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Rednukem - Redneck Rampage & Duke3D/64 port with focus on accuracy  "Now with official autobuilds on first post"

User is offline   Man 'o War 

#271

 Trebor_UK, on 12 December 2020 - 05:53 AM, said:

Ahh, got it working :) I just didn't bother to check the levels in-game. I was expecting it to be obvious that it worked. Is there a guide for the Cutscenes too?


How exactly did you got it working? I cannot do it.


Later edit: Nevermind, got it.
This was a bitch to get running, but it was worth it.

This post has been edited by Man 'o War: 01 February 2022 - 12:36 PM

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User is offline   Man 'o War 

#272

 Hendricks266, on 16 November 2020 - 11:35 AM, said:

Rednukem has some amount of Deer Huntin support already thanks to Nuke.YKT. If you search for DEER and rrdh in the code you'll see what's there. I think you'll have to construct your own grpinfo with GAMEFLAG_DEER though.

Can i get some help with this? I made the custom GRP, and rednukem recognises it just fine, but when i click it, nothing happens.
My GRP looks like this:

grpinfo
{
name "Redneck Deer Hunting"
scriptname "game.con"
size 58061576
crc -1497461994
flags GAMEFLAG_DEER
dependency 0
}
Is there any problem with it?
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User is offline   Moggimus 

#273

First off I just wanted to say that this is a great port and I'm thankful for it. I've been able to play through and finish the entire original game. Thank you.

That being said, is there any guide for getting Route 66/Rides Again working with Rednukem? I'm using the GOG version of the game and I've struggled trying to guess which files I need to put together and run with program arguments. I haven't been very successful, so if anyone could provide some help I'd be grateful, thanks.
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User is offline   Man 'o War 

#274

 Moggimus, on 21 April 2022 - 07:28 PM, said:

First off I just wanted to say that this is a great port and I'm thankful for it. I've been able to play through and finish the entire original game. Thank you.

That being said, is there any guide for getting Route 66/Rides Again working with Rednukem? I'm using the GOG version of the game and I've struggled trying to guess which files I need to put together and run with program arguments. I haven't been very successful, so if anyone could provide some help I'd be grateful, thanks.


Hey, i explained the entire process for route 66 in the description of my video.

If you want more detail, just tell me. it's quite complicated.
I don't remember how i did rides again (probably just put the rednukem files in the rides again folder), but it should be very easy. it was R66 that was a bitch to get running.

This post has been edited by Man 'o War: 26 April 2022 - 11:08 AM

1

User is offline   Moggimus 

#275

Thanks! I'll check it out when I have some time and let you know how it goes.

This post has been edited by Moggimus: 01 May 2022 - 12:52 PM

1

User is offline   Moggimus 

#276

Well, it was still a struggle, but I finally managed to get a working solution. Your instructions (and the link you provided) in your video were helpful but not entirely accurate in my case.

I added all of the R66 files to a new RT66.GRP with correctly renamed .art files. I put RT66.GRP into the main RR folder alongside REDNECK.GRP. I ran rednukem.exe to get the grpfiles.cache values and added them to redneck.grpinfo (I had to do this several times throughout the process). I realized however that the grpinfo step is not really necessary, as R66 can be run with just CLI arguments, but it is nice to have it available as a choice in the Rednukem startup menu. I then started R66 and ran into an issue where the game was not able to load a map on startup, and would crash. I was frustrated at first, but later (after taking other measures) I realized the problem was that I had the original game's demo files and it could not load E1L1 to play the demo while R66 was running, so I renamed the demo files.

However, I could still not start the game past the main menu. Every time I tried to start either the Route 66 - Part 1 or Route 66 - Part 2 episodes, the game would immediately return to the main menu. I checked the console and found that the game was looking for the map files in a subdirectory and couldn't find them, i.e. "Route66\Start.map". I then checked USER66.CON and found that indeed the definelevelname for each map includes "Route66\" before each one. I edited the "Route66\" out of each entry and replaced USER66.CON in the GRP file, but to my surprise the game still looked for the map files in the subdirectory. Being baffled at this point, I just took all of the map files and put them into a \ROUTE66 folder under the main game folder. I really don't know why the edited CON file didn't work, but at least I can play Route 66 now. It's not possible to create a subdirectory in a GRP file, right?
1

User is offline   Moggimus 

#277

 Moggimus, on 03 May 2022 - 04:42 PM, said:

It's not possible to create a subdirectory in a GRP file, right?


Well, crap, I completely forgot that there's no longer a need for traditional GRP files and that I can just use a renamed archive file that contains directory structure.
1

User is offline   NightFright 

  • The Truth is in here

#278

Did a minimal correction for the Redneck music packs (gameflag for Rides Again has been corrected from GAMEFLAG_RR to GAMEFLAG_RRA).

Redneck Music Packs (zip, 95.1 MB)

Like before, just unzip rednukem_music.zip contents to your Rednukem dir.

*UPDATE*
OK, just realized that actually doesn't work, for whatever reason. So, had to revert back to the old definitions.

This post has been edited by NightFright: 22 November 2022 - 12:15 AM

1

User is offline   Dokken 

#279

 NightFright, on 21 November 2022 - 11:57 PM, said:

Did a minimal correction for the Redneck music packs (gameflag for Rides Again has been corrected from GAMEFLAG_RR to GAMEFLAG_RRA).

Redneck Music Packs (zip, 95.1 MB)

Like before, just unzip rednukem_music.zip contents to your Rednukem dir.

*UPDATE*
OK, just realized that actually doesn't work, for whatever reason. So, had to revert back to the old definitions.


Kinda necroposting, but the correct gameflag for Rides Again is GAMEFLAG_RRRA
0

User is offline   OpenMaw 

  • Judge Mental

#280

So I keep getting hit with a "connection is not secure" when I try to download this.

Can anyone confirm the website is secure?
0

User is offline   NightFright 

  • The Truth is in here

#281

@Dokken
Well, just took one year to figure out why the definitions didn't work. Not bad.

To be precise: Half a year for someone to notice and another half year for me to notice the post.

This post has been edited by NightFright: 22 December 2023 - 11:55 AM

0

User is offline   oasiz 

  • Dr. Effector

#282

 OpenMaw, on 21 December 2023 - 07:49 PM, said:

So I keep getting hit with a "connection is not secure" when I try to download this.

Can anyone confirm the website is secure?


Error you got is due to me being a lazy admin.
Anyway... the autobuilds I did for ~2 something years are offline now and there is now a new link on the first post.
2

#283

View PostMan, on 26 April 2022 - 11:06 AM, said:

Hey, i explained the entire process for route 66 in the description of my video.https://www.youtube.com/watch?v=fLF98L9rT2QIf you want more detail, just tell me. it's quite complicated.I don't remember how i did rides again (probably just put the rednukem files in the rides again folder), but it should be very easy. it was R66 that was a bitch to get running.



View PostMoggimus, on 03 May 2022 - 04:42 PM, said:

Well, it was still a struggle, but I finally managed to get a working solution. Your instructions (and the link you provided) in your video were helpful but not entirely accurate in my case.I added all of the R66 files to a new RT66.GRP with correctly renamed .art files. I put RT66.GRP into the main RR folder alongside REDNECK.GRP. I ran rednukem.exe to get the grpfiles.cache values and added them to redneck.grpinfo (I had to do this several times throughout the process). I realized however that the grpinfo step is not really necessary, as R66 can be run with just CLI arguments, but it is nice to have it available as a choice in the Rednukem startup menu. I then started R66 and ran into an issue where the game was not able to load a map on startup, and would crash. I was frustrated at first, but later (after taking other measures) I realized the problem was that I had the original game's demo files and it could not load E1L1 to play the demo while R66 was running, so I renamed the demo files. However, I could still not start the game past the main menu. Every time I tried to start either the Route 66 - Part 1 or Route 66 - Part 2 episodes, the game would immediately return to the main menu. I checked the console and found that the game was looking for the map files in a subdirectory and couldn't find them, i.e. "Route66\Start.map". I then checked USER66.CON and found that indeed the definelevelname for each map includes "Route66\" before each one. I edited the "Route66\" out of each entry and replaced USER66.CON in the GRP file, but to my surprise the game still looked for the map files in the subdirectory. Being baffled at this point, I just took all of the map files and put them into a \ROUTE66 folder under the main game folder. I really don't know why the edited CON file didn't work, but at least I can play Route 66 now. It's not possible to create a subdirectory in a GRP file, right?



Thanks to both of you, I finally managed to get Route 66 working, both on Windows (home) and linux (work)

I will edit and post a steb by step guide ;)
0

#284

Let's assume you own the Gog collection :
Install it.

I made a batch to simply do what's written here : http://www.jonhunt.c.../gogrt66grp.txt

You can get it there : https://pastebin.com/kGdsgH0q

All the necessary files will be in the folder temprt66 in C:\GOG Games\Redneck Rampage Collection\Redneck Rampage\

Go to temprt66 and edit with notepad / notepad ++ the USER66.CON file :
Remove Route66\ on all those lines

definelevelname 0 0 Route66\Start.map 03:50 01:49 HIT THE ROAD
definelevelname 0 1 Route66\Carnival.map 06:15 04:13 CARNIVAL OF TERROR
definelevelname 0 2 Route66\Truckstp.map 04:10 02:11 BIG BERTHA'S
definelevelname 0 3 Route66\Brewery.map 05:00 03:02 BIG BILLY'S BREWERY
definelevelname 0 4 Route66\Flea.map 05:15 03:15 FLEA MARKET
definelevelname 0 5 Route66\Slaughtr.map 03:10 01:03 SLAUGHTERHOUSE
definelevelname 0 6 Route66\Minigolf.map 06:50 04:49 FUN PARK

definelevelname 1 0 Route66\Gas.map 06:15 04:12 GASSIN' UP
definelevelname 1 1 Route66\Ranch.map 05:00 03:01 HOUSE OF ILL REPUTE
definelevelname 1 2 Route66\Coffin.map 04:45 02:32 MYSTERY DINO CAVE
definelevelname 1 3 Route66\Campy.map 07:50 05:53 CAMPY CRYSTAL LAKE
definelevelname 1 4 Route66\Bigfoot.map 04:00 02:02 BIGFOOT CONVENTION
definelevelname 1 5 Route66\Hoovrdam.map 10:00 08:13 HOOVER DAM
definelevelname 1 6 Route66\Alien.map 07:10 04:55 ODDITY MUSEUM


So you should have

definelevelname 0 0 Start.map 03:50 01:49 HIT THE ROAD
definelevelname 0 1 Carnival.map 06:15 04:13 CARNIVAL OF TERROR
definelevelname 0 2 Truckstp.map 04:10 02:11 BIG BERTHA'S
definelevelname 0 3 Brewery.map 05:00 03:02 BIG BILLY'S BREWERY
definelevelname 0 4 Flea.map 05:15 03:15 FLEA MARKET
definelevelname 0 5 Slaughtr.map 03:10 01:03 SLAUGHTERHOUSE
definelevelname 0 6 Minigolf.map 06:50 04:49 FUN PARK

definelevelname 1 0 Gas.map 06:15 04:12 GASSIN' UP
definelevelname 1 1 Ranch.map 05:00 03:01 HOUSE OF ILL REPUTE
definelevelname 1 2 Coffin.map 04:45 02:32 MYSTERY DINO CAVE
definelevelname 1 3 Campy.map 07:50 05:53 CAMPY CRYSTAL LAKE
definelevelname 1 4 Bigfoot.map 04:00 02:02 BIGFOOT CONVENTION
definelevelname 1 5 Hoovrdam.map 10:00 08:13 HOOVER DAM
definelevelname 1 6 Alien.map 07:10 04:55 ODDITY MUSEUM


If you don't do that it won't be able to load the levels as it will be looking for a subfolder Route66 in the .grp file. It does not exist !!! Game will go back to main window

Now use the GFS31 editor : https://dukeworld.co...s-grp/gfs31.zip

Insert the 30 files from temprt66 and save the grp as RT66.grp
Put it in rednukem folder as the main game grp : REDNECK.GRP which is needed to play the addon
You could also put Redneck Rides Again and rename it to REDNECKR.RTS

Final part :
Launch rednukem
Close it.

Open with notepad the file : redneck.grpinfo in the rednukem folder
You should see listed all the .grp file available in the folder
Note the first (size) and third (crc) value of the RT66.grp line
The third value (crc) of your REDNECK.grp file

Here's mine as an example :

"RT66.grp" 18212318 1721891171 -1860708818
"REDNECKRA.GRP" 191798609 1227896520 -1786767162
"REDNECK.GRP" 141174222 1227896404 433699961


Now open Notepad and paste the Following :

grpinfo
{
        name       "Suckin' Grits on Route 66"
        scriptname "game66.con"
        size       18212318
        crc        -1860708818
        flags      GAMEFLAG_RR
        dependency 433699961
}


Change the values in size, crc, dependency with yours

Save the file in the rednukem directory as redneck.grpinfo (remove the .txt extension)

I tested it on both Windows and linux (copy over rednukem directory, grpfiles.cache, redneck.grpinfo and the grp files)
The only thing that did not work was the cross save which was the case with the first game

You can finally launch Rednukem and enjoy this fine addon (what a pain in the a** to make it work) and thanks to jonhunt, Man 'o War and Moggimus of duke4.net forums
0

User is offline   NightFright 

  • The Truth is in here

#285

Or you just go back a few pages and use the finished solution I posted back there. :P
0

User is online   Mark 

#286

The last couple weeks I've been messing around in Rednukem. Running under Polymer and adding in custom textures, 3d models, sounds and modifying the first map.

2 issues I have so far are the feathers spawned when a chicken gets hit are full brightness despite the chicken itself being a darker shade. My map is darker than the original so it really stands out and not in a good way.

The 2nd issue which is more troublesome is I replaced the sector truck in the map's starting loop road with a 3D model truck. It worked fine as it was being dragged along on a moving subway sector just like the original. But collision wasn't working with the chickens.After comparing my subway sector to the original map I found I needed to add a lotag of 800 to the subway sector to get the collision to work. But that has the side effect of the 3D model truck no longer rendering. I'm not sure how to work around it.

Oh, and I noticed the lack of an FOV slider in the menu and had to trial and error my own number and place it in a cfg file. I'm not thrilled with the weapon placement on the screen but I'm assuming thats how in was in original RR so I'll live with it.

This post has been edited by Mark: 11 September 2024 - 03:49 PM

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User is online   Mark 

#287

I figured out a workaround for the disappearing truck model. I made a 2nd car for the subway effect without the sector lotag of 800 and placed the truck model in there. So now it stays rendered. However there was a different goofy problem with it. The model was rotated 180 degrees. I had to place it backwards in Mapster so that it faces forward in the game. Weird.

I still have the issue with the feathers being stuck to the subway car with the truck model because of the lack of the lotag of 800. I applied blocking to the walls of both subway sectors so they would get inside but that didn't help. Earlier I tested a suggestion from someone to put in a conveyor belt SE so any feathers scooped up would run off. That worked but it obviously also the truck model would slide off. So I still need to find a solution to that issue along with trying to get the feathers a darker shade. I may heve to go into the art file and modify the feather tile/tiles itself to be darker.

This post has been edited by Mark: 12 September 2024 - 05:36 AM

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User is online   Mark 

#288

Oops, just re-read my post but its too late to edit. I forgot the word "not"
The sentence should read "I applied blocking to the walls of both subway sectors so they would not get inside but that didn't help."
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User is online   Mark 

#289

Duh, the fix was simple. I made the 2nd subway car holding the truck real skinny.

Then I went into the art file and grabbed the feather tiles, lowered their shade and resaved them. I believe all is well now with the whole effect.

This post has been edited by Mark: 12 September 2024 - 01:40 PM

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