Rednukem - Redneck Rampage & Duke3D/64 port with focus on accuracy "Now with official autobuilds on first post"
#151 Posted 04 January 2019 - 02:24 PM
That's Duke wearing the skin of RR.
This post has been edited by Zaxx: 04 January 2019 - 02:24 PM
#152 Posted 04 January 2019 - 03:37 PM
Zaxx, on 01 January 2019 - 07:42 AM, said:
A port should not ship with a mod. Mods should be optional.
#153 Posted 04 January 2019 - 04:08 PM
#154 Posted 04 January 2019 - 07:55 PM
Jimmy 100MPH, on 04 January 2019 - 03:37 PM, said:
I agree, stuff that changes the original should be optional toggles or mods, the only circumstance where I think that approach has no use is if a bug that was never an intended feature gets fixed. For example Nightdive's remaster of Blood will use different collision detection in order to fix explosions not doing damage when they should and that's fine by me.
#155 Posted 04 January 2019 - 08:42 PM
#156 Posted 05 January 2019 - 05:19 AM
Jimmy 100MPH, on 04 January 2019 - 08:42 PM, said:
No, they could have recreated that without problems and they did so when it comes to the other weird stuff in the game. For example all the exploits you had in the original will work and overall the game will be accurate on KEX apart from the collision detection.
This post has been edited by Zaxx: 05 January 2019 - 05:20 AM
#157 Posted 05 January 2019 - 05:57 AM
Zaxx, on 05 January 2019 - 05:19 AM, said:
Indeed. That's what Kaiser said:
"Some things like the slipperiness is going to remain as it was intentionally designed to do that, but none of the engine's collision detection is going to be used. Though the new collision code will produce nearly exact same results; just less glitchy results... "
#158 Posted 05 January 2019 - 08:27 AM
#159 Posted 05 January 2019 - 08:42 AM
Man you guys will believe anything. It's cheaper and easier to just write new collision detection than try to replicate collision detection that doesn't work the way you'd think it should.
#160 Posted 05 January 2019 - 08:53 AM
Jimmy 100MPH, on 05 January 2019 - 08:42 AM, said:
Man you guys will believe anything. It's cheaper and easier to just write new collision detection than try to replicate collision detection that doesn't work the way you'd think it should.
Well, I don't really care, what matters to me is that Build's collision detection was pretty bad because of that bug so it will be nice to have a version of Blood that doesn't have that. You can think about it as an authentic feature and that's fine but it's not intended behaviour.
Btw. I don't know what's corporate bullshit about one of the devs sharing some stuff about the port.
This post has been edited by Zaxx: 05 January 2019 - 08:59 AM
#161 Posted 05 January 2019 - 09:06 AM
And it's corporate bullshit because they're handing you a glass of piss and telling you it's lemonade. They're not "fixing a bug" because they're not even using the original source code. They're making an approximation. Which is fine if they want to do that. But the way they choose to package that information is corporate bullshit because they're trying to obscure the fact that it's not a real port.
#162 Posted 05 January 2019 - 09:15 AM
#163 Posted 05 January 2019 - 09:37 AM
This post has been edited by MusicallyInspired: 05 January 2019 - 09:38 AM
#164 Posted 05 January 2019 - 09:59 AM
MusicallyInspired, on 05 January 2019 - 09:37 AM, said:
There were differences, especially in Turok 2 but those were conscious decisions. Blood won't have stuff like that (and it can't have stuff like that because they don't have the rights to do so).
This post has been edited by Zaxx: 05 January 2019 - 10:08 AM
#165 Posted 05 January 2019 - 03:39 PM
This post has been edited by MusicallyInspired: 05 January 2019 - 03:42 PM
#166 Posted 05 January 2019 - 04:42 PM
MusicallyInspired, on 05 January 2019 - 03:39 PM, said:
Well, for Turok 2 the description on the Steam page summarizes it well:
Quote
Improved character speed and manoeuvrability, including the ability to grapple ledges.
Updated maps.
Improved AI.
"Quick warp" feature allows instant travel to any previously visited portal.
Save and load anywhere.
So there are subtle changes here and there even for things like the level design and to a lesser extent this is true for the first game too. Blood won't have these, Kaiser said that there are a few changes he'd make to the maps but that's not the direction for this release. It's the "Doom 64 EX treatment" for Blood while in the case of Turok 2 it's more like what the BFG Edition was for Doom 3.
This post has been edited by Zaxx: 05 January 2019 - 04:44 PM
#167 Posted 06 January 2019 - 04:55 AM
MrFlibble, on 04 December 2018 - 03:42 AM, said:
So I checked the latest version and it crashes (quits without any message) with the demo GRP. Any chance for demo support to be added in future releases?
#168 Posted 10 January 2019 - 02:27 PM
#169 Posted 11 January 2019 - 08:57 AM
Otherwise great port !
This post has been edited by axl: 11 January 2019 - 10:35 AM
#170 Posted 11 January 2019 - 09:29 AM
#171 Posted 17 January 2019 - 08:52 PM
axl, on 11 January 2019 - 08:57 AM, said:
Otherwise great port !
Hendricks266, on 24 October 2018 - 09:29 AM, said:
#172 Posted 20 January 2019 - 01:22 AM
Mblackwell, on 17 January 2019 - 08:52 PM, said:
Thx, but how do i manage this ? Looking at the fix for Duke Nukem 3D, widescreen textures from megaton were used in combination with some changes in xoff / yoff set in def file.
So a couple of questions:
1. are there proper widescreen textures for RR ?
2. how does one exactly determine the correct xoff / yoff set values ? It this just based on visual appearance ? Or is there a method for this ?
3. if there aren't proper widescreen textures available, one should only change the position (offsets) in def I suppose. Is there a certain command for this ? (not tilefromtexture).
Sorry for these questions but as you can see, I have no real experience with these kinda things...
#173 Posted 20 January 2019 - 07:05 PM
#174 Posted 20 January 2019 - 10:38 PM
Phredreeke, on 20 January 2019 - 07:05 PM, said:
Ah that's great news ! Will you also provide them for Rednukem ? Your skyboxes for Redneck Rampage are also applicable for both RedneckGDX as Rednukem. And they work great !
#175 Posted 21 January 2019 - 12:30 AM
#177 Posted 21 January 2019 - 11:12 AM
I'll post it here if others might want it and give all credits to the persons above who made it for RedneckGDX (Phredreeke, fgsfds and Dzierzan).
#178 Posted 21 January 2019 - 02:29 PM
As mentioned above, I take no credit whatsoever for the artwork / textures. They were made for RedneckGDX by Phredreeke, fgsfds and Dzierzan. I only made this little package to work under Rednukem.
Attached File(s)
-
Rednukem Wide_Weap_(1.0).zip (1010.84K)
Number of downloads: 48
#179 Posted 24 January 2019 - 12:19 AM
This problem does not occur if I have all weapons (I only quickly tested this with the rdguns cheat), so it seems specific to having/missing certain guns.
Here's a video comparing the behavior between the original DOS executable and Rednukem 1.0: