Rednukem - Redneck Rampage & Duke3D/64 port with focus on accuracy "Now with official autobuilds on first post"
#211 Posted 30 December 2019 - 11:52 AM
#212 Posted 31 December 2019 - 11:31 AM
NightFright, on 30 December 2019 - 11:52 AM, said:
The GOG collection doesn't include soundtrack files in any format. There is an iso file (which they rename into a .gog file).
The instructions for ripping audio from that file are for Linux only.
So again, what is the best way to rip those music files on Windows?
#213 Posted 01 January 2020 - 01:33 PM
I haven't tested it myself, but the .INST files should be standard cue sheet files and you should have no problems mounting the image or burning a disc from them
#214 Posted 01 January 2020 - 02:41 PM
K1n9_Duk3, on 01 January 2020 - 01:33 PM, said:
I haven't tested it myself, but the .INST files should be standard cue sheet files and you should have no problems mounting the image or burning a disc from them
I normally rip physical music CDs with CDEx, but it won't let me rip a mounted iso. It will only talk to a real physical optical drive. So then I Googled for how to rip a music CD looking for a recommended program these days, and the first two pages of search results were all Windows Media Player, which puts DRM into the MP3 files. I even more specifically looked for how to rip from a mounted iso, and search results were still telling me to use Windows Media Player. So I still don't really have much of a solution.
It would be nice if the source port could just play from the ISO.
#215 Posted 02 January 2020 - 03:18 AM
#216 Posted 02 January 2020 - 05:07 PM
My copy of Nero Burning ROM 8 has an option to save tracks, which allows me to rip audio tracks of any CD, includung mounted images, as audio files (WAV, OGG and a few other formats). But that one's rather old. The version of Windows Media Player on my Win10 system can rip CD audio and save it in WAV format, so that should also be a valid option if you have another tool at hand that can convert WAV to OGG. I know that Audacity can take care of that, but there are probably some dedicated utilities that make it easier to convert a bunch of files without having to load and save each file individually.
#217 Posted 03 January 2020 - 02:24 AM
Redneck Rampage Music Pack (DAT, 59.4 MB)
Rides Again Music Pack (DAT, 35.8 MB)
I am running these as follows:
1) Place both music files in a "music" subdir inside of the Rednukem folder
2) In the "music" subdir create two def files, redneck.def and rides.def.
redneck.def:
loadgrp music/redneck_music.dat
rides.def:
loadgrp music/rides_music.dat
3) In the Rednukem root dir (where the executable is), place a text file named redneck.grpinfo with the following code (CRC/size based on GOG release):
grpinfo { name "Redneck Rampage" defname "music/redneck.def" size 141174222 crc 0x19D9BC79 flags GAMEFLAG_RR dependency 0 } grpinfo { name "Redneck Rampage: Rides Again" defname "music/rides.def" size 191798609 crc 0x958018C6 flags GAMEFLAG_RR dependency 0 } grpinfo { name "Suckin' Grits on Route 66" scriptname "game66.con" defname "music/redneck.def" size 18211915 crc 0xA88E7022 flags GAMEFLAG_RR dependency 0x19D9BC79 }
#218 Posted 03 January 2020 - 07:34 AM
NightFright, on 03 January 2020 - 02:24 AM, said:
I would also recommend creating an issue on https://github.com/n...NRedneck/issues with these instructions so everyone will know how to set up music for Redneck Rampage.
This post has been edited by Master O: 03 January 2020 - 07:38 AM
#219 Posted 03 January 2020 - 11:35 AM
Master O, on 03 January 2020 - 07:34 AM, said:
That repository is archived. Rednukem lives in the NBlood repository along with PCExhumed now.
In any case these instructions are not "the way" to set up the music, but they look like a good temporary way to make launching the game easier until the port can do this job by itself.
Their userfriendliness could be improved quite a bit though. Instead of requiring the user to download two files and create a bunch of text files manually, it should be a single download that when unzipped to the Rednukem folder Just Works.
The size of those music packs seems awfully small. How low are the quality settings of those ogg files?
#220 Posted 04 January 2020 - 02:18 PM
This post has been edited by NightFright: 04 January 2020 - 02:41 PM
#221 Posted 04 January 2020 - 02:26 PM
#222 Posted 04 January 2020 - 02:31 PM
Quote
Unlike the GOG release of Blood, Redneck Rampage has the game's soundtracks at full quality, just mount the disc image and rip the CDDA tracks on it
#223 Posted 04 January 2020 - 02:33 PM
Rednukem Music Packs (zip, 95.1 MB)
Instructions are much simpler now:
- Unzip rednukem_music.zip contents to your Rednukem dir
- Profit
I deleted the previously posted two music packs again since my Mega account storage is not unlimited and I need every MB I can get.
This post has been edited by NightFright: 04 January 2020 - 02:39 PM
#224 Posted 08 January 2020 - 10:27 AM
Phredreeke, on 04 January 2020 - 02:31 PM, said:
What programs specifically rip the audio from a mounted disc image?
#226 Posted 14 February 2020 - 12:12 AM
This post has been edited by NightFright: 14 February 2020 - 12:13 AM
#227 Posted 14 February 2020 - 12:25 AM
#228 Posted 14 February 2020 - 12:30 AM
This post has been edited by NightFright: 14 February 2020 - 12:32 AM
#229 Posted 24 March 2020 - 12:39 PM
-Messages don't seem to appear at all during demo playback (I tried pressing F8 to enable in case they were disabled but nothing happened)
-When I went to options menu, the text was misaligned to right (see screenshot, may be because I was running at 1024x768 resolution and not widescreen)
-Pressing TAB brings up the demo progress bar instead of automap (may be intended here but I remember in DOS Duke3D you could check automap even during demos)
I will attach my rednukem log file since I also noticed a strange error:
Quote
I also tested 32-bit OpenGL mode and it seems to be fine, I don't get the black screen bug like in EDuke32, which I reported here:
https://forums.duke4...ack-screen-bug/
I will test more tomorrow.
#230 Posted 10 April 2020 - 01:05 PM
I realised the keys in vanilla RR use the same palette swaps as the duke3d key cards, and recolored the key tiles to use the same blue color range.
This does not change the text for when you attempt to open a door you lack the key for.
(this could be adapted for DOS RR as well by replacing the tile in the ART files)
Attached File(s)
-
coloredkey.zip (1.2K)
Number of downloads: 27
#231 Posted 10 April 2020 - 01:23 PM
copytile 60 { pal 1 } copytile 1656 { pal 1 }
#232 Posted 10 April 2020 - 01:37 PM
#233 Posted 04 June 2020 - 01:27 PM
#234 Posted 05 June 2020 - 06:36 AM
R A D A Я, on 04 June 2020 - 01:27 PM, said:
Open issue on github and attach your demo file, i'll look whenever i have time.
#236 Posted 29 July 2020 - 03:09 PM
http://www.mediafire...ponMOD.zip/file
This post has been edited by -=SomeThingEviL=-: 29 July 2020 - 03:11 PM
#237 Posted 03 August 2020 - 02:38 PM
Just thought I would point it out.
This post has been edited by -=SomeThingEviL=-: 03 August 2020 - 06:01 PM
#238 Posted 08 September 2020 - 06:43 AM
@Nuke.YKT
I did Tested , your latest Version Rednukem - r11952 (f410e0200) - August 28
The Anistropic Filter and Texture Filtering are missing , that last Version , where was both Aviable , was r2431 , after that overall the Texture Filter Option is missing. !
https://lerppu.net/wannabethesis/
The Texture Filtering can enable with r_texfilter 1-6 , but it cause some Texture Problems/Flickering with the latest Upscale Pack !!
And the Crosshair , will be very Dark , when the Upscale Pack is Enabled !!
So Far , the latest Version works very good , no Disctance Hit Bugs anymore , when Autoaim is set to Never !!
Please fix that , with the Missing Options and with the Upscale Pack , which cause Flickering + r_texfilter 1-6
This post has been edited by TP555: 08 September 2020 - 07:14 AM
#239 Posted 10 October 2020 - 04:18 AM
EDIT: It's similar in eduke32, maybe it's because of my new monitor that it all seems so dark.
This post has been edited by VGA: 10 October 2020 - 04:35 AM
#240 Posted 10 October 2020 - 04:30 AM
TP555, on 08 September 2020 - 06:43 AM, said:
Texture filtering and anisotropic filtering doesn't play nice with palette emulation.
I don't see how it would cause issues with the upscale pack though which in its current form bypasses palette emulation.