural network upscale. BTW this is an old version, here is the latest release: Moddb.com

Good karma+1 vote
phredreeke
phredreeke - - 167 comments @ Duke Nukem Enhanced Resource Pack for Raze

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

Good karma+1 vote
phredreeke
phredreeke - - 167 comments @ Blood Upscale Pack

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.

Good karma+2 votes
phredreeke
phredreeke - - 167 comments @ Blood Upscale Pack

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

Good karma+2 votes
phredreeke
phredreeke - - 167 comments @ Blood Upscale Pack v2.1

Yeah indexed hightiles has been merged to mainline

Good karma+1 vote
phredreeke
phredreeke - - 167 comments @ [abandoned] Duke Nukem 3HD

What happened? did you cancel the mod? :(

Good karma+4 votes
phredreeke
phredreeke - - 167 comments @ Still Alive

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

Good karma+4 votes
phredreeke
phredreeke - - 167 comments @ Blood Voxel Pack 0.95 (BloodGDX, NBlood, Raze) (OUTDATED)

You put the ZIP file itself in the autoload folder

Good karma+1 vote
phredreeke
phredreeke - - 167 comments @ Enhanced Resource Pack for Duke Nukem 3D

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.

Good karma+2 votes
phredreeke
phredreeke - - 167 comments @ Enhanced Resource Pack for Duke Nukem 3D

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

Good karma+1 vote
phredreeke
phredreeke - - 167 comments @ Blood Upscale Pack

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

Good karma+2 votes
phredreeke
phredreeke - - 167 comments @ Blood Upscale Pack

ESRGAN, all the models used are listed in the readme file

Good karma+3 votes
phredreeke
phredreeke - - 167 comments @ Shadow Warrior Upscale Pack

This is an old release. V1.1 is the latest version

Good karma+2 votes
phredreeke
phredreeke - - 167 comments @ Blood Upscale Pack v2.1

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)

Good karma+1 vote
phredreeke
phredreeke - - 167 comments @ Enhanced Resource Pack roadmap

Voxel for Sentry drone already exists. The Pig cop tank also has a voxel but I chose to not use it.

Good karma+1 vote
phredreeke
phredreeke - - 167 comments @ Duke Nukem Enhanced Resource Pack for Raze

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

Good karma+1 vote
phredreeke
phredreeke - - 167 comments @ Blood Upscale Pack

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.

Good karma+2 votes
phredreeke
phredreeke - - 167 comments @ Enhanced Resource Pack for Duke Nukem 3D

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

Good karma+3 votes
phredreeke
phredreeke - - 167 comments @ Duke Nukem 3D Upscale Pack 1.3

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.

Good karma+1 vote
phredreeke
phredreeke - - 167 comments @ Blood Upscale Pack v2.1

It changes some of the weapons to use alpha sprites

Good karma+1 vote
phredreeke
phredreeke - - 167 comments @ Blood Upscale Pack

I'm hoping for the indexed hightile code to soon be merged into mainline EDuke32 (from which NBlood is downstream)

Until then, I think you're unfortunately left to either Raze or running the included build through Wine. There is a branch in the NBlood github but from what I can recall it doesn't actually compile

Good karma+2 votes
phredreeke
phredreeke - - 167 comments @ Blood Upscale Pack (Fresh Supply compatible) OUTDATED

It should work with the August 2019 build of FS. Unless you're talking about the Extra Crispy mod, in which case I don't expect it to work.

However, this version of the upscale pack is dead, the amount of extra work required to support FS makes it unfeasible, and even then it's limited in regard to what can actually be upscaled (no textures, only sprites that are defined through SEQ files)

Good karma+1 vote