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Duke 64 mod thread

User is offline   supergoofy 

#211

View Postdjdori11, on 07 May 2012 - 03:00 AM, said:

is it avalible for download? can i have it please?


for the last and very old version check my post http://forums.duke4....dpost__p__28580

the old mediafire links work, added new mirrors


Remember, this is a very old version. The changes after this version are massive.

This post has been edited by supergoofy: 08 May 2012 - 08:15 AM

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#212

Is this mod still alive?
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#213

Yeah. But at a very slow progress.
2

#214

Am I the only one who thought that Rabid Transit was better on Duke64?
1

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#215

No, I think it was too. Most of the levels are much better in the 64 version. Especially Rabid Transit and Stadium.

This post has been edited by Fox: 20 May 2012 - 12:27 PM

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User is offline   Plagman 

  • Former VP of Media Operations

#216

Rabid Transit was one of the worst levels of the original game, IMO. The premise was good, but it seemed hastily put together without a lot of detail.
3

User is offline   Loke 

#217

View PostPlagman, on 20 May 2012 - 12:40 PM, said:

Rabid Transit was one of the worst levels of the original game, IMO. The premise was good, but it seemed hastily put together without a lot of detail.


Agreed, hated RT when I first came to it. The DN64 version is so much better and more fun to play.
1

User is offline   Nukey 

#218

And now the moment you've all been waiting for.


I finally had some free time between my other projects. I was going to work on the InfoSuite, but then I got this sudden urge to rip the maps from Duke Nukem 64. So that's how I've spent the past 7 days.

Anyway, here's the first 8 maps, with more on the way. Enjoy. That goes double for the other mappers - Fox and SomeThingEvil - this should sate your curiousity, resolve some previously unanswerable questions, as well as save you hundreds of hours of work. I am now thoroughly regretting the amount of effort I put into the maps that I had finished (but I've got to say, after comparing them side-by-side, I did one hell of a job on Castle Dukenstein).

I would also like to take this opportunity to put forth an official beta request. This project has needed a jumpstart for a long time, and I just eliminated the only reason left for its lack thereof. I don't care if it's unfinished, let's just release something already!




I should point out that the art tiles are different between N64 and PC, so those "incorrect" textures in the maps (and images below) are due to the art files being inaccurate, NOT the maps.

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User is offline   Jimmy 

  • Let's go Brandon!

#219

How in the feckin' hell did you manage to do this? You're awesome.

Sounds like all someone has to do now is run up a batch operation to fix all the tiles.
1

User is offline   OpenMaw 

  • Judge Mental

#220

View PostCaptain Awesome, on 28 June 2012 - 09:06 PM, said:

How in the feckin' hell did you manage to do this? You're awesome.

Sounds like all someone has to do now is run up a batch operation to fix all the tiles.


I thought YOU were awesome? Posted Image



Seriously, well done Nukey. That was a blast from the EM-EFFING PAST! Yuh!
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#221

Right now these maps works fine with me since I was already using the true tile numbers from the ROM. So my project already run these maps just fine.

That said, I am a little short of time next week, but I will finish this project as soon as I can.
2

User is offline   Lunick 

#222

Super duper awesome job Nukey. I'm super happy to see that this mod could actually go somewhere :(
0

User is offline   MusicallyInspired 

  • The Sarien Encounter

#223

*applause*
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#224

I wonder why call it an "alpha", the maps seems fine to me. All it needs is a mod capable of running them.
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User is offline   Hendricks266 

  • Weaponized Autism

  #225

Maximum brofist!

Posted Image

You've done the impossible and conquered the Duke 64 rom. Is Duke PS1 in your future?
2

User is offline   Jimmy 

  • Let's go Brandon!

#226

View PostCommando Nukem, on 28 June 2012 - 09:08 PM, said:

I thought YOU were awesome? Posted Image

My moniker is ultimately fatuous. I'm just a dork.
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User is offline   Plagman 

  • Former VP of Media Operations

#227

Did you actually grab these from the ROM itself, or from the memory of the running game? I would assume the latter would be easier if you could get it to break after loading the map but before doing all the SE processing.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#228

For the conversation I had with him, he took from the ROM. It's fun to see what kind of new exclusive effects there are in the maps.
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User is offline   Nukey 

#229

View PostCaptain Awesome, on 28 June 2012 - 09:06 PM, said:

How in the feckin' hell did you manage to do this? You're awesome.

Lots of cryptography. On day 6, I was so close to having a reconstructed map file that I decided to abandon sleep in favour of progress.

View PostFox, on 29 June 2012 - 05:15 AM, said:

I wonder why call it an "alpha", the maps seems fine to me. All it needs is a mod capable of running them.

The maps are about 99.9% accurate. I had to manually insert a few bytes, but thankfully nothing truly significant is missing. I'll track them down eventually.

View PostHendricks266, on 29 June 2012 - 11:14 AM, said:

Maximum brofist!

You've done the impossible and conquered the Duke 64 rom. Is Duke PS1 in your future?

*places fist on screen*

Fox sent me those PSX files. Offhand I'd say there's nothing I can do with them anytime soon. I don't have nearly as much interest in the PSX version as the N64 version. I'll peruse the files occasionally though, in case anything jumps out at me.

View PostPlagman, on 29 June 2012 - 12:01 PM, said:

Did you actually grab these from the ROM itself, or from the memory of the running game? I would assume the latter would be easier if you could get it to break after loading the map but before doing all the SE processing.

I had considered the memory scanning method, but preliminary tests weren't getting me anywhere and memory is just too sporadic, so I focused my efforts on the ROM. In hindsight, I doubt the memory method would have been any easier for me since even the complete files are in a different format.

This post has been edited by Nukey: 29 June 2012 - 07:47 PM

3

User is offline   Nukey 

#230

2nd pack.

The changes in these maps are not as drastic, but there are still hundreds of them per map, which would be more noticeable on a complete playthrough. I certainly wish I hadn't spent all that time manually recreating them before. Oh well.

As I mentioned previously these are still alphas, and their status will stay that way until I track down 100% accurate start point information in the rom, and verify that the format conversion did not cause any significant losses.

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User is offline   TerminX 

  • el fundador

  #231

Why are those pics taken with a version of Mapster32 that's several years old? If you want to figure out whether or not there are weird errors in the maps, you would be far better suited with a current version.
2

#232

Hmm... 64L06vA.map if I remember correctly, ended when you dropped down in the alien ship instead of the battlelord being there, there is a Sector Effector tagged 77 in there - possibly it was used to exit the level, but I fail to understand why they would do that, unless end level sectors don't work in Duke 64. Incidentally, the SE7 is still there in the next map, linked to nothing at all.

Anyway, that's just some random ramblings of mine, great job on ripping these.
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User is offline   ReaperMan 

#233

So does this mean that Duke 64 uses the build engine? Or am i just understanding this all wrong.
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User is offline   Jimmy 

  • Let's go Brandon!

#234

Yes and no. The game actually runs on it's own engine, but everything was built with BUILD. (I speculate that the same engine was used in Zero Hour, because they used a hacked version of BUILD as the level editor for that game.)
1

User is offline   Nukey 

#235

View PostTerminX, on 30 June 2012 - 12:35 PM, said:

Why are those pics taken with a version of Mapster32 that's several years old? If you want to figure out whether or not there are weird errors in the maps, you would be far better suited with a current version.


I knew somebody would catch that. That version was prior to the "undo" and "redo" features, after which the editor seemed to become unstable for a while due to the wealth of new features. I decided to leave well enough alone and wait for a] Mapster32 to become more stable again (which by now I'm sure it has), and b] Fox to release an official beta, which would automatically solve a]. I haven't touched the game in quite a while since and hence haven't updated. I suppose I could do that sometime today.

As far as map testing goes, Fox is the only one who has the "correct" texture set etc, so there's not much I can verify aside from the absence of crashes and nothing obviously bogus present in the maps. My focus is to just get them converted and posted so Fox can get a beta released soon and others can view the progress.

This post has been edited by Nukey: 30 June 2012 - 03:21 PM

3

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#236

View PostHigh Treason, on 30 June 2012 - 12:42 PM, said:

Hmm... 64L06vA.map if I remember correctly, ended when you dropped down in the alien ship instead of the battlelord being there, there is a Sector Effector tagged 77 in there - possibly it was used to exit the level, but I fail to understand why they would do that, unless end level sectors don't work in Duke 64. Incidentally, the SE7 is still there in the next map, linked to nothing at all.

Me and Nukey already realized they used a different sector effectors there. The effect is different from using a sector tag -1, since you don't end the level when you enter the sector, but only after you reach a certain height. But that's not the weirdest thing: upon death, bosses trigger activators of lo-tag 77 (Edit: I am not sure of that anymore).

Also wall-aligned sprites have a cstat of 16384. I guess it stands for "render sprite as 3d structure"? I guess that forces Eduke32 developers to use another reserved bit for Polymer shadow casting.

This post has been edited by Fox: 30 June 2012 - 05:44 PM

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User is offline   Hendricks266 

  • Weaponized Autism

  #237

I find it highly unlikely that we will change cstat 16384, which has been in place for years, to make way for something which has no relation to any of EDuke32's renderers. I understand that you want to keep things 100% accurate if at all possible. I would suggest adding CON code to remove that bit from sprites during map load so you can keep it in the maps. For sprites, I would "andvar cstat 33791". For walls, "andvar cstat 1023".

Side-note: Do all wall-aligned sprites have that bit set? If so, that strikes me as dumb since wall-alignment is already cstat 16.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#238

So far all I have checked are. It seems redundant, doesn't it?
1

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#239

Interestingly, the doors in Stadium map uses that crazy lo-tag 77 I mentioned before for activators. I believes at some point the doors where supposed to open upen some even was triggered, like after the boss took too much damage or something.

There is a lot that points towards that in the Stadium map. The switches in the inaccessible side of the doors are also multiplayer only; the items are also avaiable for single-player; there is some ugly hack regarding the Nukebutton in that map, pointing out you wouldn't be able to finish the level normally in single-player.

This post has been edited by Fox: 30 June 2012 - 05:59 PM

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User is offline   Nukey 

#240

3rd pack.

These maps comprise the most radically different section of the game in comparison to the original. Check out the complexity of the UFO section at the end of L.A. Rumble. There is no way we ever could have manually recreated that.

Included in this pack is probably the most beloved, well-known, and oft-recreated map from this game: Stadium.

If anybody happens to have SomeThingEvil on their instant messenger contacts list, let him know he can stop mapping immediately. This covers every map he intended to do and then some.

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This post has been edited by Nukey: 30 June 2012 - 07:59 PM

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