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Redneck Rampage on Eduke32 "An interesting hacking from Russia"
#31 Posted 09 June 2013 - 04:36 AM
#32 Posted 09 June 2013 - 06:28 AM
#33 Posted 09 June 2013 - 07:13 AM
#34 Posted 09 June 2013 - 08:23 AM
DavoX, on 09 June 2013 - 06:28 AM, said:
Are you running it in Dosbox?
Try extracting *.art and *.dat from REDNECK.GRP, I believe makemap needs the files to be in there...
#35 Posted 09 June 2013 - 09:05 AM
![:lol:](https://forums.duke4.net/public/style_emoticons/default/smile.gif)
#36 Posted 09 June 2013 - 09:07 AM
Otherwise I have no idea what could be wrong...
#37 Posted 09 June 2013 - 10:30 AM
Nukeaholic, on 09 June 2013 - 07:13 AM, said:
Yes it is fixed. But to make it clear: we are not adding Redneck support to the pure Eduke32 itself. We are making three main Redneck games playable with the Erampage32.
DavoX: Do you have Dos4gw.exe in the dir? I don't remember if it was required for Makemap.exe, but it was essential for Edittset.exe and the Rr.exe.
#38 Posted 09 June 2013 - 10:32 AM
#39 Posted 09 June 2013 - 11:17 AM
TerminX, on 09 June 2013 - 10:32 AM, said:
Whaaaat? I love Redneck and I will answer to anybody willing to help with its port. Here is what I have written, straight from the conversation's archive:
Quote
That was my answer, maybe not too detailed, but I was in a hurry. I am sure, so freakin' sure that the coding guru like you and Eduke32's father would have solved all the problems we were struggling with in no time.
Anyway, my and Jon's goal on the upcoming release is to make RR and RA work with port. So, this include two major factors: editing maps and ading/fixing/emulating some effects (mostly from RA). And this goal is almost achieved. I would have achieved more with editing the source code, but it was based on the now ancient Eduke32 version. It is very stable, works in Win2k
![:lol:](https://forums.duke4.net/public/style_emoticons/default/smile.gif)
I really hope you would add support for RR games to the Eduke32. Me and Jon are ready to provide any info and answers any questions. Of course it won't be a case, if your secret mission is success.
This post has been edited by LAW: 09 June 2013 - 11:18 AM
#40 Posted 10 June 2013 - 03:08 AM
Nukeaholic, on 09 June 2013 - 07:13 AM, said:
Do you mean the SOS glitch? That was quite annoying.
#41 Posted 10 June 2013 - 03:58 AM
LAW, on 09 June 2013 - 10:30 AM, said:
Great stuff and okay, I understand now, thanks for clearing that up.
Nancsi, on 10 June 2013 - 03:08 AM, said:
SOS glitch? If you mean at the end of the level where the switch is pressed and half the time the door gets locked then yes, that one (sorry, you lost me when you said SOS glitch). I did look for a fix to that one and apparently commenting out something called "fix.exe" (I think it was called) fixed the problem (GOG version).
#42 Posted 10 June 2013 - 08:14 AM
Anyway, while typing this I have an email with the remaining map fixes. Jon says everything works in these last edited maps. So I have to assemble everything together and release. There will probably be a page on moddb and a movie on my youtube channel.
I want to say this now, to make it crystal clear later. This mod will be released as is. Its main goal was: to make Redneck Rampage, Rides Again and Route 66 games playable in Windows with high level of faithfulness to the originals. You got it right, high level of faithfulness. Not perfect, not everything, not at this moment. Me and Jon wanted the Redneck games being playable not in 2015, but now. So we did it for ourselves and we are kind enough to release it to the public
![:lol:](https://forums.duke4.net/public/style_emoticons/default/smile.gif)
We MIGHT need a playtester to "breeze" through 42 Redneck levels. The person would need to know these levels and how to complete them.
This post has been edited by LAW: 10 June 2013 - 08:15 AM
#43 Posted 11 June 2013 - 01:46 PM
#44 Posted 16 June 2013 - 01:06 AM
Quote
Can you give me a link on his website?
![:lol:](https://forums.duke4.net/public/style_emoticons/default/wink.gif)
#47 Posted 16 June 2013 - 01:06 PM
M210, on 16 June 2013 - 01:06 AM, said:
![:D](https://forums.duke4.net/public/style_emoticons/default/tongue.gif)
How can you not know Totally Redneck?
![:lol:](https://forums.duke4.net/public/style_emoticons/default/wink.gif)
Jon, on 16 June 2013 - 09:27 AM, said:
Thank you very much Jon!
Jon was very kind and quick at mapping. He indeed knows all Redneck effects and secrets from every level. Thanks for your kind words and I am sorry I was an ass that ONE time.
TerminX, I included GNU and Build licenses and I even mentioned that this port is based on impressive Eduke32, even though it is a completely false term
![:lol:](https://forums.duke4.net/public/style_emoticons/default/wink.gif)
This post has been edited by LAW: 16 June 2013 - 01:49 PM
#48 Posted 16 June 2013 - 03:41 PM
LAW, on 16 June 2013 - 01:06 PM, said:
![:lol:](https://forums.duke4.net/public/style_emoticons/default/wink.gif)
Thank you very much Jon!
Jon was very kind and quick at mapping. He indeed knows all Redneck effects and secrets from every level. Thanks for your kind words and I am sorry I was an ass that ONE time.
TerminX, I included GNU and Build licenses and I even mentioned that this port is based on impressive Eduke32, even though it is a completely false term
![:lol:](https://forums.duke4.net/public/style_emoticons/default/tongue.gif)
Yeah, that's cool. I'm sure play testing the same maps for the 400th time in one evening added to the stress.
I'm glad its finally playable. Now if only someone could make the bowling alley work...
#49 Posted 16 June 2013 - 06:59 PM
#50 Posted 17 June 2013 - 05:50 AM
Jim, on 16 June 2013 - 06:59 PM, said:
Can download here.
http://www.jonhunt.c.../other/rt66.zip
This post has been edited by Skulldog: 17 June 2013 - 05:51 AM
#51 Posted 17 June 2013 - 09:39 AM
Quote
I really don't know
![:lol:](https://forums.duke4.net/public/style_emoticons/default/wink.gif)
Btw, original Redneck Rampage hasn't "quick kick" command
There is absurd to see two crowbars in player hands, therefore I propose to add this command:
onevent EVENT_QUICKKICK setvar RETURN -1 endevent
This post has been edited by M210: 17 June 2013 - 10:09 AM
#53 Posted 18 June 2013 - 03:50 AM
![:lol:](https://forums.duke4.net/public/style_emoticons/default/laugh.gif)
#54 Posted 19 June 2013 - 03:13 AM
![:lol:](https://forums.duke4.net/public/style_emoticons/default/laugh.gif)
![:lol:](https://forums.duke4.net/public/style_emoticons/default/cool.gif)
But I have problem with the new skyboxes - they don't appear in game at all. Yes I edited redneck.def, as readme says, but all I get is standard RR sky textures, that looks distorted in OpenGL.
Any suggestions?
#55 Posted 19 June 2013 - 07:33 AM
#56 Posted 19 June 2013 - 09:06 PM
![:lol:](https://forums.duke4.net/public/style_emoticons/default/laugh.gif)
I see this in polymost:
![Posted Image](http://imageshack.us/scaled/landing/109/0hep.jpg)
And this in polymer:
![Posted Image](http://imageshack.us/scaled/landing/96/srxm.jpg)
Nothing gamebreaking, of course, but I don't see anything like this:
![Posted Image](http://imageshack.us/scaled/landing/401/2q1j.jpg)
By the way, what render is better for this port - polymost or polymer?
#57 Posted 20 June 2013 - 12:29 AM
Polymer is slow and it produces weird effects like the plane flying backwards in the Rides Again Sunny Shores level. It is not advised to use it at all.
Polymost is mostly good, but it produces weird glitches with maskwalled bushes, foliage and fences. They need to be perfectly aligned or the glitches will happen. It is not a case in the original RR (probably), but moving cars from RA, few levels from RT66 and a dozen of usermaps produces glitches in polymost.
I like software. No glitches, only the HUD refresh rate is a bit slow. I repeat, no glitches and I get 130FPS in my fav 800x600. Do I need more?
![:lol:](https://forums.duke4.net/public/style_emoticons/default/laugh.gif)
#58 Posted 20 June 2013 - 01:52 AM
![:lol:](https://forums.duke4.net/public/style_emoticons/default/laugh.gif)
Original redneck.def:
![Posted Image](http://imageshack.us/scaled/landing/707/f0y1.jpg)
Edited redneck.def:
![Posted Image](http://imageshack.us/scaled/landing/854/pcfm.jpg)
About render, I see you point. But I'll continue using polymost for this port. I just hate pixels very much, becase they so ugly.
![:lol:](https://forums.duke4.net/public/style_emoticons/default/cool.gif)
#59 Posted 20 June 2013 - 02:06 AM
nsnake, on 20 June 2013 - 01:52 AM, said:
![:lol:](https://forums.duke4.net/public/style_emoticons/default/cool.gif)
Then keep in mind anything displayed on your screen is made of pixels
![:lol:](https://forums.duke4.net/public/style_emoticons/default/laugh.gif)
#60 Posted 20 June 2013 - 02:53 AM
nsnake, on 20 June 2013 - 01:52 AM, said:
![:lol:](https://forums.duke4.net/public/style_emoticons/default/laugh.gif)
On my setup they do. I wonder what kind of resolution are you using? Isn't "simple" HD Ready enough for Redneck?