Okay, I implemented some shit that's hard to explain this time. Basically, I was still applying sector color to materials in order to handle gameplay effects, like when you hit a switch that makes another area turn red because a missile is about to launch or something. That's fully ripped out now, in favor of a system that, like my sector lightLevel changes that apply brightness levels for a sector to lights within that sector, transfers the sector color signal to nearby lights.
"That will probably break a lot of things," you whisper to yourself astutely. And you're completely right. That's why I also added a whole ass editing system that can moderate the effects and add overrides. Then I went through all 3 main episodes and tweaked every level. Oh and I fixed lights in general in a bunch of places to improve visibility, light switch response, etc. No need to thank me.
Actually, you should thank me. I'm so, so tired. I also bought a super cheap AMD GPU though, so I'll be able to get AMD support working better soon.
How to install/run (Windows):
- Purchase and install Duke Nukem 3D: 20th Anniversary World Tour (or otherwise have it installed on your computer - you need a commercial version of Duke 3D to use with the Duke-RT engine fork)
- Download the .zip file in the assets section from this release
- Unzip Duke-RT to your computer
- Run launch-duke-rt.cmd in that folder
- Give it the path to your Duke 3D install (if it doesn't find it automatically)
- Let it grab the normal maps from Duke World Tour (if that's your Duke version, will still work without them)
- Let it open your browser to grab the voxels
- Download the voxels from that site
- Go back to the Duke-RT console window and hit enter
- Let it unpack the voxels into its own directory for you
- Proceed into the game
- Always run via launch-duke-rt.cmd in the future
How to install/run (Linux):
- Purchase and install Duke Nukem 3D: 20th Anniversary World Tour (or otherwise have it installed on your computer - you need a commercial version of Duke 3D to use with the Duke-RT engine fork)
- Download the Linux tarball in the assets section from this release
- Untar Duke-RT to your computer
- Run launch-duke-rt.sh via CLI from that folder
- Give it the path to your Duke 3D install (if it doesn't find it automatically)
- Let it open your browser to grab the voxels
- Download the voxels from that site
- Go back to the Duke-RT console window and give it the path to your voxel zip file
- Let it unpack the voxels into its own directory for you
- Let it grab the normal maps from Duke World Tour (if that's your Duke version, will still work without them)
- Proceed into the game
- Always run via launch-duke-rt.sh in the future
Up next:
- Finish out AMD support
- Deal with progressive slowdown over the course of gameplay
- Fix areas with gaps in the wall or other missing geometry
- Fix some voxel actors still getting palette application
