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[Wip] Duke Nukem: Total Meltdown  "Full mod, not lite version"

User is offline   Micky C 

  • Honored Donor

#691

View PostTerminX, on 21 December 2014 - 01:04 PM, said:

Micky, Total Meltdown's episode will be included with the Android and iOS versions of the game.


Nice to hear there's good chances of an iOS port.

Posted Image
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#692

Posted Image

Download: PDF, SVG.

This post has been edited by Fox: 23 December 2014 - 03:03 AM

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User is offline   JoJo the Idiot Circus Boy 

  • Steven Shitlord

#693

Thanks Fox
1

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#694

Re-uploaded. Fixed a glitch with Illustrator converting outline into path.
1

#695

this is a Duke Nukem in Doom kinda thing, but it has a little bit of the TM situation on here as well. i was playing this christmas mod and the person who made the mod, somehow managed to add the CyberKeef in there. even if he only shot bombs

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#696

Mr. Nukem Roses, does that the mod in the video you posted contain Hell To Pay resources?

I swear I have seen that pitchfork and some of those textures before.

-

Anyway, I have been closely following this mod on moddb.com for a while now.

I can't wait for the release for EDuke32, it will brilliant to play a PC version of Total Meltdown (Because then I might not die due to shagged controls).
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#697

View Postmrthejoshmon, on 25 December 2014 - 03:23 AM, said:

Mr. Nukem Roses, does that the mod in the video you posted contain Hell To Pay resources?

I swear I have seen that pitchfork and some of those textures before.



it might. i honestly haven't played Hell To Pay to much to know how much resources the mod has. all i do know is that it has a few Duke Nukem resources from the 64 grenade launcher, CyberKeef & the elves

This post has been edited by Mr. Nukem Roses: 25 December 2014 - 03:31 AM

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User is offline   Mav3r1ck 

#698

And here I thought that it was released for Christmas. Waiting is such a pain in the ass when it comes to things you really want.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#699

Posted Image

Technically it's possible to fix the size of the Battlelord Sentry in Eduke32. But I won't add something like this by default since the developers seems to have been aware of it.
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#700

when i saw how big the "mini" battlelords were. i was like good god, there huge like the boss version. felt surprised when i killed 1 that the game didn't end
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User is offline   Joshua 

#701

View PostFox, on 27 December 2014 - 05:21 AM, said:

Posted Image

Technically it's possible to fix the size of the Battlelord Sentry in Eduke32. But I won't add something like this by default since the developers seems to have been aware of it.


One other thing about the Battlelord Sentry in the PSX port is that it was as light as the smaller enemies, which would mean if the player, for example, used an RPG on it, it would be sent flying toward him/her.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#702

That's because the Battlelord was defined as a new useractor, so it lost it's hard-coded properties.

This post has been edited by Fox: 27 December 2014 - 04:34 PM

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User is offline   Joshua 

#703

View PostFox, on 27 December 2014 - 03:31 PM, said:

That's because the Battlelord was defined as a new useractor, so it lost it's hard-coded properties.


That's interesting.

Does this affect other actors like the Overlord? If I recall, his death animation was cut off.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#704

No, it's just with the Battlelord. In the Overlord case, the number of frames of his dying animation doesn't match the PC. But that's also true for the Enforcer and (probably) Cyber Keef. Look how the Enforcer left hand is frozen in mid-air when it's dead:

Posted Image

This post has been edited by Fox: 30 December 2014 - 05:32 PM

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User is offline   Joshua 

#705

View PostFox, on 28 December 2014 - 04:07 AM, said:

No, it's just with the Battlelord. In the Overlord case, the number of frames of his dying animation doesn't match the PC. But that's also true for the Enforcer and Battlelord, and Cyber Keef. Look how the Enforcer left hand is frozen in mid-air when it's dead:

Posted Image


Wow, I never noticed that about the Enforcer.

This post has been edited by Joshua: 28 December 2014 - 02:21 PM

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#706

can the overlord be fixed on tm or is it not possible?
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User is offline   Mav3r1ck 

#707

So how far along is the Dosbox version?
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#708

View PostMr. Nukem Roses, on 28 December 2014 - 04:45 PM, said:

can the overlord be fixed on tm or is it not possible?

No. The additional frames don't exist.

This post has been edited by Fox: 30 December 2014 - 06:05 PM

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#709

View PostMav3r1ck, on 30 December 2014 - 05:27 PM, said:

So how far along is the Dosbox version?

and the EDuke version as well. any news on them?
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User is online   Hendricks266 

  • Weaponized Autism

  #710

View PostMicky C, on 21 December 2014 - 05:29 PM, said:

Nice to hear there's good chances of an iOS port.

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The contracts are signed.

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User is offline   Mav3r1ck 

#711

Is the space version of the scorescreen done?
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User is offline   Darkus 

#712

View PostMr. Nukem Roses, on 28 December 2014 - 04:45 PM, said:

can the overlord be fixed on tm or is it not possible?

View PostFox, on 30 December 2014 - 05:27 PM, said:

No. The additional frames don't exist.


That's weird, I though they existed, since I have found some of the unused frames from the Liztroop (I wonder if you got them all too).
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#713

Don't worry, Nukey ripped everything, including multiple versions of the same tile from different PMPs.
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User is offline   Adamputee 

#714

I'm new here, but I just wanted to say I'm really looking forward to this!!!

I had Total Meltdown on Playstation; also played it on PSP and attempted to play it on a PC emulator but was disappointed by it's terrible graphics.

Keep up the good work!!!
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#715

I had to give a try.

Spoiler

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User is offline   Mav3r1ck 

#716

How do you make the explosions translucent?
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#717

Change the cstat of the explosion sprites.
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User is offline   Mav3r1ck 

#718

can you show me where the code is at? I know it's in the game.con but I don't know where. I also wanted to make the bullet smoke that hits the wall transparent as well.

I add cstat 2 right?

This post has been edited by Mav3r1ck: 04 January 2015 - 11:24 PM

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#719

Cstator 2 is preferable in this case. Add it at the end of the actor code.
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User is offline   Mav3r1ck 

#720

View PostFox, on 05 January 2015 - 12:06 AM, said:

Cstator 2 is preferable in this case. Add it at the end of the actor code.


So it would be Cstator 2 before the enda where the explosion2 is.
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