Classic Weapon for Vacation :)
#1 Posted 17 July 2014 - 01:34 PM
So lately i was playing Duke Caribbean: Lifes a Beach and while i was playing the addon i really missed the old, classic weapons and pickups from Duke. I know, that they are only comsetics and work the same as in original Duke, but for me, they just dont have the proper "Kick" and feel. So heres my question; Is there a gentle soul, which would make some Weapons\Pickups sprite & audio replacement mod for Duke Caribbean, to bring the original weapons, sound and pickups from Duke 3d ??
This post has been edited by Luktom100: 17 July 2014 - 01:35 PM
#2 Posted 17 July 2014 - 07:28 PM
#3 Posted 18 July 2014 - 05:23 AM
Duke of Hazzard, on 17 July 2014 - 07:28 PM, said:
It all depends on how the art files are. If in one (or several) tiles0XX.art files you have all the weapons art and no other art, then yes you can just delete the whole tiles0XX.art file and the game will automatically read the corresponding art files from the original duke3D.grp. However, if an art files holds weapon art AND other art (like game textures, or enemies; that you don't want to delete), then you can't delete that art file and you can't either just delete the textures you want to get rid of within the art file. In a case like this, you'll have to manually replace the weapons textures in the art file by the original game's weapon textures.
For sounds, deleting all the sound files relative to weapon within the vacation.grp should do it.
Although this is assuming that caribbean life used the same sound filenames for the weapons as the original game and would only work if that's the case, but I think it's very very likely that it is the case. If they did used soundfiles with new filenames, then instead of simply deleting the files you'll have to redifine each sound in the con file. That too, however, should be pretty easy as I'm sure you can just copy/paste the corresponding part in the original game's con file.
So basically, how to do it :
- open vacation.grp with grpviewer. Find and delete all the sound files relative to the weapons.
- Extract all the art files, and using a dn3D art file editing program (I think opengl editart can do that? or maybe bastart? I remember I used one but I don't remember the name), read the files and find the weapons art. If you're lucky and if all the tiles0XX.art files with the HUD weapons textures ONLY have the weapons textures and nothing else, you can just delete the whole tiles0XX.Art files. If those tiles0XX.art files have weapons AND other things that you need to keep, you'll have to manually replace each texture with the corresponding ones from DN3D. Using those programs, this is very easy to do, and remember that you'll find what you need in the corresponding dn3D art file (for instance if the devastator replacement from caribbean life is in tiles003.art ; then the original one from the duke3D.grp WILL be in tiles003.art too ; and at the same placement. Just make sure not to mix up the frames when copy pasting them.).
For the weapons and ammo pick-up sprites, I'm very positive that you'll have to manually replace them by the original ones since I'm pretty sure the art files containing those also have plenty of other things you want to keep.
-Then put back your new art files into the vacation.grp and voilà
This should actually be pretty easy especially considering there are tools available that do all the hardwork for you.
I think this SHOULD work but I'm not an expert so I could be wrong. I'm not going to do it though because I personally love the replacements!
This post has been edited by MetHy: 18 July 2014 - 05:38 AM
#4 Posted 18 July 2014 - 06:16 AM
Duke of Hazzard, on 17 July 2014 - 07:28 PM, said:
I think they are suitable for the first level, but not really for the rest. I'm also not a fan of the modified monsters.
#5 Posted 20 July 2014 - 09:09 AM
-Devastator is using freeze sound effect combined with RPG launch, where it should only use RPGlaunch effect.
-Freezer isnt using any fire effect at all, where i think it also should use RPG launch effect, but im not sure about this one.
Thats it, enountered only these two problems. Rest of the modified weapons works as a charm.
I tried to search for the sound used by weapons in Defs.con, but its like searching for a needle in a haystack. I really need help to deal with it.
#6 Posted 20 July 2014 - 12:54 PM
For the freezer, if you mean the animation (textures; not sound) then you must have forgotten to replace the icecubes art by the original game's freezer shots art?
#7 Posted 20 July 2014 - 01:54 PM
MetHy, on 20 July 2014 - 12:54 PM, said:
For the freezer, if you mean the animation (textures; not sound) then you must have forgotten to replace the icecubes art by the original game's freezer shots art?
Thanks, you've been right. Devastator and Freezer use the same fire sound effect, and from some kind of reason i cant find it. Maybe becouse its so generic, so its hard to define it from the other sounds. (Still didnt found it though lolzzz)
This post has been edited by Luktom100: 20 July 2014 - 01:56 PM
#8 Posted 20 July 2014 - 02:24 PM
The items are a mixed bag. The banana is stupid and hugely out of place. The sunglasses, protective sandals and the snorkel is adequate and functional. The steroid replacement (Hot sauce) is excellent. The Suntan lotion is utterly stupid, and should have been an easter egg only.
As for the monsters, the ones that bother me the most are the Liztroops. I mean, they wear those baggy suits, which might look good at some levels, but pretty bad on others, and visually it's not compatible at all with the Liztroop's flying ability. Also, the teleporting ones have a glitch as they can't return back and stay forever in teleported phase. I also don't like that annoying inflatable fake Pigcop thing, not only with it's attack, but it's unfitting graphics too. They should have kept the Enforcer, or that planned Iguana Captain that was intended to replace it. Pigcops however look excellent.
#9 Posted 20 July 2014 - 02:48 PM
This post has been edited by MetHy: 20 July 2014 - 02:49 PM
#10 Posted 20 July 2014 - 02:58 PM
#11 Posted 22 July 2014 - 11:14 PM
#12 Posted 25 July 2014 - 09:56 AM
#13 Posted 25 July 2014 - 10:22 AM
I think every level is great. Including Voodoo Caves, I love its layout and it has some great ideas, like the rising water, the long wooden bridge in the canyon, and the sunken ship. Also Voodoo Caves is the only level in the entire episode that's entirely well thought for multiplayer (both DM and COOP), as it added tons to make sure there is no multiplayer issue and that it flows well in DM. In this regard it is the least rushed level, as every other one has multiplayer issues.
This post has been edited by MetHy: 25 July 2014 - 10:22 AM
#14 Posted 25 July 2014 - 10:40 AM
MetHy, on 25 July 2014 - 10:22 AM, said:
I think every level is great. Including Voodoo Caves, I love its layout and it has some great ideas, like the rising water, the long wooden bridge in the canyon, and the sunken ship. Also Voodoo Caves is the only level in the entire episode that's entirely well thought for multiplayer (both DM and COOP), as it added tons to make sure there is no multiplayer issue and that it flows well in DM. In this regard it is the least rushed level, as every other one has multiplayer issues.
Yeah, I was talking about Alien Remains. The telepoter next to that area in fact works well with SP, unlike other teleporters in the level, which are all MP only. And I frequently get into that area, especially when I crouch and run into wall. I even have this problem in Build. The problem might be that the area is at the exact same height.
#15 Posted 25 July 2014 - 11:00 AM
And yes both areas are in the same exact spot and SoS teleportation glitches SEEM to be more easier to happen when it's the case... But the fact that it happens in Build/Mapster is perfectly "normal". In mapster/build most of the times you hit a red wall in a SoS area you get teleported to the other area, even if it's at a very different height.
This post has been edited by MetHy: 25 July 2014 - 11:02 AM
#16 Posted 25 July 2014 - 11:45 AM
MetHy, on 25 July 2014 - 11:00 AM, said:
And yes both areas are in the same exact spot and SoS teleportation glitches SEEM to be more easier to happen when it's the case... But the fact that it happens in Build/Mapster is perfectly "normal". In mapster/build most of the times you hit a red wall in a SoS area you get teleported to the other area, even if it's at a very different height.
OK, maybe I will make a video about the glitch after my vacation (1 week) and upload it on Youtube, just to show what's going on.