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Duke Nukem PS1  "Duke Nukem Total Meltdown"

User is offline   Fuseball 

#31

View PostNancsi, on Sep 13 2009, 08:58 PM, said:

Why don't you guys simply contact with the author of the new levels and stuff? His name is Ian Boffin, aka Fuseball. I PMed him once, and he said he has all the stuff in original PC format, and promised he sends them to me "after Christmas" (2007). Hah.

Yup. That's me. I had a good search for the files that Christmas. They were all on a Zip Disk. I couldn't find either the disk or the external Zip Drive I used. Also had a more thorough clearout of my garage and games cupboard a couple of months ago. Still no sign of it. :o

Sorry I can't be of more help at the present time.

Trust me, if I find it you guys will be the first to know. Hell, I'd like to play it again myself!

Regards
Ian
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#32

(Phew, I sent you some emails... ignore them)

Good luck!
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User is offline   Fuseball 

#33

View PostIlovefoxes, on Sep 13 2009, 11:18 PM, said:

(Phew, I sent you some emails... ignore them)

No worries. Had a little flurry of them in my inbox this evening. Thought I'd better set the record straight.

I've certainly not forgotten about it. Whenever I go hunting through some dusty boxes here I'm always on the lookout for that disk. I'd have those files on memory sticks, off-site backups, incremental CD builds etc. if I were writing anything now. Funny how times change...
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User is offline   Nfelli64 

  • Touched by the Banhammer

#34

Fuseball just sent me a message and he said:

As you've probably seen on a posting to the forums, I haven't been able to find the original level files we built. Everything was on a Zip Disk, and neither the disk nor the external drive I used have turned up during some pretty thorough searching. Pretty heartbreaking considering the effort we put into those levels.

They still might turn up. There's a hell of a lot of stuff both here and at my parent's place, and I don't make a habit of throwing stuff out. Especially something as important to me as the Duke stuff.

I'm more than happy to share that data with everyone should I find it.

We had a lot of fun making Total Meltdown, and obviously it all played that little bit better on a proper PC setup too.

Cheers
Ian

Hope that he finds it :o
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#35

Heh, I suppose he probably mistake you with Nancsi, at first sight the nickname looks the same.
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User is offline   Jimmy 

  • Let's go Brandon!

#36

Very cool that you've popped up Ian! Welcome to the forums!

So I would assume, since you think you have the maps you would also have the new art? I'd totally cream myself for those new enemies.

Best of luck finding that. =D

This post has been edited by Captain Awesome: 13 September 2009 - 06:31 PM

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User is offline   Nfelli64 

  • Touched by the Banhammer

#37

Well all we have to do now is wait... or we can find out where he lives and find it ourselves :o
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#38

That's for sure, or at least an converted-to-art version of them.





Fuseball, since you are there, I have some questions about Duke Nukem: Total Meltdown.

I am not sure if you can answer this, as it is more related to the art making than the levels.

Look at these images:
- PC Dos: http://dukenukem.wik...idgathering.gif
- Playstation: http://dukenukem.wik...:Cycloidpsx.gif

Well, basically this happens with all enemies. They have new colors, and they aren't just a change in the RGB.

Usually the sprites keeps almost all of the pixel-per-pixel structure - but in some cases you can see some differences in the sprites, for example the Assault Enforcer chaingun is in a different position.

And now at this image:
- Model: http://dukenukem.wik...ycloidmodel.jpg

This is an model from where the sprites come from.

As I can tell, the sprites from Total Meltdown looks much closer to the models than the PC. So my question is - the sprites fror Total Meltdown use as base the sprites that originally were ripped from the models for making the art, but without the palette converted; or did they ripped again the sprites from the models?

Heh, thanks. Lucky you can answer that.

This post has been edited by Ilovefoxes: 13 September 2009 - 06:46 PM

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User is offline   HellFire 

#39

lol and i was starting to work in the maps.. so ill give it a break... fortunately i didnt spended much time in it. Nice to see the DNTM mapper here in the forums (after all these years...) Hope you can find the backup and release it...

This post has been edited by HellFire: 14 September 2009 - 05:37 AM

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User is offline   Nfelli64 

  • Touched by the Banhammer

#40

I dont know what to say at this point :o
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User is offline   DerickVonD 

#41

I have a question. How come Total Metal on the PlayStation was only multiplayer through a link cable? That was really stupid. Since I got Meltdown when I got a PS2 and I didn't have two PS1s, a link cable and another tv to hook up(DUMB), I never saw the multiplayer maps. I have no clue what those maps look like.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#42

That was really a bad idea. It may be just to not code something new (split screen, etc) as the game is very poor in coding. Or else to promote the selling of Link Cable, which I doubt.

Anyway, this is Quirk of Fate:

http://www.youtube.c...Q1nTjF4
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User is offline   Jimmy 

  • Let's go Brandon!

#43

Very very interesting, I had noticed Episode 5 on the disc, and it's eluded me. I'm interested, are all the other maps just generic corridor maps like this, or are some actually pretty good? Could you tell us the names of these maps?
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#44

The fifth episode, Butt Kicking Zone, composed of E1LX.PMP are the ten maps that can be player in multiplayer.

They are, in order:
1 - Quirk of Fate
2 - Hollywood Holocaust
3 - Launch Facility
4 - L.A. Rumble
5 - Raw Meat
6 - Red Light District
7 - Lunatic Fringe
8 - Death Row
9 - Space Port
10 - Faces of Death
I hacked the ROM and the last files are in fact just copies of anothers.

There is also an left-over E1L9.pmp map called "Blank". It plays an unique unusued music "Pob".

It is just a small room in format of C which textures #0000. The textures (including the HUD and menus) are all wrong and the gravitational constant seems to be different (don't ask why, it doesn't has an BIGORBIT sky).

I don't know what this map is supposed to be. An theory is that the player starts outside the map in that author name credits sectors. But I cannot test this, as no-clip cheat crashes is crossing non valid sectors.

This post has been edited by Ilovefoxes: 25 September 2009 - 06:53 PM

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User is offline   DerickVonD 

#45

View PostIlovefoxes, on Sep 25 2009, 10:50 PM, said:

The fifth episode, Butt Kicking Zone, composed of E1LX.PMP are the ten maps that can be player in multiplayer.

They are, in order:
Quirk of Fate
Hollywood Holocaust
Launch Facility
L.A. Rumble
Raw Meat
Red Light District
Lunatic Fringe
Death Row
Space Port
Faces of Death

There is also an left-over E1L9.pmp map called "Blank". It plays an unique unusued music "Pob".

It is just a small room in format of C which textures #0000. The textures (including the HUD and menus) are all wrong and the gravitational constant seems to be different (don't ask why, it doesn't has an BIGORBIT sky).

I don't know what this map is supposed to be. An theory is that the player starts outside the map in that author name credits sectors. But I cannot test this, as no-clip cheat crashes is crossing non valid sectors.

Wow so I wasn't really missing much. I'd like to be able to play the shining level multilayer would be cool, even though its a big map.
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User is offline   Jimmy 

  • Let's go Brandon!

#46

View PostIlovefoxes, on Sep 25 2009, 10:50 PM, said:

The fifth episode, Butt Kicking Zone, composed of E1LX.PMP are the ten maps that can be player in multiplayer.

They are, in order:
LIST
I hacked the ROM and the last files are in fact just copies of anothers.

There is also an left-over E1L9.pmp map called "Blank". It plays an unique unusued music "Pob".

It is just a small room in format of C which textures #0000. The textures (including the HUD and menus) are all wrong and the gravitational constant seems to be different (don't ask why, it doesn't has an BIGORBIT sky).

I don't know what this map is supposed to be. An theory is that the player starts outside the map in that author name credits sectors. But I cannot test this, as no-clip cheat crashes is crossing non valid sectors.

Neat stuff, thanks for telling us. Is the song "Pob" the same as the one included on Mark Knight's site?
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#47

View PostCaptain Awesome, on Sep 26 2009, 12:28 AM, said:

Is the song "Pob" the same as the one included on Mark Knight's site?
Yes, that is it.
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#48

View PostDerickVonD, on Sep 26 2009, 01:24 PM, said:

I have a question. How come Total Metal on the PlayStation was only multiplayer through a link cable? That was really stupid. Since I got Meltdown when I got a PS2 and I didn't have two PS1s, a link cable and another tv to hook up(DUMB), I never saw the multiplayer maps. I have no clue what those maps look like.


I played both Total Meltdown Link Cable and Duke 64 split screen and I can tell you right now that I liked Total Meltdown 100X better than shit ass split screen on the 64 version.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#49

I don't think so. It is obvious that it would be better to have a full screen view, but, seriously, having two TVs with two consoles is a pain.
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User is offline   Jimmy 

  • Let's go Brandon!

#50

Yeah, TM had the pro of being more comfortable, but the cons of looking worse and being a hassle. 64 had the pros of being simple and looking quite good, and the con(s) of having a small playing screen (and possibly you could count the censorship, though that's irrelevant to this.)
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