
Duke 64 mod thread
#241 Posted 01 July 2012 - 07:09 AM
#242 Posted 01 July 2012 - 10:47 AM
N64 exclusive maps: Castle Dukenstein, Piracy, Shaft, and Noctis Labyrinthus. These grid shots are the first time anybody outside of the development team has seen the 2D mode representation of the actual maps. The screenshots mostly focus on Shaft and Noctis, since they're completely new to the mod.
This mod will see the light of day. When Fox and I settled on "Resurgence" as a subtitle, I didn't realize it would one day be so fitting.
Attached File(s)
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64L31vA-64L34vA-alpha.zip (52.81K)
Number of downloads: 299
This post has been edited by Nukey: 01 July 2012 - 10:49 AM
#244 Posted 01 July 2012 - 12:02 PM
Nukey, on 01 July 2012 - 10:47 AM, said:
This makes me so glad. Keep up the awesome work.
#246 Posted 02 July 2012 - 07:35 AM

This post has been edited by Player Lin: 02 July 2012 - 07:35 AM
#248 Posted 03 July 2012 - 08:57 AM
#250 Posted 04 July 2012 - 04:35 AM
#251 Posted 04 July 2012 - 03:02 PM
#252 Posted 05 July 2012 - 02:23 AM
#253 Posted 05 July 2012 - 09:36 PM
Found the map headers and stripped the missing bytes out of them. This means that the player start points are now about as accurate as they're ever going to get, and the maps are effectively 100%.
The only value which is completely absent from the rom is the starting sector number, which is superfluous since the maps work fine without it. I can add it to each map manually when the beta is released.
I attached the updated maps, for no particular reason.
Also:
A gang of Enforcers are introduced to the plasma cannon.
Attached File(s)
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Duke64_Maps.zip (1.08MB)
Number of downloads: 265
#254 Posted 06 July 2012 - 11:36 PM

Looking at the map, in my oppinion the player starts in the wrong location in Lunatic Fringe. As of the actual Duke Nukem 64 game, the player spawns on the "other side" of the 720º circle compared to the PC version, surrounded by Enforcers and on top of a Missile Launcher.

I belives that if it wasn't due to the missing sector information, the player would spawn near the same location it originally did in PC, expect that it was outside the door (the other co-operative players still remain inside of the door).

This came up when I and Nukey had a chat about him adding the sector number information to the map files. I would prefer to add the "right" sector to Lunatic Fringe, but Nukey disagree with me because I am destroying his childhood memories. My argument is that the information has been removed when they converted to ROM format, while he says I am just guessing stuff.
Not that I am trying to solve this dilema asking people here, I am just sharing this information.
#255 Posted 06 July 2012 - 11:46 PM
#257 Posted 07 July 2012 - 12:19 AM

#258 Posted 07 July 2012 - 12:44 AM
Plagman, on 06 July 2012 - 11:49 PM, said:

it's just that Nukey wants the mod to be as close to the original as it can be.
#259 Posted 07 July 2012 - 10:46 AM
Why not keep the erroneous N64 Enforcer start position for a "purist" mode and the original PC one for a "fixed" mode? I'm sure there are other things that could benefit from a distinction, such as *cough* texture alignment. You already have an uncensoring option.
#261 Posted 07 July 2012 - 01:23 PM
Fox, on 06 July 2012 - 11:36 PM, said:
This is completely fabricated and was probably intended to be a joke.
Fox, on 06 July 2012 - 11:36 PM, said:
This is at least partially true, although it seems to have been angrily reworded. My "argument" (opinion) was basically this:
Whatever information is in the ROM is the most accurate information we have access to. If we change it, we are directly contradicting the most accurate information we have, and we would be doing that based on an assumption.
I should also point out that every start position in the game is also not "correct" according to what the mappers originally intended, but they are correct according to the information in the ROM. So by the same logic, should all of those be changed as well? If the goal is to recreate the N64 experience of the game, this just seems counter-productive to me.
Anyway, that's my opinion. I agree with the other suggestions here, just leave the map files as they are and provide both options in the code. I've done my job, now I need to get back to my other projects. I'll offer more assistance when the time is available to me.
This post has been edited by Nukey: 01 June 2016 - 07:48 PM
#263 Posted 13 July 2012 - 02:07 PM

I'll get the floors and ceilings to display properly later. For my purposes this is good enough. By injecting custom maps:
1) The entire list of redefined sound and texture numbers can be determined,
2) Any texture we need can easily be extracted (especially ones that do not appear in the any of the maps), and
3) Engine differences can be tested rather than theorized.
Based on a quick check, sliding doors do not seem to cause any problems in this engine, so I am not sure why they removed all of them. Also the map size is even more limited in this engine, which likely explains why Dark Side and Area 51 were downsized. I don't know the exact limit, but generally maps over 200KB refuse to load.
#264 Posted 13 July 2012 - 02:15 PM
#265 Posted 13 July 2012 - 03:17 PM
TerminX, on 13 July 2012 - 02:15 PM, said:
No but that is an excellent idea. I imagine the format would be extremely different even from Duke 64, but it would be cool to get even a partial map from Zero Hour booted up in the PC editor.
#266 Posted 13 July 2012 - 04:12 PM
Fox, on 01 June 2012 - 02:54 AM, said:
We used Build to make the maps, yes. (We actually used it to make maps for Duke Nukem: Zero Hour too, although with custom functionality added by our coders).
I theorized that they use the same engine (although probably overhauled or updated in ZH) based off of this information and the fact that ZH feels kind of like a BUILD game, it uses a lot of Duke3D textures (as well as the very first [ugly brown brick] Duke3D texture as a null area texture), and it uses a lot of the same tricks that Duke3D does (like warping the player from sewer holes.) Almost all of the developers were the same as well. My theory is mainly based on conjecture, and I threw it out there hoping someone could verify, or unverify, it.
This post has been edited by Captain Awesome: 13 July 2012 - 04:22 PM
#267 Posted 14 July 2012 - 03:38 PM
Captain Awesome, on 13 July 2012 - 04:12 PM, said:
I'm pretty sure I've seen a quote from someone who worked on the game that claimed they used a modified build engine. Not like I have it written down, though.
#268 Posted 14 July 2012 - 03:42 PM
It does make a lot of sense. There are two big examples in the second level right within the first area that give it away. You are teleported from the exterior of the statue to underneath it via a vent that teleporters you, and if you clip through one of the walls on the outside you can actually see the first tile of the original Duke3D art assets, as CA said.

#270 Posted 14 July 2012 - 06:33 PM
Captain Awesome, on 14 July 2012 - 06:18 PM, said:
Yes. I glanced over it. I'm fucking tired.