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Duke 64 mod thread

User is offline   Nukey 

#271

Status update: Injected a custom map and got an accurate sound definition list. In the process, I was able to verify that the one and only sound which was previously unaccounted for (and not used in the game) is related to the SMG. I'm betting it was intended as either a jamming sound or a quick-reload sound.

View PostCommando Nukem, on 14 July 2012 - 03:42 PM, said:

Yeah, someone here who knew one of the developers confirmed they used a modified BUILD to make the maps.


I wouldn't say we knew him, necessarily, rather we found traces of his online presence, then Fox managed to stalk him down and give him a friendly interrogation. :(
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User is offline   OpenMaw 

  • Judge Mental

#272

View PostNukey, on 14 July 2012 - 06:37 PM, said:

I wouldn't say we knew him, necessarily, rather we found traces of his online presence, then Fox managed to stalk him down and give him a friendly interrogation. :(


They talked. They know names. They've exchanged words. They know each other. It's not intimate. It's not a long history. Granted, there's no getting together for BBQ's and Orgies but they still know one another in some capacity.


In any event it's a good thing.

As I recall wasn't someone involved with one of the console ports going to try and pony up some of the maps? I think that was for Total Meltdown.

This post has been edited by Commando Nukem: 14 July 2012 - 06:58 PM

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User is online   Hendricks266 

  • Weaponized Autism

  #273

This is third or fourth-hand information but someone got in touch with one of the original devs who said he would try to get the maps off of a Zip disk in his attic and share, and that's the last he's been heard from.
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User is offline   Jimmy 

  • Let's go Brandon!

#274

Actually, he posted that himself.
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User is offline   Nukey 

#275

Status update: Getting the accurate list of art tile numbers from custom maps. This feels reminiscent of The Matrix.

"This is the construct. It's our loading program. We can load anything, from clothing.. to equipment.. weapons.. training simulations. Anything we need."

Posted Image


Also I looked into Zero Hour. Map format shares absolutely no similarities with Duke 64. It's too far outside the scope of this mod anyway.
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User is offline   Jimmy 

  • Let's go Brandon!

#276

That's a bummer. I would love to work on a ZH mod.
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User is offline   TerminX 

  • el fundador

  #277

That is indeed a bummer. Since there are so many BUILD-isms in Zero Hour and they even used BUILD to create the maps, one has to wonder why the data that ended up in the ROM is so different (unless they were simply exporting 3D geometry based on the walls and sectors created in BUILD).
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User is offline   Nukey 

#278

I never noticed this before, but the demos that play during the menu depend on the control scheme being set to its default. If you mess with the control scheme, the demo "players" respond accordingly, often just hopping around kicking and shooting the walls. It's also controller-dependent, so in the demo with two players, you can make one player run through the map normally and the other one stuck in a corner shooting their feet.
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User is offline   TerminX 

  • el fundador

  #279

View PostNukey, on 17 July 2012 - 11:32 PM, said:

I never noticed this before, but the demos that play during the menu depend on the control scheme being set to its default. If you mess with the control scheme, the demo "players" respond accordingly, often just hopping around kicking and shooting the walls. It's also controller-dependent, so in the demo with two players, you can make one player run through the map normally and the other one stuck in a corner shooting their feet.

Ha, that's hilarious. It pretty much means their control remapping is programmed ass backwards. Instead of changing the function each button executes, it must be applying a remap table later on in the code. I have no idea why they'd do that.
1

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#280

Frankly, I have worked so much on this project that I can tell they used plenty of ugly hacks.
1

User is offline   Nukey 

#281

Status update: Found the sampling rate information, so I was able to verify all of my previous estimates. There were two mistakes, THUD was actually supposed to be 8000 Hz, and the "unknown" sound was supposed to be 11025 Hz. Two out of 243 sounds. Not bad, I think.

Speaking of the unknown sound, Fox pretty much verified that it was intended to be used for the rubber bullets.

YouTube - Rubber Bullets

We're guessing this was sub-ammo intended for the SMG, based on the fact that it comes immediately after the SMG firing sound, and that the SMG is the only remaining "bullet" projectile weapon that doesn't have sub-ammo.

It's actually pretty weak-sounding, I can see why they decided to exclude it.

This post has been edited by Nukey: 18 July 2012 - 02:17 PM

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#282

Not just that, but rubber bullets are intended to be non-lethal projectiles, so what was the purpose? Would it just bounce of walls? And the Gas Grenades sounds too specialized (i.e. even the player wouldn't be allowed to move across the area after shooting some of these). Either way, I can understand why they left it out.
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#283

This is grate news Nukey, Now we have all the maps and there perfect. I was starting to feel bad about not working on my portion of the project. I had put it on the back burner and let it fall right off the stove.But I guess that was for the best now that the work is unnecessary.It nice to have the right effects on L.A rumble now with the UFO, that was a mess to try and remake. I'm ok with mapster32 but not as good as you I think.

This is a awesome thing, I was planing on making my own edits to the Duke Nukem 64 maps after they where all remade and add more stuff to them like they did in Duke 64.Now that I don't need to make the remakes I'll get started on make all new edits to the maps for a kind of Duke Nukem 64 "Atomic Edition" side project to this one. I've been needing something to get me back in the mood to mod Duke Nukem its been a long time. Duke Nukem Forever kind of put me off of the Duke Nukem franchise. But now with this, Ahhh Back to the golden day's.

This post has been edited by -=SomeThingEviL=-: 18 July 2012 - 08:51 PM

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User is offline   LAW 

#284

I've just replayed the Zero Hour for the first time since its release. I would say everything there is possible in Build.

I've played ZH with Medium graphic settings. It was more or less OK and quite challenging at times. After I had won the FPS View cheat the game became much easier - I was over 100% health all the time. And of course framerate increased with no player character on screen. I love this mode - I would only miss colt and 30-30 rifle animations. Too bad it wasn't a FPS game.

I also like to think that sawed-off, doctor's bag, diving helmet are 'ripped' ideas from Blood. Great game.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#285

If anyone is interested, I have update a little the website and added some new screenshots: http://www.resurgenc...m.com.br/media/
4

#286

So I've been working on my side project for Duke 64.Over the Years I have had a lot of ideas of things I wanted to change and add to Duke 64.So with this side project I will be be taking the maps and fixing all the bugs and bad texture placement and adding new stuff.I know fox wants all the maps to be just the same as in Duke 64 and I also think that the base Duke 64 Mod should keep all the textures and stuff intact with bugs and all.But I think there was a post back in the first few pages where someone suggested making the doors and gate for the store work in level 1 and so I know there is others that want maps with things fixed or stuff added in,so its things like that I will be adding with this side project.So now we will have a perfect Duke 64 as it was in the old days for the nostalgia and a new ATOMIC version that's updated with cool new stuff. So I have been working on The First map of Duke 64 and I'm done for now until I have a complete copy of Duke 64 mod.I think ill make a youtube video of it soon but for now you will have to play it to see whats new.

Edit:New link to fixed map: Duke 64 Atomic Level 1 http://www.mediafire...pwrckcobxy7v4ek

I don't want to be taking over your topic Fox, buy if its ok with you I would like to just post any updates to this side project here for now, because its all based off this mod anyway just a kind of addon for it. Also I want to ask if your ok with me using your mod as a base for my side project ill give you full credits where due.Also to nukey I would be acknowledging you in any credits to my project for ripping the maps that I am using in the project.

Anyway everyone let me know what you think of the edits.

This post has been edited by -=SomeThingEviL=-: 29 July 2012 - 12:52 PM

2

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#287

I looked over that it in Mapster and you made some interesting changes there. You certainly got some mapping skills. But some other changes I felt are unecessary. It's cool to see the kitchen in the cinema bar, but not to have half of Hotel Hell level inside of a window. I enjoyed the idea of having access to the market shop from the secret area in the building, instead of from a random teleporter. But that massive hall seems like a completely disrail from the original level. Also I am not a fan of weapons and enemies from other episodes in E1L1.

This post has been edited by Fox: 28 July 2012 - 09:14 PM

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User is offline   Nukey 

#288

Interesting nonetheless. I enjoyed the playthrough and was quite impressed.

My comments:

1) The Nuke Button should probably be blocked off until later, if you want the player to actually go through most of the new areas.
2) The torn wallpaper sprite was definitely overused in some of the new rooms
3) Combination switch puzzles = evil. I started using cheats within about 60 seconds of encountering them.
4) The main shop gate didn't open for me, and I couldn't find any other way out. Had to clip through it to continue.

This post has been edited by Nukey: 28 July 2012 - 09:58 PM

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#289

Thanks for the comments and bug report. It's too bad that the one thing that broke before I put the map up was something that keeps you from completing the map the right way.

Anyway your comments are noted fox, But I think they are a little harsh, I do not think the rooms are "half of Hotel Hell level inside of a window" it did turn out bigger than I planed but that happened when I decided to make a stairway to connect it to the shop.

And this "that massive hall seems like a completely disrail from the original level."

Hmm that's odd, I did not think it was really massive or even that long. Any smaller and it would not be life like and any shorter and it would not connect to the shop and would end abruptly.I tried to made it look like the commander blew up the hallway and cut off your exit.

I will admit it is a bit of a disrail from the original map but that's kind of how it should be. The shop was a disrail from the original level in the first place, and this is a addon to that as well as the window room. This side of the map is now more like a "side quest" to get bigger weapons or extra secret places and the cinima is the main quest to progress in the game. Most of the new stuff I'll add in the levels will be a disrail form the original so there are things to go do and places to be that are new and not part of the main objective, to help make the game "feel more open" like there really is more world out there behind every door.

(Also to keep you on track and make you go back out the window you came in. I made it dead end down the stairs with the gate that only open from inside the shop, you have to go back and find the secret blue key or find the teleporter to get to the shop)

About enemies in early maps, I think me and a lot of others have played this game to death and its to easy now. I need hard enemies to make a game that's extra hard for the old school duke fans that can take on a battlelord with 48 hand gun rounds, 10 shotgun blasts and a boot to the face.

I appreciate the comments and criticisms Fox and hope you now see why I made the changes I did. I hope that my edit in the future are more to your liking.


About your comments nukey.

1) The Nuke Button should probably be blocked off until later, if you want the player to actually go through most of the new areas. (I have done this, did you not see the bars and stuff on the bridge? Now you HAVE to go through the arcade.Or blow the bridge and get up there some how.)

2) The torn wallpaper sprite was definitely overused in some of the new rooms ( After looking at them, Your right there's just too many)

3) Combination switch puzzles = evil. I started using cheats within about 60 seconds of encountering them. ( Evil is my middle name!! HaHa , Ya I hate them too But this is supposed to be the BEST secret in this map, you can only get the Submachine guns there on this map and that's like the best weapon in Duke64 and it will also be the last girl if you want too save them all. I was thinking of making that more important in the mod. I even just thought of this but maybe make it mandatory to save them all before you can move on to the next map. I have to think on that.)

4) The main shop gate didn't open for me, and I couldn't find any other way out. Had to clip through it to continue. ( Fixed )

New link to fixed map: Duke 64 Atomic Level 1 http://www.mediafire...pwrckcobxy7v4ek
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#290

I didn't meant to be harsh, sorry about that. But I am serious about the size of the map, especially considering this is the first level.
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User is offline   Nukey 

#291

View Post-=SomeThingEviL=-, on 29 July 2012 - 12:48 PM, said:

1) The Nuke Button should probably be blocked off until later, if you want the player to actually go through most of the new areas. (I have done this, did you not see the bars and stuff on the bridge? Now you HAVE to go through the arcade.Or blow the bridge and get up there some how.)


Hmm... I recall making it inside that caged-up bridge area before I had even seen the inside of the shop, or the yellow-keycard building, and I don't think I used cheats up to that point. It's really up to you whether or not you think the player should be forced to visit the new areas. I suppose the player wasn't forced to enter the shop at all in the official map, either.


View Post-=SomeThingEviL=-, on 29 July 2012 - 12:48 PM, said:

3) Combination switch puzzles = evil. I started using cheats within about 60 seconds of encountering them. ( Evil is my middle name!!

;)

View Post-=SomeThingEviL=-, on 29 July 2012 - 12:48 PM, said:

Ya I hate them too But this is supposed to be the BEST secret in this map, you can only get the Submachine guns there on this map and that's like the best weapon in Duke64 and it will also be the last girl if you want too save them all. I was thinking of making that more important in the mod. I even just thought of this but maybe make it mandatory to save them all before you can move on to the next map. I have to think on that.)


I didn't explore the yellow-keycard building too thoroughly, but if I remember correctly, was there only the one secret room with the babe and SMGs?

Perhaps rather than a combination-switch puzzle that requires running back and forth between the halls (which is a real time-waster and where I started cheating pretty much immediately), you could add a duplicate secret room in the opposite hall with a babe and SMG ammo (so both halls serve a purpose), and then use 'stayput' enemies at the end of each hall, guarding the doors.


Anyway, everything I had issues with centers around gameplay (aside from the torn wallpaper sprite). Construction-wise, the new areas fit in quite nicely, but more importantly, they were fun and interesting to explore. Oh yeah, I really liked the addition of projector reels in that secret area.

This post has been edited by Nukey: 29 July 2012 - 02:19 PM

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User is offline   Lunick 

#292

You guys keep getting me excited for a release whenever this thread gets bumped :|
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#293

My Bad Lunick (I am also eagerly awaiting the final release) posting about this here might be casing unnecessary traffic on this page. I'll start a topic for my side project soon. No worry's about being harsh Fox, I like honest input.
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User is offline   bh1002 

#294

This may be because i'm using the alpha version (and this may sound stupid), but I just want to bring it up. Which version of eduke is this meant to be used on? With or without polymer? Because both versions have different effects.

With polymer:

http://s1054.photobu...nt=5d3646a7.jpg
http://s1054.photobu...nt=5b9f650b.jpg

Without polymer:

http://s1054.photobu...nt=e4ec7995.jpg
http://s1054.photobu...nt=126d4d0d.jpg

There are some other bugs that are different in each versions I just don't remember them.
Anyway, I'm Just wondering. ;)

This post has been edited by bh1002: 12 August 2012 - 07:12 PM

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User is offline   bh1002 

#295

.

This post has been edited by bh1002: 12 August 2012 - 06:43 PM

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#296

Yeah, you are using a fucked up version.

I never put much effort for Polymer (not as if it should work much different from Polymost) because of the hard-coded lights.
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User is offline   bh1002 

#297

View PostFox, on 12 August 2012 - 07:19 PM, said:

Yeah, you are using a fucked up version.



Thanks. After looking for the new version It looks like both problems are fixed. Now I can make videos that won't look annoying with those weird glitches. ;)

This post has been edited by bh1002: 21 December 2012 - 12:28 PM

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User is online   Hendricks266 

  • Weaponized Autism

  #298

View PostFox, on 12 August 2012 - 07:19 PM, said:

I never put much effort for Polymer (not as if it should work much different from Polymost) because of the hard-coded lights.

It is fairly simple to disable the hard-coded lights in Polymer. I disabled many of them in Vaca+. The two things to remember are setting 256 in htflags of affected sprites (like the shrinker crystal pickup) and setting WEAPONx_FLASHCOLOR to 0.

On IRC a while back, someone wanted to play in Polymer but with all lights disabled, so I wrote and finished this con module before we both were informed there is a cvar to disable them.

http://hendricks266....ymer_lights.con

This file contains the techniques you would use, but ignore the parts applying them to every sprite and disabling the SE lights.
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User is offline   Jenz/Amaka 

#299

It seems the mod is almost finished (96% according to website), any ETA? I never got a chance to play DN64 and I really want to try this out.

This post has been edited by MrGlasses: 30 September 2012 - 01:05 PM

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User is offline   LeoD 

  • Duke4.net topic/3513

#300

View PostMrGlasses, on 30 September 2012 - 01:05 PM, said:

It seems the mod is almost finished (96% according to website), any ETA?
When it's done.
1

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