
Rednukem - Redneck Rampage port
#241 Posted 25 October 2020 - 12:45 PM
#242 Posted 26 October 2020 - 12:30 AM
megaman951, on 25 October 2020 - 12:45 PM, said:
I could swear that what you're describing, track loop, was an option in the original DOS game but I can't find any evidence of it anywhere. Either way, most of the times I'd play the game even in DOSbox tracks didn't loop, I often heard 2-4 songs per level; and I think that is the default behaviour.
This post has been edited by MetHy: 26 October 2020 - 12:32 AM
#243 Posted 16 November 2020 - 03:10 AM
Like I've said previously, that game would benefit the most from sourceport support: in the original game you can't reconfigure controls, and even if you edit the .cfg you can only reconfigure half of the keys due to the nature of the game's default keys. Furthermore, the original game only supports resolutions up to 640*480; despite both RR games originally supporting resolutions so high from setup.exe they were unrealistic for the time.
Again, you can manually edit the resolution in the config files but then the sniper scope's zoom function will not work like it should anymore. I suspect this is the reason why the game doesn't support higher res.
Besides, the game seems to be based on RR:RA and doesn't have much content so I don't believe it would be too hard to make it compatible but I know nothing about the programming technicalities so I could be wrong.
Finally, I think the history of "Deer Hunting" games and hunting games in general is an interesting forgotten part of PC gaming history and is linked to Build history in more ways than you think.
In July 1997, Sunstorm Interactive, that everyone here knows for their Build add-ons, signed with an unknown unexperienced developper and released Deer Hunter. Its success was beyond anything anyone would have imaged and it apparently launched, or largely contributed to the launch of, a new market for budget casual PC games published and sold outside of the normal circuit.
Sources:
https://www.gamespot...?comment_page=1
https://www.nytimes....d-big-game.html
That 2nd article from 1999 is pure gold:
Quote
If people called these games "Redneck" and "Bubba", how can one not think of making a Redneck Rampage hunting game? And that is exactly what I believe happened, and I think Xatrix wanted a part of the cake from this new thriving market while it's still hot.
However, both wikipedia and mobygames list the game has being released in July 1997, at the same time as Sunstorm's Deer Hunter.
This has to be wrong. The dates on the files on the disc of Redneck Deer Huntin' are July 1998, not July 1997; but we need further proof if we want to correct those pages and I'd appreciate any help here.
Futhermore, nobody can deny the uncanny ressemblance to both games, to the point where one may be enticed to call the later a rip-off, down to including that sniper score I mentionned even if means breaking higher resolution support, down to the budget title release and most importantly the name of the game, which takes out the "Rampage" part in favor of a name that's intentionnally close to Deer Hunter to the point people may easily confuse the two. Indeed, at that period in time, the concept of deer hunting, would sell morethan redneck rampage.
In short, this game doesn't deserve to be forgotten to the point everyone gets its released date wrong by a year.
Edit:
https://www.mobygames.com/images/covers/l/683383-redneck-deer-huntin-dos-media.jpg
https://www.mobygames.com/images/covers/l/683382-redneck-deer-huntin-dos-other.jpg
There we go. Copyright 1998 on the disc itself and on the disc case back cover.
Also, Sunstorm's Deer Hunter advertises "Bow, shotgun, rifle". Doesn't that ring a bell? Exact same weapons in Redneck Deer Huntin', they just added the pistol. Both games also have a deer on the cover, despite the Redneck game being about hunting all kinds of wildlife, and the "Redneck" part of the name on all the official art looks like a small subtitle. If they weren't targeted at that new sweet Deer Hunter audiance call me crazy.
I wonder if the people who wrote Redneck Deer Huntin' to have been released July 1997 were being confused with Deer Hunter. It's not like Xatrix didn't want everyone to be confused.
This post has been edited by MetHy: 16 November 2020 - 04:12 AM
#244 Posted 16 November 2020 - 11:35 AM
#245 Posted 24 November 2020 - 08:24 AM
Why is that so and can it be changed? It's a really harmless command that simply hides episodes from being displayed in the menu. I wouldn't want to adjust like 90% of my compilation entries just to make this work for Rednukem.
It also surprises me since apparently this was supposed to be part of Rednukem according to these changelogs from Apr 4:
Quote
Author: Evan Ramos <hendricks266@gmail.com>
Date: Mon Feb 9 05:50:33 2015 +0000
CON: Add undefinevolume, undefineskill, and undefinelevel.
From-SVN: r4977
This happens in Rednukem when you try for example to run "ADG Episode" from the EAC:
scripts/adg_episode.con: At top level: scripts/adg_episode.con:4: error: expected a keyword but found `undefinevolume'.
This post has been edited by NightFright: 24 November 2020 - 08:26 AM
#246 Posted 12 December 2020 - 04:54 AM
#247 Posted 12 December 2020 - 05:02 AM
One really dumb solution is to do this:
- use the "Launch Suckin'' Grit On Routes 66" shortcut of the gog version
- quit DOSbox the hard way (clicking on the cross) rather than exiting through the game's main menu
- now any time you launch rednukem in that folder you'll be playing R66
- if you want to switch back to the main game, re-use that shortcut to launch the add-on in DOSbox but quit the game normally
This post has been edited by MetHy: 12 December 2020 - 05:03 AM
#248 Posted 12 December 2020 - 05:11 AM
MetHy, on 12 December 2020 - 05:02 AM, said:
One really dumb solution is to do this:
- use the "Launch Suckin'' Grit On Routes 66" shortcut of the gog version
- quit DOSbox the hard way (clicking on the cross) rather than exiting through the game's main menu
- now any time you launch rednukem in that folder you'll be playing R66
- if you want to switch back to the main game, re-use that shortcut to launch the add-on in DOSbox but quit the game normally
Is it not easier to make a custom GRP? I've made one, but I don't know how to make the rednukem.exe detect it.
#249 Posted 12 December 2020 - 05:18 AM
Alternatively if you still want to use a GRP file you can launch it with the -g parameter from the command line
#250 Posted 12 December 2020 - 05:53 AM
Phredreeke, on 12 December 2020 - 05:18 AM, said:
Alternatively if you still want to use a GRP file you can launch it with the -g parameter from the command line
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?
This post has been edited by Trebor_UK: 12 December 2020 - 05:53 AM
#251 Posted 12 December 2020 - 06:11 AM
Trebor_UK, on 12 December 2020 - 05:11 AM, said:
Yes it is, I wrongly assumed you asked becausae you didn't know which files to use.
This post has been edited by MetHy: 12 December 2020 - 06:11 AM
#252 Posted 13 January 2021 - 11:19 AM
Now for the reports, I have watched a random demo sent by Aleks (Alex Pistol) for his map and the demo desyncs halfway at part where the player is fighting a protector drone while placing trip mines. At one point the desync happens and the player starts to shoot/kick at random while running, fall down in sewers and eventually gets killed by walking into fire. I then rewatched the demo in Duke3D Atomic 1.5 in DOSBox and the desync doesn't happen at all, the demo runs fine until end where player dies at trip bomb ambush. The difference I noticed around time the desync happens in RedNukem was that he got scratched once by the protector drone, while in DOS Atomic 1.5 he gets scratched twice. Other than that, I am not sure why would the desync happen in first place.
Also last year I noticed and reported these already but they still persist in the latest December 2020 build (haven't checked if there were newer builds released since then): during demo playback, no messages are displayed on top and pressing TAB toggles the timer bar on/off rather than the automap.
I will attach the demo and download link for the map.
https://dukeworld.co...-e/Alexcity.zip
Attached File(s)
-
demo1.zip (97.95K)
Number of downloads: 1
This post has been edited by RunningDuke: 13 January 2021 - 11:21 AM
#253 Posted 17 January 2021 - 06:03 AM
#254 Posted 23 January 2021 - 09:08 AM
"Key" effect works differently in RR since it locks doors without relying on keypads like duke.
There are two parts to this. First you will need to modify the source & compile and then (optionally) add the proper quotes to USER.CON to tell them apart.
Without CON modifications I think it will be:
"Some kind of key" = Blue (70)
"Some other kind of key" = Red (71)
"Yet even another kind of key" = Yellow (72)
Check line 5317 and there you will find that there is a block that checks if (g_sectorExtra[nearSector] > 3).
Normally it plays sound 419 and displays quote 41 for any locked door so we will need to change that.
I'm no coder but from a quick test this is enough to toggle each respective message from USER.CON
else if (RR) { if (g_sectorExtra[nearSector] > 3) A_PlaySound(99,pPlayer->i); else A_PlaySound(419,pPlayer->i); if (RR && !RRRA) g_canSeePlayer = -1; if (g_sectorExtra[nearSector] == 1) P_DoQuote(70,pPlayer); else if (g_sectorExtra[nearSector] == 2) P_DoQuote(71,pPlayer); else if (g_sectorExtra[nearSector] == 3) P_DoQuote(72,pPlayer); else P_DoQuote(41,pPlayer);
Keep in mind that this block is repeated below for another type, just replace the same.
#255 Posted 23 January 2021 - 09:31 AM
oasiz, on 23 January 2021 - 09:08 AM, said:
"Key" effect works differently in RR since it locks doors without relying on keypads like duke.
There are two parts to this. First you will need to modify the source & compile and then (optionally) add the proper quotes to USER.CON to tell them apart.
Without CON modifications I think it will be:
"Some kind of key" = Blue (70)
"Some other kind of key" = Red (71)
"Yet even another kind of key" = Yellow (72)
Check line 5317 and there you will find that there is a block that checks if (g_sectorExtra[nearSector] > 3).
Normally it plays sound 419 and displays quote 41 for any locked door so we will need to change that.
I'm no coder but from a quick test this is enough to toggle each respective message from USER.CON
else if (RR) { if (g_sectorExtra[nearSector] > 3) A_PlaySound(99,pPlayer->i); else A_PlaySound(419,pPlayer->i); if (RR && !RRRA) g_canSeePlayer = -1; if (g_sectorExtra[nearSector] == 1) P_DoQuote(70,pPlayer); else if (g_sectorExtra[nearSector] == 2) P_DoQuote(71,pPlayer); else if (g_sectorExtra[nearSector] == 3) P_DoQuote(72,pPlayer); else P_DoQuote(41,pPlayer);
Keep in mind that this block is repeated below for another type, just replace the same.
Thanks for Responding! I was actually able to devise a system of my own in order to display the correct messages.
Here's what I changed:
if (!RR || P_HasKey(nearSector, playerNum))
{
if (RR && !RRRA)
g_canSeePlayer = -1;
G_OperateSectors(nearSector,pPlayer->i);
}
else if (RR)
{
if (g_sectorExtra[nearSector] > 3)
A_PlaySound(99,pPlayer->i);
else
A_PlaySound(419,pPlayer->i);
if (RR && !RRRA)
g_canSeePlayer = -1;
if (g_sectorExtra[nearSector] > 0)
P_DoQuote(70,pPlayer);
if (g_sectorExtra[nearSector] > 1)
P_DoQuote(71, pPlayer);
if (g_sectorExtra[nearSector] > 2)
P_DoQuote(72, pPlayer);
if (g_sectorExtra[nearSector] > 3)
P_DoQuote(70, pPlayer);
if (g_sectorExtra[nearSector] > 4)
P_DoQuote(71, pPlayer);
if (g_sectorExtra[nearSector] > 5)
P_DoQuote(72, pPlayer);
}
else P_ActivateSwitch(playerNum,nearWall,0);
}
}
}
If this would cause any problems going forward let me know. While I'm at it, any idea how I could make throwing dynamite detonate on contact with actors like enemies and the player?