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Duke: Nuclear Winter Plus

User is offline   Hendricks266 

  • Weaponized Autism

  #1

Duke: Nuclear Winter Plus
Posted Image


Duke: Nuclear Winter Plus is an all-in-one pack, including an HRP, a music pack, 8-bit fixes/improvements, and updated programming, created to enhance the Duke Nukem 3D add-on, Duke: Nuclear Winter.

This is the thread used for submissions, bug reports, questions, and suggestions. See the NW+ page over at my website for submission guidelines and the to-do list.

Download v2.0
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User is offline   Hendricks266 

  • Weaponized Autism

  #2

It's somewhat sad how Caribbean got all the posts.

Here's a list of all the changes I've made not relating to the HRP.

<list removed, outdated>

This post has been edited by Hendricks266: 04 May 2010 - 02:40 PM

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User is offline   supergoofy 

#3

it would be wonderful if you add Duke's Snowy Adventure II Stolen Weapons
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User is offline   Skulldog 

#4

What are you waiting for Christmas, Link us man.
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User is offline   Hendricks266 

  • Weaponized Autism

  #5

@supergoofy:
WTF?

@Skulldog:
Don't be so impatient.
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User is online   Sangman 

#6

View PostHendricks266, on Jul 22 2009, 08:48 PM, said:

It's somewhat sad how Caribbean got all the posts.


Caribbean is a better add-on pack than Nuclear Winter so obviously people are going to be more interested in that.

View PostHendricks266, on Jul 24 2009, 12:24 AM, said:

@supergoofy:
WTF?


That thing he named is a Duke3D mod featuring snowy levels and such but I dunno what it has to do with Nuclear Winter. Maybe it uses art assets from it or something.
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User is offline   Skulldog 

#7

Take your time, no rush.
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User is offline   supergoofy 

#8

Duke's Snowy Adventure II: Stolen Weapons
http://dukenukem3dtc....com/id116.html

Quote

Duke's Snowy Adventure II: Stolen Weapons is for version 1.4/1.5. It has 11 levels and the file is 1.8MB in size. The file name is dukesnowyadv.rar. Note: You must have the Nuclear Winter addon installed to play this TC.

Duke's Snowy Adventure II: Stolen Weapons has good level design and gameplay. It uses some of the regular Duke aliens alongside the ones from Nuclear Winter.


This post has been edited by supergoofy: 23 July 2009 - 07:14 PM

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User is offline   Jimmy 

  • Let's go Brandon!

#9

Yeah, it's basically a fanmade add-on for NW.
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User is offline   Daedolon 

  • Ancient Blood God

#10

View PostCaptain Awesome, on Jul 24 2009, 06:44 AM, said:

Yeah, it's basically a fanmade add-on for NW.


That's probably a million times better than Nuclear Winter itself :blink:
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User is offline   Hendricks266 

  • Weaponized Autism

  #11

Since Shark's Cove is included with Caribbean, I think I can work this one in.

EDIT: Sorry guys, this TC is worse than NW itself. More info why here.

*goes off and plays LostDuke*

This post has been edited by Hendricks266: 03 March 2012 - 01:29 PM

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User is offline   Mateos 

#12

If you need textures... :blink:
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User is offline   Jimmy 

  • Let's go Brandon!

#13

View PostHendricks266, on Jul 26 2009, 04:48 PM, said:

Since Shark's Cove is included with Caribbean, I think I can work this one in.

EDIT: Sorry guys, this TC is worse than NW itself. It's quite obvious the guy ripped off a level and some music from LostDuke.

*goes off and plays LostDuke*

Just make it optional, what the hey.
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User is offline   Mateos 

#14

Here (HD) snow textures :
http://www.filefront...162625/Snow.zip

If you like them, I'll upload sand textures for Life's a Beach. Where can I found a todo list of missing textures ?
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User is offline   Hendricks266 

  • Weaponized Autism

  #15

I also found out that zykov eddy's Sonic 3D ripped off an MIDI from LostDuke. Compare RECESSIO.MID, from LostDuke, to INTROM0.VOC, from Sonic 3D.

View PostMateos, on Jul 31 2009, 02:04 AM, said:

Here (HD) snow textures :
http://www.filefront...162625/Snow.zip

If you like them, I'll upload sand textures for Life's a Beach. Where can I found a todo list of missing textures ?

Go ahead and upload the sand textures. :blink:

Good idea about the to-do list. Check the first post in a little while.

View PostCaptain Awesome, on Jul 28 2009, 02:40 PM, said:

Just make it optional, what the hey.

Sure, and I'll also define every tile as a shit texture, while I'm at it.

This post has been edited by Hendricks266: 31 July 2009 - 09:46 AM

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User is offline   Hendricks266 

  • Weaponized Autism

  #16

I really like the snow normal map.

Posted Image
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User is offline   NNC 

#17

I've played this shite a few days ago, and something that spring to my mind what's wrong with it:

1. some places look utterly dull and unfitting to the theme. The map "Land of the forgotten toys" is a clear example of this. Or the starting location of "Christmas Village". Also why there is lava in the start of "Backdoor" level with the fake commanders? It doesn't make sense.

2. THE NEW MAPS DON'T HAVE SOUND EFFECTS! You just play through them and the whole thing is sooo silent. In the outside, some winter sounds should have been made, in the inside, some christmas music...
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User is offline   Hendricks266 

  • Weaponized Autism

  #18

1. The "fake" commanders are actually a bug. I fixed them for the next version. The pal 4 (totally black) effect is also pretty dumb.

2. Thanks for the idea.

I plan to add map patches for NW alongside Caribbean, but I will have no time for a couple weeks/months.
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User is offline   NNC 

#19

I'm not sure if those commanders really was intended to be active. Actually you shouldn't fell into that place normally.
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User is offline   Hendricks266 

  • Weaponized Autism

  #20

Ah, the old "Did they intend it?" argument. The commander art actually has a duplicate frame for the start tile, and they put the wrong one.

It is strange, because there is an alcove with boots inside, but no way to get back up. I recall a thread a while back over at 3DR about how some of the levels appear unfinished. The Backdoor and Christmas Village are the two main culprits.
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User is offline   NNC 

#21

View PostHendricks266, on Sep 12 2009, 05:33 PM, said:

Ah, the old "Did they intend it?" argument. The commander art actually has a duplicate frame for the start tile, and they put the wrong one.

It is strange, because there is an alcove with boots inside, but no way to get back up. I recall a thread a while back over at 3DR about how some of the levels appear unfinished. The Backdoor and Christmas Village are the two main culprits.


Well, I think neither of the new levels look finished. And IMHO Christmas Village is pretty fun, definately my favourite from this pack.
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User is offline   Mateos 

#22

Well, also reported it, but on the other forum. Oh, let me post the screenshots of bugs, could be usefull :
http://mateos.picturepush.com/album/22036/...Winter-HRP.html
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User is offline   Hendricks266 

  • Weaponized Autism

  #23

I fixed the frozen snowman one. (Get it? Frozen snowman?) The others I will fix when I make patches for NW's maps.
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User is offline   Skulldog 

#24

Any news for Duke: Nuclear Winter Plus?
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User is offline   Hendricks266 

  • Weaponized Autism

  #25

Here's a quick request.

Posted Image Posted Image

These two tiles are based on tiles #849 and #884 respectively. Using this logo, could someone make these tiles?

Posted Image
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User is offline   Hendricks266 

  • Weaponized Autism

  #26

v2.0 has been released! See the first post for more details.

Highlights:
numerous CON and 8-bit art fixes
Roland Sound Canvas SC-55 music
Polymer texture support (no new map lights at present)
map patching, fixing numerous bugs and errors

Note: Currently, the new Polymer render does not support disabling models on a per-sprite basis (notmd in maphacks). This may cause certain visual errors while playing. This bug resides in EDuke32, not the pack.

The next major version may very well have optional DukePlus compatibility. Recent discussion on the forums has revealed to me that it could be quite possible to make mutators in the CONs so that NW+ will not have to be updated for every revision of DukePlus. Unfortunately, this will take much effort due to the screwy things done with the Pig Cop tiles that will take extensive map patching (with the help of Mapster32-script), as well as the generally difficult nature of the work.

changelog:

Quote

[4.2.0] NW+ v2.0 - 2010-05-02
• nwinter
· all images have been losslessly optimized
· normal maps added where applicable
· maps now automatically get extracted from NWINTER.GRP and renamed to nwl*.map, instead of e2l*.map
· this fixes maphack incompatibilities, and cfg-based personal score times conflicts
· annihiliated vanilla cutscenes
· removed vanilla story and credits panels, as they weren't relevant
· New ambient wind sounds have been added to the maps!
• nwuninst.bat
· uninstaller added at request of a user
• nw_xxx.def
· XXX mode!
· Nothing in it yet.
• nwinter\8bit:
· created for 8-bit tile replacement because the ARTs cannot be redistributed
· 2472-2481 (White Digitalfont)
· 2930-2965, 3002-3009, 3022 (White Redfont)
· 3240-3244 (End of Episode 1, 3-7 Screen) I replaced this one with the special NW one for Episode 2.
· 3293 (End of Episode 2 Screen - Epilogue) two typos fixed: where->were, christmas->Christmas.
· 3591 ("Clause Residence" [sic]) typo fixed: Clause->Claus.
· 3785 ("MEDIOCRE LINGUINI LAND" [sic]) typo fixed: LINGUINI->LINGUINE.
· 1956 (Floating Snowman Death Frame) Before, this was a blank tile. Thanks to Cap'n, he has a new frame!
• nwinter\copies:
· checked for newer status in HRP v4 and Polymer pack
• nwinter\screen\fonts:
· snowy digitalfont removed because a newer version of the normal red color was made
• nwinter\screen\menu:
· 2492 (3D Realms Screen - NW+ Screen) new insignia
· 2502-2503 (Nuclear Winter Insignia) actual font!
• nwinter\sounds:
· FLY_BY - Opening Cutscene
· WIND54 - Ending Cutscene
• nwinter\sprites\characters:
· 3598-3599, 3784 (Mario Joke)
· 3603-3605 (Mario Kart Joke)
• nwinter\sprites\ice:
· created, but empty.
• nwinter\sprites\decals:
· 3774 (White Footprint)
• nwinter\sprites\gibs:
· "jibs" now has a correct spelling
• nwinter\sprites\props:
· 3600-3602 (Fences)
· 3689 (Information Ticker)
· 3690 (Information Ticker With Pole)
· 3782 (White Present)
· 3786 (Red Present)
• nwinter\music:
· new Roland Sound Canvas SC-55 OGGs by MusicallyInspired
· for title screen/main menu theme, added the Gremlin Rag, by Jerry Goldsmith
• nwinter\textures:
· 3622 (Ice on Ground) removed from co-definition
· 3646/3669 (Snow on Ground) normal map from CrazyBump
· 3661 (Crate w\ Icicles) higher resolution
· 3594 (Crate with "COAL") higher resolution
· 3790 ("Toys for Poor Kids" Crate) higher resolution
· 3791 ("Toys for Rich Kids" Crate) higher resolution
• NWinter.con:
· eliminated rogue ambient cutscene sounds
· gave the code for XMASPRESENT, HALFBITCH, SLUTASS, MALEGEEK, and FEMALEGEEK an overhaul
· added WOODENHORSE2, NWSTEAM, and XMASPRESENT2 actors
· in NWL3, the doorshocks display the previously unused snowy version
· TEN screen reenabled (NW Credits)
· incorporated Jonah Bishop's Unofficial CON Fixes
· new enemies automatically resize on level load
· fixed a bug where the two snowmen in the lava pit in NWL5 didn't initialize properly (they are the wrong tilenum)
· The ringing phone in NWL1 can now be answered. The player is greeted to the voice of Lo Wang, who is currently in an airport in Asia.
· added a second special treat to NWL3
· The new babe versions (HALFBITCH, SLUTASS) are now just as "interactive" as their full counterparts.
· The new babes also receive the same parental lock treatment as their full counterparts.
• NWSanta.con & nwinter\nwsanta:
· Instead of overriding TILES005.ART to make Duke look like Santa, a flag is set to display different tiles.
· This allows on-the-fly character switching (via the console), and eliminates the MP lookalike bug.
· Unfortunately, it creates a bug that can only be fixed by undefining the Duke model, or making a Santa model.
• NWActor.con:
· Santa spawns Santa gibs! Previously impossible without EVENT_ANIMATESPRITES.
· The snowball has had its "wackplayer" command linked to "state headhitstate" and as such is disabled, due to information from the wiki.
· For mappers, the gift boxes now spawn the item referenced in its hitag, if there is one.
• nwl5.map
· The commanders at the base of the lava pit are now functional.
· A nearly-empty jetpack has been added at the base of the pit, so you do not suicide.
· The floor and ceiling of the crack at the beginning have been changed from a pal 4 rock texture to a naturally all-black tile, #3026, so that the HUD does not go black.


This post has been edited by Hendricks266: 04 May 2010 - 04:19 PM

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User is offline   Mateos 

#27

Hello,

I've a little annoying problem with the new NWHRP... I played the Demo, and when I've closed the game it have frozen on Credits... With an huge lag, I've reached Windows and closed it manually...

How can I fix this?

Thanks :(
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User is offline   Hendricks266 

  • Weaponized Autism

  #28

Sounds more like an EDuke32 bug with the handling of the TEN screen (since that feature was hacked in on my request). Did you try pressing Enter/Return?
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User is offline   Mateos 

#29

View PostHendricks266, on Jun 13 2010, 08:33 PM, said:

Sounds more like an EDuke32 bug with the handling of the TEN screen (since that feature was hacked in on my request). Did you try pressing Enter/Return?


Yes, tried Enter, Esc, Alt + Tab, Ctrl + Esc... No one worked. I don't get this bug with NW non-demo. Well, I'll just play full one :(
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User is offline   Night Wolf 

#30

Does this look alright?
made it look like it was stencild onto the wood

Posted Image
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