Duke: Nuclear Winter Plus
#91 Posted 11 December 2011 - 11:47 AM
Oh, and btw, if it could not be any longer compatible with DP, you should edit thread title, isn't it?
This post has been edited by Mateos: 11 December 2011 - 11:49 AM
#92 Posted 11 December 2011 - 08:48 PM
Mateos, on 11 December 2011 - 11:47 AM, said:
It is compatible, but your mileage may vary.
I have ideas for how to solve this situation but implementing them will be difficult and require several prerequisites.
#93 Posted 21 January 2012 - 06:28 AM
Unless, of course, I am completely missing what was supposed to be happening.
#94 Posted 21 January 2012 - 04:52 PM
http://www.daemonology.net/bsdiff/
The .patch files are what you are looking for. .mhk files are called "Maphack Files" and are loaded by EDuke32 for some certain effects.
Perform an "SVN update". I've cleared up any thing blatantly wrong in the text file and scripts. However, I'm still very unhappy about the status of cross-platform compatibility and I am working on a solution.
This post has been edited by Hendricks266: 21 January 2012 - 05:13 PM
#95 Posted 03 March 2012 - 01:28 PM
First, it includes art and sounds that overlap both original Duke 3D data and Nuclear Winter data, so I would have to make a separate launcher for it instead of integrating it like Shark's Cove. (Shark's Cove was very simple to add to Vaca+. All it has are the maps themselves and the user.con episode/level definitions.)
Second, I would have to go through the maps and edit them with the same M32script as I did for the main NW maps, and I would likely have to do additional patching for the new art that was added.
Third, the mod itself rips off a full level (level 4, the mission base) and three MIDIs from the TC LostDuke which violates its license info and is dishonest.
Finally, from its readme:
Quote
You got it.
Legal Info:
Do not distribute this TC unless NO files are modified. You may not post it on any webpage. You can not build any levels using any DSA2 files with out my permission. Any of DSA2's data may NOT be used for anything else.
It's just not worth it.
This post has been edited by Hendricks266: 03 March 2012 - 02:13 PM
#96 Posted 24 March 2012 - 09:22 AM
Three textures have not been updated to their diffuse maps though this might be intentional:
-nwinter/copies.def: highres/textures/0719.png -> highres/textures/0719_d.png
-nwinter/copies.def: highres/textures/0757.png -> highres/textures/0757_d.png
-nwinter/props.def: highres/textures/0913.png -> highres/textures/0913_d.png
(These Polymost versions would not be found in a (not yet existing) Polymer-only version of the Duke3D HRP.)
Unused/undefined files (besides the extra folder):
#99 Posted 27 June 2012 - 06:39 PM
Hendricks266, on 27 June 2012 - 06:35 PM, said:
I approve this message.
#103 Posted 30 July 2012 - 02:09 PM
Normal users should see no side effects.
#104 Posted 31 July 2012 - 12:50 AM
"When EDuke32 MP is fixed"? Is it soon? Tell me tell me tell me We're playing under a 2009 build for quite some time with a friend, we both hope the code will be rewrote soon But that's offtopic.
#107 Posted 22 November 2012 - 05:27 AM
#108 Posted 22 November 2012 - 11:39 AM
#109 Posted 20 April 2013 - 08:29 AM
Need a download link for this mod and Duke Carribbean plus that works!
#110 Posted 20 April 2013 - 09:48 AM
#111 Posted 26 April 2013 - 04:56 PM
#112 Posted 26 April 2013 - 06:09 PM
theunbeholden, on 26 April 2013 - 04:56 PM, said:
The whole mod is available for download at fingers' reach. I'm trying to help you, but you're not being at all conducive. Please work with me here by answering my question from two posts up.
#113 Posted 26 April 2013 - 06:21 PM
This post has been edited by Forge: 26 April 2013 - 06:21 PM
#114 Posted 28 August 2013 - 12:27 PM
IDoes anybody remember on the last level 'Here comes Santa Claws' when you go down that lift into the disco room (after you use the Red access card) you're supposed to hear the endlevel music playing?
Well, I can't seem to hear it anymore, is there some kind of sound or maphack problem?
Other than that, keep it up!
#115 Posted 28 August 2013 - 02:49 PM
In the original Atomic CONs, the BONUSMUSIC sound has this definition:
definesound BONUSMUSIC bonus.voc 0 0 255 1 0
In NWUSER.CON, it is this:
definesound BONUSMUSIC bonus.voc 0 0 255 3 0
I just committed the fix.
#116 Posted 29 August 2013 - 01:04 AM
(MAXIMUM EGO INCREASED!!!! music plays)
Sorry, I couldn't help myself. Thanks, Hendricks!
#117 Posted 15 October 2013 - 10:12 AM
[EDIT:] Download obsolete, simply get HRP 5.4 or newer.
This post has been edited by LeoD: 23 June 2015 - 01:45 PM
#118 Posted 15 October 2013 - 11:51 AM
#119 Posted 16 October 2013 - 10:27 AM
Hendricks266, on 15 October 2013 - 11:51 AM, said:
Maphack/patch-wise, nothing much has happened for years, and model clipping is obvious in many places. The main HRP model rotation from early 2012 isn't applied yet, etc...
I've synced nwl1+2 maphacks with their Atomic counterparts, thereby fixing the wrong sector numbers for Polymer lighting.
It's free after all, until you take the time to,patch up the maps...