Duke 64 mod thread
#91 Posted 29 December 2010 - 12:12 PM
#92 Posted 29 December 2010 - 02:51 PM
MusicallyInspired, on Dec 29 2010, 12:12 PM, said:
hey nice site.. where can i download the episodes and maps.. i only got the one from the 3 gig dukenukem pack higress
please can you make two things?
1 ability to have highress render cause it works when i play from level select with highress
2. the ability to have duke pluss and dnf4 ?
that would make this the ultimate duke nukem conversion ever for me atleast
This post has been edited by minidueknukem: 29 December 2010 - 02:52 PM
#93 Posted 29 December 2010 - 02:55 PM
#95 Posted 29 December 2010 - 03:57 PM
minidueknukem, on Dec 29 2010, 04:51 PM, said:
That's not a trivial thing to do, and it would no longer be Duke Nukem 64.
minidueknukem, on Dec 29 2010, 04:51 PM, said:
?
Jhect, on Dec 29 2010, 04:59 PM, said:
This post has been edited by Hendricks266: 29 December 2010 - 03:57 PM
#96 Posted 29 December 2010 - 03:59 PM
minidueknukem, on Dec 29 2010, 10:51 PM, said:
OK, and while you wait, you can purchase a legal copy of Duke Nukem 3D and take a few English classes.
#97 Posted 29 December 2010 - 06:00 PM
minidueknukem, on Dec 29 2010, 08:51 PM, said:
It should work with Highres pack.
Of course the new textures, weapons, etc won't have an highres version unless someone does it.
minidueknukem, on Dec 29 2010, 08:51 PM, said:
That won't happen.
DukePlus is a unrelated code, and I would spent half of my life to make it compatible and the rest of the life trying to catch up with DukePlus updates... you got it
#98 Posted 29 December 2010 - 06:17 PM
Fox, on Dec 29 2010, 08:00 PM, said:
I have successfully gotten my add-on HRPs to run as mutators for DP, although a Duke 64 mod would probably be more complex.
#99 Posted 29 December 2010 - 08:36 PM
Jhect, on Dec 29 2010, 05:59 PM, said:
Nah, I'm good. I'm not going to be nice to some noob asshole pirate who comes in here expecting everyone to decode the random bullshit he writes.
#101 Posted 29 December 2010 - 11:23 PM
Captain Awesome, on Dec 30 2010, 01:36 AM, said:
But it's good practice for when DNF comes out because there will be more like him.
#103 Posted 30 December 2010 - 05:56 PM
Captain Awesome, on Dec 30 2010, 02:36 AM, said:
I really don't see anything wrong with what he said...
#104 Posted 02 January 2011 - 07:59 PM
#105 Posted 14 January 2011 - 10:28 PM
This post has been edited by Falco: 22 January 2011 - 09:36 AM
#106 Posted 14 January 2011 - 10:31 PM
Falco, on Jan 15 2011, 04:28 PM, said:
With Mapster, you can literally be doing nothing with it and it will just vanish from the screen and crash. I LOL hard at the devs who say Mapster/Eduke32 is the best build/duke port out there. They may be the only one left with the most development, but they're FAR from the best.
Do you have whats left of your map if you did any?
#107 Posted 14 January 2011 - 11:24 PM
Lunick, on Jan 15 2011, 12:31 AM, said:
I probably still have it on my laptop. There really wasn't much more than what you saw in those screenshots though. All I managed to do before Mapster failed was some texture and lighting work, and added a few sprites. I can post what I have if I still have it, but you'd be better off starting from scratch, unless you just want something for reference.
#108 Posted 14 January 2011 - 11:50 PM
Falco, on Jan 15 2011, 05:24 PM, said:
I was only asking so that maybe someone here would pick it up (I can't map) but since you don't have much it probably wont matter.
#109 Posted 15 January 2011 - 12:01 AM
Lunick, on Jan 15 2011, 01:50 AM, said:
Always a good time to learn
#110 Posted 22 January 2011 - 09:49 AM
In celebration of build being cooperative, I went on a 9 hour mapping spree.
http://www.mediafire...y5ee1vwlfdjv77e
Feel free to scream the textures aren't 100% maligned or texture differences or the map isn't finished or whatever.
There's a secret room in the N64 version that I can't find. It involves the top room in the shaft, in the sloping hallways in the back of it (where the heat seeking missiles are) if you stand on the red X, I can hear a door opening. I found the wall in the corner is a secret door, but the X doesn't open it. There seem to be several red X's in the map, is it like a multi-player effort to stand on all of the Xs to open the secret room?
#111 Posted 22 January 2011 - 07:28 PM
#112 Posted 22 January 2011 - 11:43 PM
That was a considerable bad idea from the developers. It's hardly for someone own 4 control pads. Not to mention that it requires the collaboration of opposing players which kills the death-match.
In my childhood I always imagined that was were the secret for Noctis Labyrinthus was, but was unable to reach it. Lucky the map was unlockable through cheat codes.
#113 Posted 23 January 2011 - 04:18 AM
#114 Posted 23 January 2011 - 10:52 AM
#115 Posted 23 January 2011 - 11:06 AM
-=SomeThingEviL=-, on Aug 17 2010, 02:59 PM, said:
Its hard for me to put a lot of time into one mod or map project. I always find something that's fun or interesting and get sidetracked.
Lately its been starcraft 2 that's had my attention. A month or two before the release of starcraft 2, I Found a way to play the beta offline(with A.I) without a cd key. The beta also had a build editor for starcraft 2!!! That Is way there hasn't been any info or updates about my duke nuke 64 maps. It is also why I have not done any work on the maps. It was just to much fun to play with the starcraft 2 beta and map editor(and before the game was even out). Now that I've had my fun with the Full Starcraft 2 game and map editor I'll get back to my Duke 64 maps.
Anyway for all you patient Duke Nuke 64 fans Here are 2 maps. They are Work in progress and not finished. The first is L.A Rumble. The other is Rabid Transit.
L.A Rumble WIP http://www.megaupload.com/?d=PX4US7AZ
Rabid Transit WIP http://www.megaupload.com/?d=XN7DTV8O
L.A Rumble Is about 75 to 85 % done.
Rabid Transit Is about 15 to 20 % done.
I am also working on area 51. There are not many changes in that one. So its hard to say how far done it is. I'm not uploading that one right now(to few changes).
I also need some help with the UFO on L.A rumble. The problem is with the speed sprite that makes the UFO spin at the right speed. The sectors right below the UFO need to drop to the ground at the same speed as the building sector around them. But the sectors under the UFO drop to slow, they already have a speed sprite in them that makes the UFO spin at the right speed. IS THERE A WAY to use 2 speed sprites in one sector,one that makes the ceiling rotate at the right speed and one to make the floor drop at the right speed. I just don't know how to have the sector that's rotating on the ceiling also drop the floor down, at different speeds.
If you do not understand, say so and I'll try and explain it better, maybe with pictures.
Anyway, If someone could recreate the effect on a new map, so I could see how to do it, or tell me if it cant be done the same in the PC Duke Nukem. It would be a big help.
I just noticed this post, Area 51 has a police station, as I recall, I am sitting next to my older 64 game cartage, I need an Nintendo now!
#116 Posted 23 January 2011 - 04:22 PM
#117 Posted 23 January 2011 - 04:38 PM
oporix, on Jan 23 2011, 11:06 AM, said:
It's not really a police station, it is more like a guard post. Has a little gate and fence right next to it. But, Area51 reminds me of the first level of the 4th Episode "The Birth" called "It's Impossible." As both have the same main entrances and similar rooms, just more areas in the N64 version. To me it's gotta be one big conversion.
#118 Posted 24 January 2011 - 02:51 PM
But I've been informed that it won't be part of this Duke 64 remake because I added a couple of lights, aligned textures and made sure nothing was stretched out and garbled. There was also that one floor texture I changed too..
http://www.mediafire...6xegovemc68w8d6
#119 Posted 24 January 2011 - 05:09 PM
Falco, on Jan 24 2011, 04:51 PM, said:
I'd have to disagree with whoever told you that. You tweaked some little stuff, so what? Allow a little bit of artistic license.
#120 Posted 24 January 2011 - 05:22 PM
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Duke 64 is almost 14 years old and we aren't constrained by a crap R4300i and RDP with limited graphical capability. We should be able to make the port better and more detailed than the original game, not the same.
If you truly want a map with crap stretched and maligned textures, you can destroy the nice facelift I do to the map after I'm done with it.
Well, I cannot use the map if it is not like the original...
Straight from the horses' mouth.