Redneck Redemption "A Update to Redneck Rampages Quality"
#1 Posted 30 August 2020 - 07:29 PM
A update to make Redneck Rampage/Rides Again/Route 66 a little closer to the Quality of the other flagship build games.
Also merge all three games into one. Plus assets from Redneck Hunting.
If hunting gets added to the rednukem port I'll try and merge it too.
Would be nice to have all the Redneck games in one package.
You need the Redneck Rampage Rides Again GRP file to play.
What is in the Update/Mod
Map edits
Update the maps but keep them as close to the original as possible but looking better à la Duke64:Duke3d.
E1M1 - 99% done
E1M2 - 4% done
Coot - Fixed Offsets
-Had broken animation to raise and lower gun before/after firing gun. Fixed
-Had animation to fall to the ground and get back up but not working. Fixed
-If you are more then 2048 units away he will fall down 25% of the time, if you are less then 2048 he will fall down every time.
-Had wrong order for death frames 2 and 4 , Swapped them now it actually looks good.
-Had 2 worthless frames in death. To similar to the previous frames but no good, it just made the animation look janky. Fixed
-Speed up death animation. This helps distinguish if you killed or just knocked him down. Also makes killing feel more responsive.
-Added eyes too all frames. A few frames could still use a little touch up but I think it looks good.
-BillyRay - Fixed Offsets
-Mosquito - What a lack luster enemy this was. Only had frames for facing you, No visual effect when damaging you, no sound when you kill it, no dead body.
NOT ANYMORE.
-Added Buzzing sound (hopefully Its not annoying).
-Replaced the crappy Art with voxels. WOW did that work good. Added sound when you kill it, more guts, a dead body, and spawns green blood pool.
It is a lot more fun to kill/fight them now.
-Fixed some bad colored pixels in the art tiles here and there.
-Added Voxels
Pickup Voxels - 13 Shotgun looks sub par I know
Props Voxels - 27
Enemy Voxels - 1
New art for the Shotguns first person view.
Handgun fires 2x as fast.
Shotgun has 2x as many pellets per shot ( 20 now )
AK has better recoil. ( no aim reset after firing )
https://imgur.com/a/caUz3i4
Get the mod here.
http://www.mediafire...inj440ewid/file
More to come in the future.
This post has been edited by -=SomeThingEviL=-: 30 August 2020 - 07:30 PM
#2 Posted 30 August 2020 - 07:55 PM
Quick question: Would this work with the Redneck Rampage Collection from GOG?
#4 Posted 31 August 2020 - 04:16 AM
With that out of the way, I have a few questions: could you provide more detail on how the three games are planned to be merged (if they aren't already), and exactly what assets from Redneck Deer Hunting the mod uses?
Anyway, I can't wait to try this out once I get home. Thanks once again!
#6 Posted 31 August 2020 - 03:48 PM
#7 Posted 01 September 2020 - 12:56 AM
This post has been edited by HMNuke93: 01 September 2020 - 12:56 AM
#8 Posted 01 September 2020 - 06:04 AM
Putrid Pete, on 31 August 2020 - 04:16 AM, said:
and exactly what assets from Redneck Deer Hunting the mod uses?
I have all the maps from all the game's in the mod right now setup as episode one through six. You can access The MP maps and hunting maps with the user map option, hunting maps missing some textures and all codding for enemies and effects.
I do not know if maps after E1L1 work right. I have had to do some fiddling with the art to get stuff to look how I want. I might have broken things on maps I have yet to edit.
To merge the Base game and expansions I had to fix some overlapping art tiles. Also there are some overlapping sounds. Coot is using his Rides again sounds right now. Nothing to difficult with mixing them.
As for hunting. Most of the art was not overlapping. It was just mixed into the original art tiles where there was blank spaces. The animals art overlap stuff from the base game but is easy enough to move.
I think everything in the hunting game is hardcoded. Also it has not yet been reverse engineered by Nuke.YKT. So I will have to program the animals myself or wait.
For now I have most of the art tiles from Hunting added so I can use the new art. Like trees, branches on the ground, leaves, piles of rock, and other wilderness details.
This post has been edited by -=SomeThingEviL=-: 01 September 2020 - 06:04 AM
#9 Posted 01 September 2020 - 10:58 AM
#10 Posted 01 September 2020 - 11:23 AM
What your talking about sounds something like Duke 3d vs Lame Duke. What I'm going for is like Duke 64 vs Duke 3D. Just a Little upgrade with the same feel of the original.
Making a full new Episode after upgrading everything might happen. I would know how to use all the art assets really good by then too.
I know I need to put up some pictures or video of some of the new areas in the first map. There is a lot of new stuff too see and the old stuff has been made a little more palatable.
This post has been edited by -=SomeThingEviL=-: 01 September 2020 - 11:34 AM
#11 Posted 02 September 2020 - 09:48 AM
-=SomeThingEviL=-, on 31 August 2020 - 03:48 PM, said:
normal redneck works ok, but redemption still crashes even after installing of latest visual C++
#12 Posted 02 September 2020 - 11:30 AM
You will be losing the weapon edits. And the coot and dog will be missing some hardcoded effect.
I probably did something wrong with compiling the custom exe. I'm not use to working with source code and compiling exe's or working with Visual Studio.
I'm only messing around with it because rednukem lacks Eduek32's hardcode editing with con scripting.
#13 Posted 02 September 2020 - 01:58 PM
-=SomeThingEviL=-, on 02 September 2020 - 11:30 AM, said:
with normal exe, I only see the original game, without changes on maps, voxels.
#14 Posted 02 September 2020 - 10:35 PM
#15 Posted 03 September 2020 - 08:31 AM
Patch 2 With fixed exe. http://www.mediafire...s2j9iwgus3/file
#16 Posted 10 September 2020 - 07:54 AM
Thanks for your hard work and good luck!
#17 Posted 10 September 2020 - 10:10 AM
#18 Posted 10 September 2020 - 07:07 PM
Keep chipping away at it and im sure you'll make something the community will be impressed with. Already the first level feels more complete imo than waht it was originally, but keeping with the spirit and familiarity of the original. Im gonna try to keep playing and give feedback if you thinks its needed.
Cheers and good luck!
This post has been edited by jkas789: 10 September 2020 - 07:08 PM