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DNF Modding Discoveries  "Posting my findings on DNF"

#61

https://streamable.com/dxqmn

So here's some custom sound test which a bunch of the ammo pickup lines were replaced (namely, "Just like Xmas", "I'd buy this for a dollar", "I'm gonna ninja this", "I like it!") as well as the pistol sfx.
Pain 02 and 03 were also replaced by Pain 10 and 11
There's no jump grunt and no duke vision ambience sfx.

Prob needs some touchups (volume gain on rockin and packing heat prob should be reverted) but this is just a start into fixing the writing and turning Duke back into Duke,

Let me know what you think of em.
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#62

Not bad, Duke's voice switching from the legacy voice to the DNF voice and back bothers me a bit, but this was in quick successions so if just once in a while it wouldn't bother me too much. Rock'in and cool were noticable.

The pistol sfx make it sound more powerful than it looks; it sounds like a Desert Eagle but it's just a M1911 Pistol. It doesn't sound right.

The pain grunts reminds me of different pain grunts in duke3d where he screams louder when he get hurt more.
The absence of the jump grunt and duke vision sfx are nice touches.

What is the fate of the Holsom Twins in your mod?
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#63

I didn't notice it much with Cool actually imo, but I did sorta notice it with Rockin, so agreed there.

The pistol sfx has a reason to be like that: the Pistol is deceptively powerful in DNF, doing 20 dmg per hit (basically this means 5 pistol shots is enough to kill a pigcop) but you wouldn't be able to tell that off the sfx.
Granted, the pistol is getting tweaked a bit in terms of dmg, speed, etc but I also felt it was appropiate because it's likely both the pistol and the machinegun will be able to dismember enemies, so I felt a punchier sound would fit in better.

As for the Twins, well there's no twins in the mod.
At least not in the campaign. I think them along with Dylan are a microcosm of all the writing problems in DNF: obnoxious, unfunny, annoying, does several shit references (Norris for the twins, GOW2 for Dylan) and serve absolutely next to no purpose in the plot. They have no character development of any kind either and in the case of the twins, they are part of Duke's worst moment character wise (the "you are fucked" line). Even Dylan also counts to an extent in this regard (Duke's reaction to him dying is literally "Guess he won't be in the sequel" which makes him look like an asshole. Wasn't Dylan supposed to be Duke's old friend?)

This post has been edited by Futuretime23: 02 November 2018 - 06:10 PM

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#64

Yeah, but the gun is physically small and hearing it make such an impact seems a bit weird.

I saw that coming, the way you wanted to restore Duke back to the way he was before I thought maybe you were gonna delete the twins. But for Dylan you can simply delete that sequel line with something more suitable, like Dayammmm (lol). I guess in the Doctor Who Cloned Me dlc fixed some of its writing in that regard. Duke annoyed at the Holsommobile's quotes, and more Brother in Arms with Dylan, calling him a "friend" at the end. Gonna miss the twins though...

PS Have you read Glorious Bastards? That comic painted Duke Nukem as complete asshole. And he killed people!!!!!!!!!! Nooo Duke doesn't kill people, he kills aliens. But at least when the black guy died he honored Martin Luther King and not say something insensitive like "you're not in the sequel lol."

This post has been edited by Redxplatinum: 02 November 2018 - 07:21 PM

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#65

If you have any other pistol sound suggestions let me know, atm I'm sticking to this one until (if) something better comes up.

No point in removing the Dylan line - Dylan's getting removed from the game altogether.
You can also say goodbye to: Duke's biggest fan (not the kid, the other dude), the dude in the throne, the initial npcs at the shrunk machine, the whole convo with the America fuck yeah reference, the president at the dam, Leeroy, among other stupid shit like the holsommobile.

BTW I haven't read that comic.

This post has been edited by Futuretime23: 02 November 2018 - 07:49 PM

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#66

The M1911 pistol sounding like a deagle is weird for me, too 'impactful.' If you can switch the pistol into a golden deagle like in the earlier trailers, then it'll be fine. Other than that, you can look up how M1911 sounds like in other games. Just my opinion though, I wouldn't mind if you kept it.

Speaking of models, are you able to swap models, say like replacing one of the stripper model to the holsom twin? It'll be nice if you can just stick them in the titty city level (unless you're planning to scrap the whole level up), like that patroller blonde. Like a homage to the official DNF we got haha. btw can't wait for the finished product.

Yeah, let's rip some spleen!
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#67

I can swap models but it really depends if the animation works for that model.
This is the major reason why I'm not looking to do 3DR Duke/duke_attract playable. I've tried but it just simply doesn't work properly.
I was able to get dukes_glasses_OLD(aka the raybans) functioning and currently Duke's using the raybans.
btw, happy to see you and other people excited for the overhaul mod!

Now on to a different subject, I was able to recreate the enemy kills give back ego system from previous iterations of Forever.
https://streamable.com/zr0fp
Basically what you do is you summon a triggerplayer, then editactor class=triggerplayer and set TPEgo's bincreaseegocap to true. After that, set the egocapincrease to whatever ego you want, and then add in TPConsole the following console command: set dukeplayer egocap 100, so it doesn't constantly raise your ego cap.
After that, set every enemy and/or aiactorfactory's healthtriggers so when they hit health=0, it triggers the triggerplayer event. In theory, you can set up multiple triggerplayer events, tag them (pigcopego, pregnatorego, etc) and assign each respective enemy their own ego bonus.
As a sidenote. this does glitch the ego bar to look like it's the 40 ego bar instead of the 100 but rest assured, it's the max ego bar. You can edit dukehud in the none section and set the ego bar width to be 200 or 250 to get it to look like the 100 ego bar.

Finally you use the save trick (save_mode 0, then savegame) to get a functional save as a map/checkpoint esque map with the new TPEgos set in place.

Now the issue with this system is that it negates the egocap upgrades, which is something I'm not pleased with, and I have no clue if this would work properly with the dlc, mainly due to disabled console commands there (so I'd need to try the semi console downgrader or something) as well as the anti tampering measures force you to load dlc maps in the main campaign (you still need the dlc to play it though, so it's not some piracy method to avoid paying for the dlc before someone accuses me of that)

atm it's probably not likely this system will end up in the overhaul but I made this video to show off it's possible to recreate the old ego system, sorta.
2

User is offline   stumppy84 

#68

This looks Awesome!! Great job so far! I really think that there needs to also be a few more enemies on screen. Are you gonna add more to the levels or is that something you can’t do? I also think Duke’s speed needs to be bumped up a little bit. If you can get the combat to be a bit more fast paced like D3D, that would be awesome!! It’s a real shame that they didn’t release DNF with a level editor..
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#69

View Poststumppy84, on 03 November 2018 - 08:11 PM, said:

This looks Awesome!! Great job so far! I really think that there needs to also be a few more enemies on screen. Are you gonna add more to the levels or is that something you can’t do? I also think Duke’s speed needs to be bumped up a little bit. If you can get the combat to be a bit more fast paced like D3D, that would be awesome!! It’s a real shame that they didn’t release DNF with a level editor..


There's the classic gameplay mod 0.3 which features Duke's increased speed (there's no longer any sprint as a result)
I am planning on adding more enemies to the stages and yes, Duke 3D is taken as a base on what the Overhaul gameplay should be. It's obviously not gonna be the exact same due to how the levels are made, the engine, how the enemies behave etc, but the general idea is to take Duke 3D as a major influence for the mod.
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User is offline   stumppy84 

#70

Great! I think you should try to also duplicate Doom 2016 as much as possible. Is there a way to drive the monster truck in the first person? That would have made those parts way more interesting.
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#71

There is a leftover FPS view for the vehicles but it's odd.
As far as I can tell, the rc cars (this includes dlc) scale the fov along with the FOV you have set for normal gameplay, while the truck and the rover both seem to have a fixed fov of 100.
Not sure if this will happen. In regards to the truck, I have bigger concerns over how to fix its handling and physics.
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#72

I was able to drive in first person with the current DNF, by editing the user.ini. The truck was the most difficult to drive in fp because you view is so high above the ground and it hard to see where you're driving. First peron view with the RC Car and forklift was awesome though.


View PostFuturetime23, on 02 November 2018 - 07:26 PM, said:

If you have any other pistol sound suggestions let me know, atm I'm sticking to this one until (if) something better comes up.



What about Killing Floors 2's M1911 gunsound?

This post has been edited by Redxplatinum: 04 November 2018 - 05:45 AM

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#73

I just heard it and I actually find it to be too powerful compared to the current sound, like that KF2 m1911 sound would fit a deagle better than the sound I have. I'm being 100% serious here.
Oh well, it's a matter of differing tastes I guess lol
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#74

View PostFuturetime23, on 04 November 2018 - 09:02 AM, said:

I just heard it and I actually find it to be too powerful compared to the current sound, like that KF2 m1911 sound would fit a deagle better than the sound I have. I'm being 100% serious here.
Oh well, it's a matter of differing tastes I guess lol


Okay, :D Maybe for your video, it was in the toilet so the echoing made it sound more powerful than it actually is.

I just noticed you disabled reloading. Hmmmmm.... I hope you compensated it with a lot more enemies :wub:. I mean like a lot more. :rolleyes:
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#75

Oh, there's definitely going to be more enemies.
Even enemies in places where they previously weren't any (Underground part 1 for example)
Obviously, I'll balance it out according to the level design and structure. It's not gonna be fun if I put 10 machinegun pigcops at the start of shrunk machine for example lol.
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#76

View PostFuturetime23, on 04 November 2018 - 04:11 PM, said:

Oh, there's definitely going to be more enemies.
Even enemies in places where they previously weren't any (Underground part 1 for example)
Obviously, I'll balance it out according to the level design and structure. It's not gonna be fun if I put 10 machinegun pigcops at the start of shrunk machine for example lol.


Was gonna come back and edit my previous post but I guess you saw it. What happens to the AT lazer? Its strength was that it doesn't need to reload. Now you made all guns don't reload, it seemed to have lost its charm.
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#77

Already stated that the gun will get changes. I'm just not sure where to take it exactly. Whether to take influence from the MP version of it and make the projectiles super fast, or increase speed a bit but buff dmg to compensate.
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#78

Or just keep the reloading on. I know you planned to take the reloading out from the beginning but hear me out. Since you disabled the weapon limit, we can scroll though different guns with the number keys ( and mouse scrolling, but I remember you saying something about the mouse wheel not working for weapon scrolling but I might be wrong) whenever we need to, without breaking the pace. It also encourages the use of different guns during a large wave which can change play styles. Serious Sam also had reloading along with tons of enemies and this post mainly comes from that. Maybe check it out and see what you think. If you're not convinced or other problems sprout, then it's okay, just a thought.

Also my personal preference to keep the reloading on because the animations are nice... that magazine drops on the floor.
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#79

I've been playing with reloading off, and let me tell you, the gameplay is so much smoother without it.
It's not like that many guns have it - only 4 do, the pistol, the shotgun, the machinegun and the railgun. And in the case of the shotgun and railgun, they have a slow rate of fire already, ESPECIALLY in the case of the railgun which should have never EVER been a gun that you need to reload.
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#80

View PostFuturetime23, on 04 November 2018 - 05:26 PM, said:

I've been playing with reloading off, and let me tell you, the gameplay is so much smoother without it.
It's not like that many guns have it - only 4 do, the pistol, the shotgun, the machinegun and the railgun. And in the case of the shotgun and railgun, they have a slow rate of fire already, ESPECIALLY in the case of the railgun which should have never EVER been a gun that you need to reload.


Oh right, only the 4 guns have it. But damn I will miss the reloading animations and that empty mag hitting the ground when I play this!!!

I also just came back from that Bulletstorm discussion, and I was wonderong how Duke's character in Bulletstorm would fit in DNF's adventure. Still angry at the aliens though but his interactions with the side characters would be different. Maybe have illusions of the Holsoms throughout the game if he really cared for them (after jetpack into Duke Buger and dreamy titty city, whenever Duke gets his scripted ass on the ground). His reaction to Dylan's death be different too, maybe have Dylan fight Cycloid Emperor boss with you and have him die at the end after the battle and Duke has to leaves his body after their sayonara moment then Graves grabs him.

This is just me thinking out loud...

This post has been edited by Redxplatinum: 04 November 2018 - 06:59 PM

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#81

Everyone would call him Gray, Duke would be like "dood what" and the writing would still be just as bad as default Bulletstorm.

Actually, DNF's normal writing is just as shit as Bulletstorm, nvm me.
0

User is offline   OpenMaw 

  • Judge Mental

#82

That pistol sound in the video sounds fine. The M1911 is no pushover.
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#83

Is there a way to make suicides in mp count as -1 score?
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#84

haven't looked into that. do suicides not remove score in multiplayer?
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#85

View PostFuturetime23, on 07 November 2018 - 11:33 AM, said:

haven't looked into that. do suicides not remove score in multiplayer?


It does not. Suicides, in any fashion, will only count as one death and -10xp. Personally, I find that easy to abuse; you get suicide bombers kills or suicides to escape getting killed. I was hoping if it isn't too difficult to look up and fix, then maybe you can fix them from the official and distribute the .ini file for the time being. If it's out of your way or you're not interested for the 40 people who still play mp then it's alright. Thought mind as well give it a shot.
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#86

I don't think an ini file would fix it, it would be a dngame.u file mod imo.
It's not a priority atm but I do plan on fixing the multiplayer later, so I'll keep this in mind once the time comes for fixing that.
Let me know what other issues plague the multiplayer so I can address them at some point in the future.
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User is offline   OpenMaw 

  • Judge Mental

#87

Considering just how dead the multiplayer is at this point I think it's a little too late to worry about exploit issues like that.
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#88

Well, I don't think it would hurt the mod at all to improve the MP with simple fixes like rebalancing stupid op guns or other possible fixes (notably the devastator in this case from what I've heard)
It's not the main priority of the mod obviously, it's just a little bonus because why not? MP's not being addressed right now either way, it's just taking notes of what needed fixing there.
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#89

View PostFuturetime23, on 07 November 2018 - 06:22 PM, said:

I don't think an ini file would fix it, it would be a dngame.u file mod imo.
It's not a priority atm but I do plan on fixing the multiplayer later, so I'll keep this in mind once the time comes for fixing that.
Let me know what other issues plague the multiplayer so I can address them at some point in the future.


Well okay. DM-BuckeyeBurger map is a buggy map. The idea of the map is based on the Duke Burger level where you're shrunk. But due to this; there's no team change, and explosives do 4x more damage than usual so people just jetpack/dev all day and it's just unpleasent. There's also a map in the Parody Pack, DM-Sand also has the shrunk Duke idea but it's a lot better. You can change team, explosives do normal damage. Maybe you can study DM-Sand to see how to fix DM-BuckeyeBurger. I think the Burger map you're literally playing as shrunk Duke where Sand is normal Duke with shrunk Duke voices.
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#90

Noted.

Speaking of Overhaul changes, it's very likely the few levels that originally had no enemies will now have.
So far, Duke Burger part 1, Underground part 1, Casino part 1 all have enemies where they did not before.

I'm trying to reduce the situations where originally you didn't face any enemies and cut the padding/speed up the game.

I've been considering as a sidenote, IF the TPEgo system gets implemented as I've been giving the system a bit more thought, to remove the strip club levels (BB/Titty city) since the main reason to play them (interact with the environment to gain ego upgrades) is gone.
Maybe they'll be kept as bonus levels you can access from the chapter select menu.
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