Redneck Rampage on Eduke32 "An interesting hacking from Russia"
#1 Posted 18 October 2009 - 08:07 AM
http://rapidshare.co...984/program.rar
I tried it and it really works, although it's REALLY buggy.
However, it could be a nice starting point if someone wants to improve it. Personally, I would really love to play RR using the friendly Eduke port.
This post has been edited by Headless_Horseman: 18 October 2009 - 08:08 AM
#2 Posted 18 October 2009 - 08:26 AM
#3 Posted 22 October 2009 - 01:00 PM
#4 Posted 17 December 2009 - 11:46 AM
This post has been edited by Mikele: 17 December 2009 - 11:46 AM
#5 Posted 17 December 2009 - 06:55 PM
I put Redneck1 group file in Redneck folder it works with correct level titles. I put route66.grp in route66 folder, and that works.
But all the other TC folders don't work right. No readme file to tell you how to setup correctly. Do I need to rename
the group files to make this work for all tc folders. Both redneck games use the same name for Redneck.grp file. Some of the
tc are for redneck rampage and the others are for Redneck rides again. Does anyone know the correct way to setup?
#6 Posted 18 December 2009 - 08:56 AM
Skulldog, on Dec 18 2009, 03:55 AM, said:
I put Redneck1 group file in Redneck folder it works with correct level titles. I put route66.grp in route66 folder, and that works.
But all the other TC folders don't work right. No readme file to tell you how to setup correctly. Do I need to rename
the group files to make this work for all tc folders. Both redneck games use the same name for Redneck.grp file. Some of the
tc are for redneck rampage and the others are for Redneck rides again. Does anyone know the correct way to setup?
The project is still embryonic, we just have to wait...
This post has been edited by Mikele: 18 December 2009 - 08:56 AM
#7 Posted 18 December 2009 - 04:42 PM
This post has been edited by Skulldog: 18 December 2009 - 04:45 PM
#8 Posted 26 December 2009 - 09:02 AM
#9 Posted 26 December 2009 - 12:01 PM
Skulldog, on Dec 17 2009, 07:55 PM, said:
I put Redneck1 group file in Redneck folder it works with correct level titles. I put route66.grp in route66 folder, and that works.
But all the other TC folders don't work right. No readme file to tell you how to setup correctly. Do I need to rename
the group files to make this work for all tc folders. Both redneck games use the same name for Redneck.grp file. Some of the
tc are for redneck rampage and the others are for Redneck rides again. Does anyone know the correct way to setup?
You need to download the TC's first. Pick them up at: http://www.jonhunt.com/redneck
Most have their own group file so all you have to do is unzip them into the correct folder in eredneck, then just start the game with the correct folder selected. As the author of most of those TC's, I will be updating them as the eredneck mod progresses.
#10 Posted 27 December 2009 - 09:55 AM
Jon, on Dec 26 2009, 03:01 PM, said:
Most have their own group file so all you have to do is unzip them into the correct folder in eredneck, then just start the game with the correct folder selected. As the author of most of those TC's, I will be updating them as the eredneck mod progresses.
Thanks, I had all the group files. Just was not sure which REDNECK.GRP to use. Do I need to put The REDNECK.GRP in each folder? Like the the one for Dead folder,
would use redneck rampage group file and Again folder would use redneck rides again group file.
#11 Posted 27 December 2009 - 12:33 PM
Skulldog, on Dec 27 2009, 10:55 AM, said:
would use redneck rampage group file and Again folder would use redneck rides again group file.
I've been messing around with this myself today and here is what I have found out so far. Using Dead as an example, I found out I had to extract the maps and 2 art tile files from the Dead.grp file and put them in the Dead folder of eredneck. Then start eredneck with the Dead folder selected. I lrft redneck.grp where it was. Bad news is that there is a huge bug in Dead causing the first level to be unplayable and the level skip cheat doesn't seem to work.
The other addons should work the same way, and I will be giving them a try later.
#12 Posted 27 December 2009 - 08:10 PM
Do these override the game.con and user.con's inside Group files? I'm sure he will make it all work. He has done so much as it is.
BTW, I like all your addons.
This post has been edited by Skulldog: 27 December 2009 - 08:11 PM
#13 Posted 28 December 2009 - 11:41 AM
Skulldog, on Dec 27 2009, 09:10 PM, said:
Do these override the game.con and user.con's inside Group files? I'm sure he will make it all work. He has done so much as it is.
BTW, I like all your addons.
Any file outside the group will override the file in the group. I found that all the maps in the Dead addon will not work. The sky texture in these levels is in the same slot as the Duke3d space texture that kills you the instant you step under it. The mansion map in Redneck also uses that texture, so it is something that will have to be fixed. I'm really looking forward to this addon being done, as Redneck Rampage was one of my all time favorites.
Thanks, I'm glad you like my addons.
#14 Posted 11 April 2010 - 11:20 AM
http://code.google.c.../downloads/list
It seems it is improved even further. Maybe someday will be able to fully play Redneck Rampage and then maybe it can be integrated to the parent engine, EDuke32.
#16 Posted 06 May 2012 - 08:10 AM
#17 Posted 06 May 2012 - 08:16 AM
#18 Posted 11 July 2012 - 07:51 PM
The orignal build program does not work well under Windows 7 (can't seems to view in 3D mode). However, I have noticed by using the Mapster32 under any EDuke32 utility, I was able to add those necessary 'spawn spots' for multiplaying. To make it work, I have renamed REDNECK.GRP (a copy) to DUKE3D.GRP and placed it under where Mapster32 is. Some of the elements is missing in a Redneck map (undentified sprites and such), but at least it's feasible for me to accomplish my goal in adding those spawn spots.
#19 Posted 08 August 2012 - 12:16 AM
I'll gladly start a Kickstarter .
#20 Posted 08 August 2012 - 12:09 PM
#21 Posted 08 August 2012 - 01:14 PM
#22 Posted 30 May 2013 - 07:36 AM
#24 Posted 02 June 2013 - 03:05 AM
#25 Posted 03 June 2013 - 12:41 PM
Daedolon, on 02 June 2013 - 03:05 AM, said:
Exploding gas stations swap sectors and two levels included the swapping in big rooms: Refinery and Brothel. By the way, happy birthday and all the best Hexen fan
#27 Posted 03 June 2013 - 03:23 PM
LAW, on 03 June 2013 - 12:41 PM, said:
If you guys are planning to release something soon then I can bump the subweapons back up on my list.
#28 Posted 04 June 2013 - 12:40 AM
Hendricks266, on 03 June 2013 - 03:23 PM, said:
But how to make them? CON coding or source code editing? I think the second option seems better at the moment.
From what I remember you have planned a very professional approach on these weapons (proper setting on the screen etc.), you are also a supporter of original games, while this port plays the maps faithfully, some effects works differently. I don't know if you will like that.
This post has been edited by LAW: 04 June 2013 - 03:57 AM
#29 Posted 04 June 2013 - 03:15 AM
I could make them in C a bit more easily than in CON. Converting all the Duke weapons to CON took me a few days to accomplish using only four temporary gamevars. C code would also run faster.
#30 Posted 04 June 2013 - 04:01 AM
I have never messed with them and I guess your changes won't mess with my CON changes...