Rednukem - Redneck Rampage & Duke3D/64 port with focus on accuracy "Now with official autobuilds on first post"
#61 Posted 05 November 2018 - 01:14 AM
#62 Posted 06 November 2018 - 10:13 AM
#63 Posted 07 November 2018 - 08:26 AM
NightFright, on 05 November 2018 - 01:14 AM, said:
I think i figured it out. Try to set "flags" field in grpinfo to "GAMEFLAG_RR", otherwise it would default it to Duke 3d.
#64 Posted 07 November 2018 - 11:53 AM
Redneck Rampage without the music isn't half as fun for me.
Or can you tell me the track names. I downloaded the soundtrack from GoG and converted it to Ogg.
This post has been edited by fuegerstef: 07 November 2018 - 12:04 PM
#65 Posted 07 November 2018 - 12:12 PM
#66 Posted 07 November 2018 - 12:13 PM
NightFright, on 07 November 2018 - 12:12 PM, said:
Thank you.
I can live without the menu music.
The Rides Again Soundtrack has 9 tracks. I assume I name them track01 to track09?
This post has been edited by fuegerstef: 07 November 2018 - 12:42 PM
#67 Posted 07 November 2018 - 01:52 PM
This post has been edited by NightFright: 07 November 2018 - 01:52 PM
#68 Posted 07 November 2018 - 02:04 PM
#69 Posted 07 November 2018 - 11:01 PM
NukeYKT, on 07 November 2018 - 08:26 AM, said:
Got it working!
Grpinfo needs to look like this:
grpinfo { name "Suckin' Grits on Route 66" scriptname "game66.con" size 18211915 crc -1467060190 flags GAMEFLAG_RR dependency 433699961 }
"Size" and "crc" are from the custom-made route66.grp (which can be compiled from the GOG version according to this guide, but I think you don't have to rename the maps since user66.con already uses the right names) while the "dependency" value is the CRC of redneck.grp.
How to get music working:
1) Create two zipfiles with the ogg tracks inside, named track02-track09.ogg (Redneck Rampage) and track02-track10.ogg (Rides Again). Rename file endings from .zip to .dat (e.g. redneck_music.dat and rides_music.dat).
2) [OPTIONAL] Put both .dat files into a subdir called "music".
3) Create two textfiles named redneck.def and rides.def. Redneck def should contain
loadgrp music/redneck_music.datand rides.def should contain
loadgrp music/rides_music.dat. If you didn't put the files into the music subdir, omit the "music/" part.
4) Create another textfile named e.g. redneck.grpinfo with the following code (assuming you are using the GOG.com files, otherwise you need to adjust the size/crc/dependency lines):
grpinfo { name "Redneck Rampage" defname "redneck.def" size 141174222 crc 433699961 flags GAMEFLAG_RR dependency 0 } grpinfo { name "Redneck Rampage: Rides Again" defname "rides.def" size 191798609 crc -1786767162 flags GAMEFLAG_RR dependency 0 } grpinfo { name "Suckin' Grits on Route 66" scriptname "game66.con" defname "redneck.def" size 18211915 crc -1467060190 flags GAMEFLAG_RR dependency 433699961 }
Please note that Route 66 groupfile needs to be created manually as pointed out above.
You could also just drop the music files into the autoload dir, but my method has the advantage that both music packs can stay in the same place without one overriding the other. This way you won't need to switch music packs depending on whether you want to play RR/R66 or RRRA.
This post has been edited by NightFright: 08 November 2018 - 12:54 AM
#70 Posted 08 November 2018 - 02:26 AM
NightFright, on 07 November 2018 - 11:01 PM, said:
Nice to hear it. And thanks for your suggested soundtrack approach.
BTW, in order to hear track10.ogg ingame you have to type RDGARY cheat.
#71 Posted 08 November 2018 - 08:22 AM
When you are in the settings and a demo plays in the background (i.e. you are not playing the game) the interface gets messed up at the end of the demo.
The interface is shifted, so that you see half of the previous menu and half of the actual menu. It wasn't possible to navigate properly anymore, though hitting escape helped me out of it.
I played on HD (1920*1080) and had the Polymost renderer enabled (but it may be that it happens on Polymer too).
This post has been edited by fuegerstef: 08 November 2018 - 08:25 AM
#72 Posted 08 November 2018 - 09:42 AM
fuegerstef, on 08 November 2018 - 08:22 AM, said:
When you are in the settings and a demo plays in the background (i.e. you are not playing the game) the interface gets messed up at the end of the demo.
The interface is shifted, so that you see half of the previous menu and half of the actual menu. It wasn't possible to navigate properly anymore, though hitting escape helped me out of it.
I played on HD (1920*1080) and had the Polymost renderer enabled (but it may be that it happens on Polymer too).
I think it's already fixed in my repository. I'll upload new build soon.
#74 Posted 08 November 2018 - 10:42 AM
This post has been edited by NightFright: 08 November 2018 - 10:48 AM
#75 Posted 09 November 2018 - 12:26 AM
NightFright, on 08 November 2018 - 10:42 AM, said:
That is an awesome idea.
I really like the Redneck Rampage theme .... but I never played through it because of these frustrating elements. They don't enhance the gameplay ... I want to play a shooter ... if I want to search for something I look for my car's keys for hours.
I did the same with Twin Dragon (using maps without the bugged mines in the redux version), the original WOlfenstein 3D (I made my own set of maps to condense the story), etc ... so making highlighted keys and switches for RR would be really great.
#76 Posted 10 November 2018 - 10:59 PM
#77 Posted 11 November 2018 - 01:14 AM
NightFright, on 08 November 2018 - 10:42 AM, said:
An improvement I'd like to see is having the enemy counter fixed. NukeyT told me lot's of things that shouldn't count as enemies do (like tornados, or even Bubba) and Vixen only count as dead if their bodies are gibbed, which should only be the case for Hulk Guards.
Also if mods start being made, making sure that chickens and cows don't attract auto aim and have proper hitscan would be nice. Dead cows creating an invisible wall blocking bullets above their corpse is really bad.
Fixing the collision of certain sprites like those dead trees would also be nice
This post has been edited by MetHy: 11 November 2018 - 01:45 AM
#78 Posted 13 November 2018 - 06:02 AM
This message doesn't seem to appear at all in Rednukem.
#79 Posted 15 November 2018 - 12:14 PM
@NukeYKT
Your Version 1.0 have some Hit Bugs from the AI/KI , it tooks longer til Die in Rednukem , look in Compare to Erampage much faster !
And the Colour Correction , must every set at Gamestart , in the Video you can't see this , because OBS Studio have use a own Gamma Set !
But i know , M210 had too some problems with the own Hit Distance , but that is fixed with your Rednukem and like in Erampage now , but i think the orginal RR is very complicated for a Port !
TP555
#81 Posted 15 November 2018 - 12:30 PM
@TerminX
You sure that is Normal so ?
Thats but very Easy then on KillBilly Dif. , in Erampage looks this more like the Killbilly Dif.
But i have use Erampage in compare , because M210's GDX Version have an Hit Distance Bug , in Erampage is this not , and in Rednukem is it like in Eramapge , also like in the Original Game !
Not all is wrong in Erampage ,sure it have bugs , and some is Missing !
TP555
#82 Posted 15 November 2018 - 03:12 PM
#83 Posted 15 November 2018 - 03:21 PM
Hendricks266, on 15 November 2018 - 03:12 PM, said:
you can recommend that, but I doubt you can authoritatively dictate it as a command to be obeyed blindly without question.
Chances are, if someone has it, they're going to ignore you. They're probably going to keep posting about it as well. Just so you know.
This post has been edited by Forge: 15 November 2018 - 03:21 PM
#84 Posted 15 November 2018 - 03:28 PM
#85 Posted 15 November 2018 - 03:51 PM
TP555, on 15 November 2018 - 12:14 PM, said:
oh, the post I dreaded has come...
You can't use Erampage as a comparison for accuracy given that Erampage was never accurate to begin with.
This reminds me of when byuu made bzsnes as an april fool's joke.
#86 Posted 15 November 2018 - 04:59 PM
TerminX, on 15 November 2018 - 12:21 PM, said:
Does Rednukem have Erampage's nifty front end loader? If not, it should have that fine feature from ERAMPAGE
#87 Posted 15 November 2018 - 05:47 PM
TP555, on 15 November 2018 - 12:14 PM, said:
@NukeYKT
Your Version 1.0 have some Hit Bugs from the AI/KI , it tooks longer til Die in Rednukem , look in Compare to Erampage much faster !
And the Colour Correction , must every set at Gamestart , in the Video you can't see this , because OBS Studio have use a own Gamma Set !
But i know , M210 had too some problems with the own Hit Distance , but that is fixed with your Rednukem and like in Erampage now , but i think the orginal RR is very complicated for a Port !
TP555
Why didn't you compare this behavior against original DOS EXE? I've checked it and both Rednukem and original DOS EXE behave the same.
#88 Posted 16 November 2018 - 02:51 AM
@NukeYKT
ok , You did Test with Dosbox 0.74 or 0.74-2 or with SVN Version ?
TP555
#89 Posted 16 November 2018 - 03:13 AM
TP555, on 16 November 2018 - 02:51 AM, said:
@NukeYKT
ok , You did Test with Dosbox 0.74 or 0.74-2 or with SVN Version ?
TP555
I use GOG version. Not sure which version of DOSBox it uses though.
#90 Posted 16 November 2018 - 03:19 AM
NukeYKT, on 16 November 2018 - 03:13 AM, said:
Open the Dosbox.CONF file. It should be the first line.