
Duke 64 mod thread
#121 Posted 24 January 2011 - 05:48 PM
It's not like these are big differences.
This post has been edited by Hendricks266: 24 January 2011 - 05:48 PM
#122 Posted 24 January 2011 - 06:36 PM
Hendricks266, on Jan 24 2011, 05:48 PM, said:
It's not like these are big differences.
Interesting, but it would be far better if it were it's own base game. Like the Duke3DAtomic GRP file. That would allow it to be playable on Eduke32 and be as a base game. But Requirement to having this GRP is having the Atomic Edition itself. (Just a suggestion, sounds like an inconsiderable loop, but hey, It feels like a base game when playing on the N64.)
#123 Posted 30 January 2011 - 02:17 AM
http://www.mediafire...6gkyh467atj4u36
All that is left to do now is to verify everything works and that all of the weapons and items are where they should be, and that nothing is missing. I'm pretty sure everything is in order.
One last thing to do is link the secret nuke button to Noctis Labrinthus when it's finished (if ever, that's one hell of a complex map that I don't want a bite of.)
#124 Posted 03 February 2011 - 01:36 AM
it's freeware!
you can tweak the config file too,so you can emulate a gravis ultrasound card without having one...
nice!!!
just keep doing maps!
(i could just say use dosbox you fkk-ing retard but i'm not like this

and here the classic message of the day(lied, message of the post actually)
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----
Heh, duke nukem is really more skillful than chuck norris,i know chuck norris has a mean kick, but duke can kick with his 2 legs while running(fox's idea), swimming,using steroids,using a medkit,using holoduke,using 3rd person view,talking and all this while being bitten by a shark and being shot at by a trooper, mindblasted by a uh... D'oh! and being eaten by a slime and recording a demo, all at the same time!
not to tell he can swim into acid without taking damage, but when he steps on it he die without boots...

(five minutes later my pc crashed and i needed to reinstall windows 7

i would like to see him doing it on a bike, but i can't find the mod for it so
if someone could point me out to something like this i would be pleased
This post has been edited by Gashimahiron: 03 February 2011 - 01:39 AM
#126 Posted 03 February 2011 - 02:49 AM
And not a single comment about shaft after almost 20 downloads.
#127 Posted 03 February 2011 - 05:10 PM
Falco, on Feb 3 2011, 03:49 AM, said:
And not a single comment about shaft after almost 20 downloads.
I'll give it a whirl. And give you a comment.
#128 Posted 03 February 2011 - 05:18 PM
The map itself seems very loyal to the original map, however, it feels slightly smaller compared to the original. The overall design doesn't have the same vertigo feeling the old one had. (Although I think DN64 had some dept modifier. Not sure what the exact aspect ratio is.)
Also, I can't seem to surface on the water, instead, I keep bumping the top of it, and it makes a teleporter sound blocking me from surfacing. Good map though! Looks almost like the original.
#129 Posted 04 February 2011 - 02:02 PM
Now I wish I had wrote that bug down.
#130 Posted 04 February 2011 - 05:30 PM
Jack, on Feb 3 2011, 07:18 PM, said:
The map itself seems very loyal to the original map, however, it feels slightly smaller compared to the original. The overall design doesn't have the same vertigo feeling the old one had. (Although I think DN64 had some dept modifier. Not sure what the exact aspect ratio is.)
Also, I can't seem to surface on the water, instead, I keep bumping the top of it, and it makes a teleporter sound blocking me from surfacing. Good map though! Looks almost like the original.
*sigh*
I had to use the rubbish mapster32 editor to put the duke64 sprites in and it kept "forgetting" the tags of sectors after saving the map. The third underwater room (the one at the very bottom with the portable medikit in front of it) is missing the above water tag (lotag of 1) which is causing the teleporting problem. Open the map and add the lotag to the water sector on the above water side and it should fix the problem.
I think the reason the map seems smaller is because the N64 version of Duke is run at a resolution of 320x240, which makes things seem bigger and distorts perspective. The map is more or less the same size as the n64 version.
This post has been edited by Falco: 04 February 2011 - 05:50 PM
#131 Posted 04 February 2011 - 05:44 PM
#132 Posted 05 February 2011 - 06:13 PM
Fox, on Feb 4 2011, 07:44 PM, said:
If mapster32 is copying sector tags when copying textures with tab in 3D mode, it has some SERIOUS flaws in design.
#133 Posted 09 February 2011 - 06:27 PM
Falco, on Feb 4 2011, 05:30 PM, said:
I had to use the rubbish mapster32 editor to put the duke64 sprites in and it kept "forgetting" the tags of sectors after saving the map. The third underwater room (the one at the very bottom with the portable medikit in front of it) is missing the above water tag (lotag of 1) which is causing the teleporting problem. Open the map and add the lotag to the water sector on the above water side and it should fix the problem.
I think the reason the map seems smaller is because the N64 version of Duke is run at a resolution of 320x240, which makes things seem bigger and distorts perspective. The map is more or less the same size as the n64 version.
You already seem to know more than I do about it. I guess I should have made an a comment rather than pointing somethings out. Aside from this map, how far is the project? I still want to play something fun. (I apologize for sounding self centered, but, this project looks too awesome to let slide. Too much waiting now days, not enough done.)
#134 Posted 10 February 2011 - 09:33 PM
1.spitscreen
2.sometimes you can see him though the wall
that because the emulator has problems
#135 Posted 30 March 2011 - 07:02 PM
#136 Posted 30 March 2011 - 08:02 PM
#137 Posted 02 April 2011 - 06:41 PM

Duke Nukem 64 was always my favorite Duke game, and I'd love to be able to play it on the PC!
#138 Posted 10 May 2011 - 10:07 AM
I check the web page from time to time hopeing to see the mod up for download with the new version. But the page has not been updated in a long time.
Back in 2009 my work on the maps slowed to a crawl because I was waiting for the final version of the code.My work on the maps picked back up in 2010 for a month or so.But still I was hopeing to have a final version of the code to work with(so my map efforts have slowed once more). So if a final version of the code is released I will start working on the maps with enthusiasm.
Also I need a copy of the mod that was last used for mapping. The last time I had a copy was in 2009.(Nukey sent me a link to a copy in 2010, but I did not get to it in time and I could not D/L it) So the maps I worked on in 2010 where done with a unmodded duke nukem. Thats why they do not have any duke 64 sprites or weapon locations.
This post has been edited by -=SomeThingEviL=-: 10 May 2011 - 11:35 AM
#139 Posted 25 May 2011 - 11:00 AM
#140 Posted 02 June 2011 - 05:21 PM
Jack, on 25 May 2011 - 11:00 AM, said:
If its dead, it'd be nice if all the work done would be released so that those of us that haven't played DN64 (or are too arsed to config an emulator to use K+M while playing DN64) to give it a shot. Having all that work just laying around would be a waste, especially for such an interesting TC.
#141 Posted 02 June 2011 - 05:57 PM
I have figured how to "hack" the emulator to browser all tiles (as build-editor tiles, not as n64 cartridge data). Of course at the same time I am making it faithful, it takes a some annoying time to relocate all textures in the TC.
This post has been edited by Fox: 02 June 2011 - 05:58 PM
#142 Posted 02 June 2011 - 06:05 PM
Fox, on 02 June 2011 - 05:57 PM, said:
I have figured how to "hack" the emulator to browser all tiles (as build-editor tiles, not as n64 cartridge data). Of course at the same time I am making it faithful, it takes a some annoying time to relocate all textures in the TC.
Are you saying you're remaking the textures, or using that to rip all of them at once?
#144 Posted 11 June 2011 - 02:04 PM
I'm sure that this has been asked before, and I normally cringe we people say that, but could this lead to actually ripping the original maps from the ROM, even though so much work has been poured into recreations?
#145 Posted 12 June 2011 - 08:23 AM
This post has been edited by Fox: 12 June 2011 - 01:34 PM
#148 Posted 12 June 2011 - 11:58 PM
This post has been edited by Fox: 12 June 2011 - 11:58 PM
#149 Posted 13 June 2011 - 12:02 AM
Btw, can you PM me a link to a newer WIP version of this TC? I'd like to check it out.
#150 Posted 13 June 2011 - 07:29 AM
Fox, on 12 June 2011 - 11:58 PM, said:
That's awesome! Could you post a full tile dump at some point?