[RELEASE] Duke Nukem 64 PC port
#1 Posted 05 July 2020 - 01:08 AM
I've added Duke Nukem 64 support to Rednukem (port of BUILD engine games based on Duke3D codebase using EDuke32 technology).
You need to put Duke Nukem 64 cartridge ROM dump(Eu or USA version) into your Rednukem folder. Optionally you can add MIDI tracks from DUKE3D.grp or music folder from Megaton Edition and put into same directory.
Splitscreen and multiplayer modes are not implemented and i'm not sure if i'll implement them at all.
I would thank Fox, Hendricks266, TerminX, Maxi Clouds, NY00123, oasiz and Dzierzan for their help, suggestions and contributions.
Video:
You can get latest build of Rednukem here:
https://lerppu.net/wannabethesis/
This post has been edited by Nuke.YKT: 05 July 2020 - 01:41 AM
#2 Posted 05 July 2020 - 02:16 AM
From game play side there won't be major differences but this one instead aims to port over bigger parts like the rendering from N64 version.
In other words, this is a true port.
Also great work!
#5 Posted 05 July 2020 - 07:51 AM
Cheers either way!
#6 Posted 05 July 2020 - 07:57 AM
#7 Posted 05 July 2020 - 08:07 AM
Although DNTM is probably less worth the time since it's practically a cut down version of the PC original where most of the desirable features can already be replicated by using the 1:1 CON dump and dropping in the extra resources reserved for EP5, CON already includes the quirks such as aggressive sleep states for actors and whatnot.
DNTM in other words is mostly a butchered, stripped down base game with an extra episode tacked on top, renderer was a step down, except allowing DN64-like alt-pals due to not being limited to 256 colours.
However it would of course be nice to have these outside of CON, theoretically allowing easier porting across "ports" even.
As great as the DNTM mod is, it's still reliant on CON to implement "everything".
#8 Posted 05 July 2020 - 08:09 AM
oasiz, on 05 July 2020 - 08:07 AM, said:
Although DNTM is probably less worth the time since it's practically a cut down version of the PC original where most of the desirable features can already be replicated by using the 1:1 CON dump and dropping in the extra resources reserved for EP5, CON already includes the quirks such as aggressive sleep states for actors and whatnot.
DNTM in other words is mostly a butchered, stripped down base game with an extra episode tacked on top, renderer was a step down, except allowing DN64-like alt-pals due to not being limited to 256 colours.
However it would of course be nice to have these outside of CON, theoretically allowing easier porting across "ports" even.
As great as the DNTM mod is, it's still reliant on CON to implement "everything".
and the software rendering can be simulated using Polymost with the r_yshearing CVAR.
#9 Posted 06 July 2020 - 01:16 AM
#10 Posted 08 July 2020 - 06:57 AM
VGA, on 06 July 2020 - 01:16 AM, said:
This port was absolutely awesome on the N64 despite not having any music, it really felt a bit more like a different Duke game under Duke 3D rather than just being a port like the Saturn version or Total Meltdown on the PS1. Great addition, looks good man!
This post has been edited by AlieN1997: 08 July 2020 - 06:59 AM
#11 Posted 08 July 2020 - 03:13 PM
#12 Posted 08 July 2020 - 07:10 PM
MusicallyInspired, on 08 July 2020 - 03:13 PM, said:
Yeah, and they turned the indoor strip club into a sort of gangster movie location where they have all these trucks in a garage. A very interesting version of Duke 3D that feels more akin to the spin-off games on PS1 and N64.
#13 Posted 09 July 2020 - 01:17 AM
AlieN1997, on 08 July 2020 - 07:10 PM, said:
I believe this was supposed to be the goods storage/unloading area at the back of the Duke Burger. I wanted to mention it too because of how seamlessly the bar was transformed into a completely differently themed location.
#14 Posted 09 July 2020 - 06:34 AM
#15 Posted 12 July 2020 - 03:43 PM
Of course since there's no multiplayer and no enemies in the maps there's not much to do in them. But since three of the levels are unique to this version of the game (Piracy being a cut down Babe Land) I thought it'd be worth mentioning.
#16 Posted 13 July 2020 - 11:20 AM
This post has been edited by Striker: 13 July 2020 - 11:21 AM
#17 Posted 14 July 2020 - 09:06 AM
#18 Posted 18 July 2020 - 06:06 AM
Thanks for this!
#20 Posted 19 July 2020 - 02:14 AM
Phredreeke, on 14 July 2020 - 09:06 AM, said:
This is much better than the TC, and a source port is more likely to have functional multiplayer.
#21 Posted 24 July 2020 - 03:02 PM
This one:
In the original version i always wondered why in Coop the aliens are able to randomly kill a player sometimes, i mean no matter the health or what kind of monster shoot at the player, ie: Player 1 and 2 both at 200 health, a Trooper or whatever monster sometimes will 1 hit kill a player, someone know if maybe this is a bug or is this made on purpose?
I remember that it was quite frustrating, never happened in single player, maybe they thougth that the game is more interesting in Coop since the players can respawn without restart the level?
Also, if you use a music pack (or at least, for me), some sounds will be missed ie: monster screams.
Fox, on 19 July 2020 - 02:14 AM, said:
The TC was nice already, i enjoyed to play it again on PC, just the player needed to get used to the new way the grenade launcher shot ..
This post has been edited by The Battlelord: 24 July 2020 - 03:32 PM
#22 Posted 24 July 2020 - 05:06 PM
The Battlelord, on 24 July 2020 - 03:02 PM, said:
I remember that it was quite frustrating, never happened in single player, maybe they thougth that the game is more interesting in Coop since the players can respawn without restart the level?
I think I know why.
When a sprite is damaged, the amount is added to a variable but the damage is only processed when a "ifhitweapon" returns true in the CON code.
They most likely made the "ifhitweapon" return false if the source of the damage is also a player and friendly fire is turned off. This also includes any explosive fired by the player itself.
However, the damage is still being added to the variable, and once the player is hit by any monster the cumulative damage will be processed all at once.
#23 Posted 24 July 2020 - 07:21 PM
Fox, on 24 July 2020 - 05:06 PM, said:
They most likely made the "ifhitweapon" return false if the source of the damage is also a player and friendly fire is turned off. This also includes any explosive fired by the player itself.
However, the damage is still being added to the variable, and once the player is hit by any monster the cumulative damage will be processed all at once.
Yeah, You must have hit the point!
Now that i remember, it was not 1 hit kill everytime, sometimes it was heavy damages only, at the time we thought it was some random critical hit (and yes, friendly fire was turned off).
That the damages are cumulative we were aware, indeed when we turn friendly fire on during a gameplay, most of the times the screen became red with huge damages or someone even died, rofl.
Never imagined that the cumulative damages between players were applied to monster's shots too, this explain a lot, thanks!
#24 Posted 25 July 2020 - 12:22 PM
#25 Posted 25 July 2020 - 05:30 PM
#26 Posted 26 July 2020 - 09:06 AM
/Defiatron\, on 25 July 2020 - 12:22 PM, said:
Yes and no.
It's a step on the right direction, but it's still some monumental task.
#27 Posted 26 July 2020 - 10:02 AM
#28 Posted 26 July 2020 - 10:42 AM
Phredreeke, on 14 July 2020 - 09:06 AM, said:
EDuke32 C/S code won't be portable from game to game as-is, it'll need to be custom-tailored to every game, and the game needs modifications to support it.
Fox, on 24 July 2020 - 05:06 PM, said:
When a sprite is damaged, the amount is added to a variable but the damage is only processed when a "ifhitweapon" returns true in the CON code.
They most likely made the "ifhitweapon" return false if the source of the damage is also a player and friendly fire is turned off. This also includes any explosive fired by the player itself.
However, the damage is still being added to the variable, and once the player is hit by any monster the cumulative damage will be processed all at once.
Yeah, this is true. EDuke32-OldMP fixes this by nullifying the damage itself and the damage source in the friendly fire check that occurs in A_IncurDamage before returning, instead of just returning on it's own. (Also fixes another bug that prevents players from damaging themselves, by checking if the source and target are the same.)
/Defiatron\, on 25 July 2020 - 12:22 PM, said:
Getting there. The updated lighting and things like being able to shoot individual limbs on enemy models might be a bit of a challenge. Dunno how much different the model format is between DN64 (for the cycloid) and Zero Hour, if there's any difference at all, but that's also a consideration.
This post has been edited by Striker: 26 July 2020 - 11:05 AM