
Duke 64 mod thread
#61 Posted 05 July 2010 - 12:36 PM
#62 Posted 19 July 2010 - 12:13 PM
I know the USF cuts off the beginning of the sound effect, and that you want the entire sound effect so you can faithfully replicate Duke 64, but this could come in handy for grabbag.voc or something similar, or as a bonus.
This post has been edited by Hendricks266: 19 July 2010 - 12:14 PM
#63 Posted 19 July 2010 - 04:09 PM
I think I can use yours, the cut at the beggining is not bigger than the one I have now...
#65 Posted 20 July 2010 - 11:50 AM
Fox, on Jul 19 2010, 07:09 PM, said:
I can try applying sound inversion to it if you would like me to.
This post has been edited by Hendricks266: 20 July 2010 - 11:56 AM
#66 Posted 20 July 2010 - 01:29 PM
#68 Posted 20 July 2010 - 07:33 PM
#69 Posted 02 August 2010 - 01:31 AM
http://image.com.com/gamespot/images/bigbo..._50254_back.jpg
#70 Posted 02 August 2010 - 01:42 AM
MIKE SIMS, on Aug 2 2010, 08:31 PM, said:
http://image.com.com/gamespot/images/bigbo..._50254_back.jpg
I never noticed that 0.0
#71 Posted 02 August 2010 - 03:26 AM

They probably switched colors because a yellow gun with blue orbs was too much alike of Freezethrower.
By the way, I have collected a lot of BETA images over the website: http://www.resurgenc...om.br/research/
This post has been edited by Fox: 02 August 2010 - 03:32 AM
#72 Posted 02 August 2010 - 08:56 AM
Fox, on Aug 2 2010, 07:26 AM, said:
I like the ones the look just like the pc version

#73 Posted 02 August 2010 - 12:57 PM
#75 Posted 16 August 2010 - 01:55 AM
- fixed ugly texture stretching in the secret store room.
- fixed the small secret in the shelf (one with the dum-dums) in the store room so the door actually opens (wrong sector tag.)
- fixed shading in the store room (and a few other places) so the walls aren't pitch black anymore.
- fixed weird stuck & player squish bug in the breakable wall in the bathroom vent.
- fixed trim texture on the walls of the lower skyscraper behind spawn.
- removed useless one time sounds from the lower skyscraper since you can't get there normally.
One controversial change that people might not like is I moved the entire secret storage area to have the garage type doors connect with the outside, and added a working overhead door with a switch. You still can't enter/exit from there as I left the chain link fence in place (you can shoot through it still.)
http://img689.images...39/38443866.jpg
http://img829.images...41/71773556.jpg
Map: http://www.mediafire...2xzce7mmo4j6p83
#76 Posted 16 August 2010 - 05:45 AM
If you would really like to contribute, many of the maps in episode 3 haven't even been started yet, nor have two of the exclusive DM maps ("Shaft" and "Noctis Labyrinthus"). There is a fairly hefty amount of information to know before/during the mapping process, but since I have finished the majority of my contributions to this mod, I would be able to provide you with all of the information you need.
#77 Posted 16 August 2010 - 03:30 PM
Nukey, on Aug 16 2010, 08:45 AM, said:
If you would really like to contribute, many of the maps in episode 3 haven't even been started yet, nor have two of the exclusive DM maps ("Shaft" and "Noctis Labyrinthus"). There is a fairly hefty amount of information to know before/during the mapping process, but since I have finished the majority of my contributions to this mod, I would be able to provide you with all of the information you need.
I really didn't like Noctus Labyrinthus, but I could possibly do Shaft.
The only problem is the VRML dumper doesn't work properly on my machine, someone would have to dump the level and the textures so I could make the map.
#78 Posted 16 August 2010 - 04:19 PM
#79 Posted 17 August 2010 - 02:59 PM
Its hard for me to put a lot of time into one mod or map project. I always find something that's fun or interesting and get sidetracked.
Lately its been starcraft 2 that's had my attention. A month or two before the release of starcraft 2, I Found a way to play the beta offline(with A.I) without a cd key. The beta also had a build editor for starcraft 2!!! That Is way there hasn't been any info or updates about my duke nuke 64 maps. It is also why I have not done any work on the maps. It was just to much fun to play with the starcraft 2 beta and map editor(and before the game was even out). Now that I've had my fun with the Full Starcraft 2 game and map editor I'll get back to my Duke 64 maps.
Anyway for all you patient Duke Nuke 64 fans Here are 2 maps. They are Work in progress and not finished. The first is L.A Rumble. The other is Rabid Transit.
L.A Rumble WIP http://www.megaupload.com/?d=PX4US7AZ
Rabid Transit WIP http://www.megaupload.com/?d=XN7DTV8O
L.A Rumble Is about 75 to 85 % done.
Rabid Transit Is about 15 to 20 % done.
I am also working on area 51. There are not many changes in that one. So its hard to say how far done it is. I'm not uploading that one right now(to few changes).
I also need some help with the UFO on L.A rumble. The problem is with the speed sprite that makes the UFO spin at the right speed. The sectors right below the UFO need to drop to the ground at the same speed as the building sector around them. But the sectors under the UFO drop to slow, they already have a speed sprite in them that makes the UFO spin at the right speed. IS THERE A WAY to use 2 speed sprites in one sector,one that makes the ceiling rotate at the right speed and one to make the floor drop at the right speed. I just don't know how to have the sector that's rotating on the ceiling also drop the floor down, at different speeds.
If you do not understand, say so and I'll try and explain it better, maybe with pictures.
Anyway, If someone could recreate the effect on a new map, so I could see how to do it, or tell me if it cant be done the same in the PC Duke Nukem. It would be a big help.
#80 Posted 17 August 2010 - 03:14 PM
#81 Posted 17 August 2010 - 03:19 PM
-=SomeThingEviL=-, on Aug 17 2010, 02:59 PM, said:
I also need some help with the UFO on L.A rumble. The problem is with the speed sprite that makes the UFO spin at the right speed. The sectors right below the UFO need to drop to the ground at the same speed as the building sector around them. But the sectors under the UFO drop to slow, they already have a speed sprite in them that makes the UFO spin at the right speed. IS THERE A WAY to use 2 speed sprites in one sector,one that makes the ceiling rotate at the right speed and one to make the floor drop at the right speed. I just don't know how to have the sector that's rotating on the ceiling also drop the floor down, at different speeds.
If you do not understand, say so and I'll try and explain it better, maybe with pictures.
Anyway, If someone could recreate the effect on a new map, so I could see how to do it, or tell me if it cant be done the same in the PC Duke Nukem. It would be a big help.
Good to see you back!
I haven't much time to look into the UFO effect in detail, but it may be that neither of the two effects are using a speed sprite at all, and by default they run at two different speeds. This is my initial conclusion, because in my experience the mappers rarely ever used speed sprites; In the few instances I recall, they were just leftovers from the previous effect (for example, when they replaced sliding doors with ceiling doors they usually didn't touch the original speed sprites).
On a related note, I discovered some time ago that you can achieve the 'automatic Two-Way Train' effect seen in Rabid Transit simply by placing an SE 10 (door auto-close) in the train sector.
This post has been edited by Nukey: 17 August 2010 - 03:24 PM
#83 Posted 17 August 2010 - 11:39 PM
Nukey, on Aug 16 2010, 07:19 PM, said:
The problem with Shaft is that it uses several textures that you can't determine when they tile (rock and water), and the map as a whole is kind of round. I'll give it a shot though.
#85 Posted 18 August 2010 - 05:30 AM
Falco, on Aug 17 2010, 11:39 PM, said:
Not sure what you mean by "when they tile", but if you're referring to texture panning/pixel repeats, you'd be surprised how many seemingly impossible situations you can figure out after enough practice. I have had to determine water texture panning accurately before.
#86 Posted 28 August 2010 - 03:58 PM
Nukey, on Aug 18 2010, 08:30 AM, said:
Most 3D engines (Quake, Half-Life, Source, etc.) refer to repeating textures as "tiling". I haven't done any serious mapping in a 2.5D engine like Build in over a decade and have an affinity for 3D engine technical terms.
#87 Posted 19 September 2010 - 02:19 PM



#88 Posted 19 September 2010 - 02:48 PM

Either way, love it! PM me so that I can send you the textures.
#90 Posted 29 December 2010 - 10:33 AM
THIS IS THE BEST VERSION OF DUKE NUKEM!
PLEASE PLEASE tell me if there is updates .. i am still using the original mod.. where can i find more stuff
where is hte homepage for this mod
THANK YOU FOX I LOVE YOU you bastard