What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#5346 Posted 15 January 2014 - 09:46 AM
#5347 Posted 15 January 2014 - 09:50 AM
Hendricks266, on 15 January 2014 - 07:57 AM, said:
Looks like a bad dream.
A *ahem* nightmare, if you will?
#5348 Posted 15 January 2014 - 10:01 AM
HellFire, on 15 January 2014 - 09:46 AM, said:
I just didn't copy it over at first.
#5349 Posted 15 January 2014 - 05:12 PM
Edit: Cyberkeef replaces the Newbeast among other conflicts with Atomic Edition, so you can't have Plug and Pray and The Birth together.
This post has been edited by Fox: 15 January 2014 - 05:19 PM
#5350 Posted 15 January 2014 - 05:28 PM
Fox, on 15 January 2014 - 05:12 PM, said:
Edit: Cyberkeef replaces the Newbeast among other conflicts with Atomic Edition, so you can't have Plug and Pray and The Birth together.
Would there be a point of having The Birth when you have Plug N Pray? Are you using these rips too? http://forums.duke4....and-tiles-rips/
#5351 Posted 15 January 2014 - 05:30 PM
#5352 Posted 15 January 2014 - 05:33 PM
#5353 Posted 15 January 2014 - 06:13 PM
Testing it out on some destructibles below...
The pickup needs to be scaled up a little.
Made use of the chaingun's split sprites to make the gun jiggle more. Jiggly.
#5354 Posted 15 January 2014 - 06:39 PM
Fox, on 15 January 2014 - 04:59 AM, said:
Is it possible to extract the CON code from the PSX port as well? You've theorized about some of the game's CON oddities already, such as the dropped used armor pickups, but it seems like there are other strange things as well. For example, you mentioned a while ago that Duke's PSX line "No one wears flares and lives!" was unused and probably intended as the intro line for Cyberkeef. However, according to the game footage I've seen, it looks like it's actually used as a random gibbing response by Duke in Ministry of Fear:
http://youtu.be/wwOdrD5qJdI?t=1m54s
I guess the line only takes affect in that one level? Also note that Duke still says "Heh heh heh, what a mess!" (4:24), so it's not overriding all his existing gibbing lines.
#5355 Posted 15 January 2014 - 06:58 PM
Thanks for the info. Because that sound is only used on that level, I speculated that it was intended for the CyberKeef (I couldn't test random sounds for every level). Apparently that's not the case. Looking at the list of sounds now, there are plenty of gibbing lines that are rarely present in the .pmps (if not present in a single one):
"God damn aliens."
"Never meet an alien I couldn't kill."
"You outta here."
"Suck on this!"
"So many assholes, so few bullets."
"Squeal piggy, squeal!"
"Haha... makin' bacon!"
"Nobody wears flares... and lives."
The problem is, would talking about flares make any sense out of the disco club in Ministry of Fear? Well, it's not like the Magnum P.I.G. or CyberKeef wear bell-bottoms anyway. So I guess I should extend these sounds for all maps, assuming they are missing from the other .pmps. I.e. there is a plenty of sounds missing from several maps, in special the Magnum P.I.G. that has no sound at all.
Another missing tile: some sort of rack that looks a lot like tile 1203, used in the garages near the beggining.
Edit: already got all tile numbers covered. Cyberkeef is the only really, really weird thing.
This post has been edited by Fox: 16 January 2014 - 04:11 AM
#5356 Posted 15 January 2014 - 10:07 PM
And excellent work folks.
#5359 Posted 16 January 2014 - 06:17 AM
#5360 Posted 16 January 2014 - 06:31 AM
Plain Simple Garek, on 16 January 2014 - 06:17 AM, said:
One.
#5361 Posted 16 January 2014 - 06:26 PM
As it turns out, Nightmare Zone is quite an amazing level, with lots of enemies and fun secrets. The gameplay issue was due to the PSX controls and framerate.
This post has been edited by Fox: 16 January 2014 - 06:35 PM
#5362 Posted 16 January 2014 - 08:50 PM
Fox, on 16 January 2014 - 06:26 PM, said:
That's why many players hoped to play the 4th episode levels of DNTM, because stupid control on PSX.(for me, I sucked in all of console FPSes)
Good job!
#5363 Posted 16 January 2014 - 11:42 PM
#5367 Posted 17 January 2014 - 05:48 AM
This post has been edited by Frederik Schreiber: 17 January 2014 - 07:42 AM
#5368 Posted 17 January 2014 - 10:56 AM
Frederik Schreiber, on 17 January 2014 - 05:48 AM, said:
Sure.
http://i.imgur.com/Z9MIJOD.png
http://i.imgur.com/ZJAbUmS.png
http://i.imgur.com/0tJzfHP.png
http://i.imgur.com/uPZuEAb.png
This post has been edited by Artem Nevinchany: 17 January 2014 - 10:59 AM
#5369 Posted 17 January 2014 - 12:37 PM
Using myospal for displaying items we take such as "special keys" and others to prevent confusion etc.
Display a little key icon at the top and I like it :0
Example of the latest work.
I put below the list of gamevar varname 0 0
or it wont recognize the ifvares.
onevent EVENT_DISPLAYREST ifvare BLACK_KEY 0 { myospal 4 32 10652 0 0 0 } ifvare BLACK_KEY 1 { myospal 4 32 10653 0 0 10 } ifvare DARKRED_KEY 0 { myospal 7 32 10652 0 0 0 } ifvare DARKRED_KEY 1 { myospal 7 32 10653 0 0 11 } ifvare VIOLET_KEY 0 { myospal 10 32 10652 0 0 0 } ifvare VIOLET_KEY 1 { myospal 10 32 10653 0 0 12 } ifvare PINK_KEY 0 { myospal 13 32 10652 0 0 0 } ifvare PINK_KEY 1 { myospal 13 32 10653 0 0 13 } ifvare GREEN_KEY 0 { myospal 16 32 10652 0 0 0 } ifvare GREEN_KEY 1 { myospal 16 32 10653 0 0 14 } ifvare GOLDEN_KEY 0 { myospal 19 32 10652 0 0 0 } ifvare GOLDEN_KEY 1 { myospal 19 32 10653 0 0 15 } ifvare COPPER_KEY 0 { myospal 22 32 10652 0 0 0 } ifvare COPPER_KEY 1 { myospal 22 32 10653 0 0 16 } endevent
Probably will add some more for the other temporary items etc
Example