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Duke Nukem 3D: Megaton Edition Released for PC & Mac

User is offline   NightFright 

  • The Truth is in here

#241

Version 1.01 has just been released.

Changelog:

Quote

- Added "Take No Prisoners" achievement
- Added "Invaders Must Die!" achievement
- Added VSync option (Video settings)
- Added Max FPS option (Video settings)
- Added Quick save/load keybindings (F9/F6 by default)
- Added awesome people to credits
- Improved mouse aiming
- Fixed in-game crashes
- Fixed textures misalignment
- Fixed MacOX 10.6 startup issue (Remove "duke3d-local.cfg" if after update the issue will happen again)
- Other fixes and improvements


I think the most important changes should be the improved credits and quicksave/-load functions.

This post has been edited by NightFright: 04 April 2013 - 01:05 PM

1

#242

I wish there is an Full/Partial Controller Support w/ rumble for the Megaton Edition in a future update. Meaning playing the game w/ an wired XBox 360 controller.
0

User is offline   thatguy 

#243

I'm really enjoying Megaton. I find it preferable in the 'I just want to play duke' department. If only eDuke was capable of providing a more robust interface with proper video support.
0

User is offline   NUKEMDAVE 

#244

I read in the Community Hub that multiplayer will be out in the next update. Who knows how long that will be from now, though.
1

User is offline   Hendricks266 

  • Weaponized Autism

  #245

View Posts.b.Newsom, on 08 April 2013 - 08:16 PM, said:

a more robust interface

Do you mean the menus? I plan to add "GUI-like" mouse/Wiimote pointer support to our menus down the road as part of a chain of features I'm working on.

View Posts.b.Newsom, on 08 April 2013 - 08:16 PM, said:

proper video support

We support VP8. Adding sound as part of the video would require adding a new def token to separately define the audio via an OGG or FLAC stream and playing back said stream through the audiolib. This doesn't sound very difficult when I think about it.

It works right now in a slightly roundabout fashion if you define a sound in the game and use the animsounds def keyword with your audio stream on frame 0. EDuke32 is not a media player, so I see no reason to add support (read: bloat) for a container format that would include the video and audio streams.

This post has been edited by Hendricks266: 08 April 2013 - 09:15 PM

0

User is offline   Lunick 

#246

10 April
- Reverted back to midi as requested
- Added usermaps load from menu (put your maps in gameroot/maps/)
- Added more options in menu (separate sound/music slider, ambient sound, etc)
- Added 3 new achievements
- Added more keybinding (3rd person view, map follow mode, etc)

Remember this is for the Beta people at the moment.
1

User is offline   Micky C 

  • Honored Donor

#247

Any idea what you have to do for the new achievements?
0

User is offline   Lunick 

#248

View PostTrooper Mick, on 10 April 2013 - 04:13 PM, said:

Any idea what you have to do for the new achievements?


Find Luke Skywalker
Find the Doom Space Marine
Use a cheat
0

User is offline   Micky C 

  • Honored Donor

#249

Are they going to add any more in the future? Personally I find it annoying that I play through the game, then they add more achievements that I have to play through again to get, which I would have already gotten on the first playthrough.
0

User is offline   Skulldog 

#250

Added 3 new achievements




LOL, I unlocked the Shame achievement making this video.

This post has been edited by Skulldog: 10 April 2013 - 05:22 PM

0

User is offline   NUKEMDAVE 

#251

The game needs about 100 achievements total, and they need to be more challenging.
2

#252

Idea achievements

Beat an eps with an coop buddy
Beat an eps in under 30 mins
1

User is offline   Player Lin 

#253

View PostTrooper Mick, on 10 April 2013 - 04:48 PM, said:

Are they going to add any more in the future? Personally I find it annoying that I play through the game, then they add more achievements that I have to play through again to get, which I would have already gotten on the first playthrough.


Agree, it may annoying if they keep added more when updating the game after some days or weeks later.
But you can complete them anytime if you want, that's achievements, and sometimes, you can't just completed them in once. If you found it really annoying, just don't do them until it won't do updates in months. :)

This post has been edited by Player Lin: 10 April 2013 - 07:28 PM

0

User is offline   Jenz/Amaka 

#254

View PostLunick, on 10 April 2013 - 03:20 PM, said:

10 April
- Reverted back to midi as requested

Something went terribly wrong. Music is absolutely horrendous right now and it doesn't sound anything like the original Duke3D music was.
0

User is offline   Lunick 

#255

View PostMrGlasses, on 10 April 2013 - 10:12 PM, said:

Something went terribly wrong. Music is absolutely horrendous right now and it doesn't sound anything like the original Duke3D music was.


Tell me about it, I'll take those original ogg files any day over what has happened to the music. Be glad that it is only a Beta build.
0

User is offline   NightFright 

  • The Truth is in here

#256

They should fix OGG playback rather than reverting to MIDI. They took parts of the EDuke32 code, but apparently they didn't make good use of it. Otherwise, the playback issue would have never happened.

And I still wonder which "addons" they want to implement with future updates...

This post has been edited by NightFright: 11 April 2013 - 06:59 AM

0

User is offline   Skulldog 

#257

probably Dukezone 2
0

User is offline   Jimmy 

  • Let's go Brandon!

#258

Unless there is something else they screwed up, your sound card might just have a shitty midi synthesizer. My new Audigy sound card is great, but it's midi synthesizer sounds kind of funny for Duke and is a lot different from what I'm used to.
0

User is offline   Daedolon 

  • Ancient Blood God

#259

Apparently they're using timidity with some really weird settings. I don't have any soundfont on my computer that would make the original midi music sound like what it currently sounds like in the Megaton Edition.
0

User is offline   MetHy 

#260

View PostLunick, on 10 April 2013 - 03:20 PM, said:

- Added usermaps load from menu (put your maps in gameroot/maps/)
- Added more options in menu (separate sound/music slider, ambient sound, etc)



Nice!!
0

User is offline   TerminX 

  • el fundador

  #261

It's never going to sound truly correct with TiMidity... Duke3D's .mid files aren't vanilla MIDI, they're Apogee's proprietary EMIDI which TiMidity does not support.
5

#262

17/17 Next Please
0

User is offline   Lunick 

#263

View PostThe Duke Returns, on 11 April 2013 - 01:26 PM, said:

17/17 Next Please


Now I have to change my avatar yet again :)
0

User is offline   Helixhorned 

  • EDuke32 Developer

#264

View PostHendricks266, on 08 April 2013 - 09:03 PM, said:

View Posts.b.Newsom, on 08 April 2013 - 08:16 PM, said:

proper video support

We support VP8. Adding sound as part of the video would require adding a new def token to separately define the audio via an OGG or FLAC stream and playing back said stream through the audiolib. This doesn't sound very difficult when I think about it.

It works right now in a slightly roundabout fashion if you define a sound in the game and use the animsounds def keyword with your audio stream on frame 0. EDuke32 is not a media player, so I see no reason to add support (read: bloat) for a container format that would include the video and audio streams.

Video playback has real time requirements, and more so when audio comes into play. The current implementation is aimed at simplicity: every frame of your video is played, and at certain "events", you throw in a sound. This way, even if decoding can't keep up with video time, you'll get at most local A/V desyncs. (For the "animsounds" token, frames start at 1, by the way.) Supporting an embeddded audio stream would mean inverting this control: since you can't simply interrupt it, the continuously played audio would drive the speed at which video frames are decoded. Frames would have to be skipped if decoding them lags behind, etc... Not so simple.
1

#265

View PostLunick, on 11 April 2013 - 06:02 PM, said:

Now I have to change my avatar yet again :)


What's it going to be?
0

User is offline   Green 

  #266

Posted Image

The first person to reply with this post quoted will be sent a Steam key for Duke Nukem 3D: Megaton Edition.

6

User is offline   Lunick 

#267

That's hot. :)
0

User is offline   Mike Norvak 

  • Music Producer

#268

Cool!
0

User is offline   Micky C 

  • Honored Donor

#269

View PostGreen, on 13 April 2013 - 12:27 AM, said:

Posted Image

The first person to reply with this post quoted will be sent a Steam key for Duke Nukem 3D: Megaton Edition.



I'm the first one to quote it on a phone. Does that count?

Edit: Just realized I'm the first person to quote it period. Time to give codes to friends and play multiplayer, but I'm waiting on the codes.

This post has been edited by Trooper Mick: 13 April 2013 - 12:36 AM

0

User is offline   Micky C 

  • Honored Donor

#270

Is there anyone here who super dooper desperately mega wants the code? I'd hate for my constant forum-checking to deprive someone of the game who doesn't already have it.

If not, I'll just give it to a friend who only mildly likes Duke 3D so that we can occasionally play some Dukematch. Although supposedly we'll also be able to do that in the future with eduke32.

This post has been edited by Trooper Mick: 13 April 2013 - 01:18 AM

0

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