[RELEASE] Duke Nukem 64 Mod
#1 Posted 01 August 2013 - 04:10 PM
Download link
Installation
Unpack the content from the .zip file. A copy of DUKE3D.GRP (Atomic Edition version) in the same directory of Eduke32 executable is required. In Eduke32 setup screen, select “duke64” in the “Custom game content directory” option.
Recommended settings
To faithfully reproduce the console experience, choose the linear texture filter, and turn off switching weapons on pick-up.
Rendering mode
Polymer is not supported, due to incompatibility with the maps extracted from the ROM.
Known bugs
There are some bugs are I am aware of, most of them are related to Eduke32, which is beyond my power. In particular, the Grenade Launcher projectiles are dragged to the floor height in submersible sectors.
#4 Posted 01 August 2013 - 06:53 PM
Edit: Oh yeah, I haven't tried this mod yet, but my friend has and he says thanks for it. He's been playing an older Duke 64 mod.
This post has been edited by NUKEMDAVE: 01 August 2013 - 07:33 PM
#5 Posted 01 August 2013 - 07:02 PM
#6 Posted 01 August 2013 - 07:15 PM
http://www.zophar.ne...ead.php?t=13388
It seems to only work with that particular rom.
#7 Posted 02 August 2013 - 03:32 AM
Thanks a lot!
NUKEMDAVE, on 01 August 2013 - 06:53 PM, said:
Edit: Oh yeah, I haven't tried this mod yet, but my friend has and he says thanks for it. He's been playing an older Duke 64 mod.
Yeah a Zero Hour mod is probably gonna be the best Duke game ever (well, after 3D of course)
Although I finished it using emulator with mouse controls and save states and it was almost like a PC game.. So you can do that meanwhile at least..
This post has been edited by djdori11: 02 August 2013 - 03:33 AM
#8 Posted 02 August 2013 - 05:18 AM
I won't be using the PSX soundtrack. Gross. A nice addition for those who like it, though.
#9 Posted 02 August 2013 - 05:23 AM
MusicallyInspired, on 02 August 2013 - 05:18 AM, said:
Nuh uh, that soundtrack is awesome.
#11 Posted 02 August 2013 - 07:52 AM
Nice to have a proper PC port of this. Well done!
#12 Posted 02 August 2013 - 11:28 AM
The PSX soundtrack is great in it's own right, but most of the tracks don't jive with Duke really. Too dance-y.
#13 Posted 02 August 2013 - 12:07 PM
I wonder if anyone will be interested in working on the HRP textures for the 64 version...
This post has been edited by Fox: 02 August 2013 - 12:10 PM
#14 Posted 02 August 2013 - 05:13 PM
This post has been edited by LkMax: 02 August 2013 - 05:13 PM
#15 Posted 02 August 2013 - 11:17 PM
I really liked the options of the music pack. It is essential in my opinion (at least for a pc gamer who played Duke3D before).
#16 Posted 02 August 2013 - 11:54 PM
#17 Posted 03 August 2013 - 03:30 AM
#18 Posted 03 August 2013 - 03:40 AM
Mikko_Sandt, on 03 August 2013 - 03:30 AM, said:
Off the top of my head: Duke Burger, Flood Zone, Fahrenheit, Movie Set, Rabid Transit, Freeway and Stadium.
AFAIK, the space levels are mostly the same but I'm just going by memory now.
This post has been edited by Loke: 03 August 2013 - 03:57 AM
#19 Posted 03 August 2013 - 07:25 AM
Commando Nukem, on 02 August 2013 - 11:54 PM, said:
I didn't realized that. Fixed.
Mikko_Sandt, on 03 August 2013 - 03:30 AM, said:
That depends. For example, Launch Facility looks like this, yet gameplay is almost unchanged.
This post has been edited by Fox: 03 August 2013 - 08:34 AM
#21 Posted 03 August 2013 - 12:34 PM
#23 Posted 03 August 2013 - 01:21 PM
This post has been edited by ReaperMan: 03 August 2013 - 01:21 PM
#24 Posted 03 August 2013 - 04:15 PM
Fox, on 03 August 2013 - 12:40 PM, said:
Thanks, Fox, it was SendSpace Chrome didn't trust. Worked my way through the first two levels, and it is awesome! Never played Duke64 before, so it's really interesting seeing all of the differences for the first time.
#25 Posted 03 August 2013 - 04:55 PM
Duke doesn't say "Ewwgh... Who's your plastic surgeon?" In Battlelord.
Duke doesn't say "In a perfect world, you'd already be dead!" when confronting the overlord.
This post has been edited by Commando Nukem: 03 August 2013 - 07:52 PM
#26 Posted 03 August 2013 - 07:48 PM
#27 Posted 03 August 2013 - 09:21 PM
#28 Posted 03 August 2013 - 09:28 PM
#29 Posted 03 August 2013 - 09:53 PM
Cstat 16384 is used by Polymer to cast shadows, so they are not rendered.
This post has been edited by Fox: 03 August 2013 - 10:28 PM
#30 Posted 03 August 2013 - 10:48 PM
This post has been edited by leilei: 03 August 2013 - 10:48 PM