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[RELEASE] Duke Nukem 64 Mod

User is online   Fox 

  • Fraka kaka kaka kaka-kow!
  • 4,792

#1

Not everything is how I wanted, but I am tired of delaying.

Posted Image

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.
33

User is offline   tomo 

  • 3

#2

Thanks Fox this is awsome :)
0

User is offline   Lunick 

  • Snazzy Ex Tazzy
  • 4,603

#3

Crossed off my signature :)

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http://duke3dmaps.tumblr.com/
0

User is offline   NUKEMDAVE 

  • 488

#4

All we need now is a Zero Hour mod. :)

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

2

User is online   Fox 

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#5

Eww, Zero Hour would be way too complicated. Even if we managed to extract the map files from the ROM, the format probably would have too many differences from regular Build maps.
1

User is offline   NUKEMDAVE 

  • 488

#6

It might be possible to extract from the rom. It would be interesting to just get into it and see what there is. I found this, but I already tried it:

http://www.zophar.ne...ead.php?t=13388

It seems to only work with that particular rom.
2

User is offline   djdori11 

  • -5

#7

Wow awesome! played the first 2 levels and it seems identical to the original, and with the PSX music it's 9999% better! :(
Thanks a lot!

View PostNUKEMDAVE, on 01 August 2013 - 06:53 PM, said:

All we need now is a Zero Hour mod. :)

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

0

User is offline   MusicallyInspired 

  • 2,885

#8

Yey! Can't wait to try this! Been waiting a long time! Thanks for your hard work, Fox!

I won't be using the PSX soundtrack. Gross. :) A nice addition for those who like it, though.

Roland SC-55 Music Packs
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0

User is offline   Lunick 

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#9

View PostMusicallyInspired, on 02 August 2013 - 05:18 AM, said:

I won't be using the PSX soundtrack. Gross. :)


Posted Image
Nuh uh, that soundtrack is awesome.

LeoTCK - EDIT: Jimmy, Blow it out your ass!
http://duke3dmaps.tumblr.com/
3

User is offline   MusicallyInspired 

  • 2,885

#10

Remain deluded if you want to. :)

Roland SC-55 Music Packs
It's Green (Duke3D BETA Track!) in FLAC, OGG, & MP3 with metadata loop tags
Duke3D, Doom, Descent, Hocus Pocus, and more...
Legacy of Grabbag Metal Medley
-1

User is offline   Commando Nukem 

  • Judge Mental
  • 2,214

#11

"Let's Rock!"

Nice to have a proper PC port of this. Well done! Posted Image

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0

User is offline   Jimmy 

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#12

Cheers Fox. Been waiting for ages!

The PSX soundtrack is great in it's own right, but most of the tracks don't jive with Duke really. Too dance-y.

""Long awaited sequel" switching to the Unreal engine? What could possibly go wrong?" - Micky C
1

User is online   Fox 

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#13

Since the Nintendo port has no music, I tought it would be a good idea to give the option.

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

2

User is offline   LkMax 

  • 314

#14

Finally, I will be able to play both this mod and ROTT now. :) it'll be a good weekend, hehe.

-generic signature here-

This post has been edited by LkMax: 02 August 2013 - 05:13 PM

0

User is offline   supergoofy 

  • 50

#15

@Fox, thanks for Duke64 Mod. Great work. I played the first two levels and now I'm on the 3rd. Very close to the original experience.

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).
0

User is offline   Commando Nukem 

  • Judge Mental
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#16

I know you're probably aware of this glitch Fox, but i'm curious as to why it is as such. Why is Duke saying "Come Get Some" in all the places he should be saying "Holy Cow!" (The intro, San Andreas Fault, Dancing lady in the cave.)

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1

User is offline   Mikko 

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#17

Aside from the first three levels, which maps have new areas worth seeing?

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Posted Image
0

User is offline   Loke 

  • 587

#18

View PostMikko_Sandt, on 03 August 2013 - 03:30 AM, said:

Aside from the first three levels, which maps have new areas worth seeing?


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

1

User is online   Fox 

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#19

View PostCommando Nukem, on 02 August 2013 - 11:54 PM, said:

I know you're probably aware of this glitch Fox, but i'm curious as to why it is as such. Why is Duke saying "Come Get Some" in all the places he should be saying "Holy Cow!" (The intro, San Andreas Fault, Dancing lady in the cave.)

I didn't realized that. Fixed.

View PostMikko_Sandt, on 03 August 2013 - 03:30 AM, said:

Aside from the first three levels, which maps have new areas worth seeing?

That depends. For example, Launch Facility looks like this, yet gameplay is almost unchanged.

Spoiler


This post has been edited by Fox: 03 August 2013 - 08:34 AM

2

User is offline   Jenz/Amaka 

  • 159

#20

Yes! Finally.

Going to check it out immediately.

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1

User is offline   smilesdude98 

  • 4

#21

I'd really love to try this mod, but Chrome keeps flagging the download as containing possible malware. This is the first time I've ever had this problem. I'm guessing it's safe to ignore?
0

User is online   Fox 

  • Fraka kaka kaka kaka-kow!
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#22

It should be safe. Maybe it's because it contains Eduke32 executable, or because it doesn't trust SendSpace. Try downloading from here.
0

User is offline   ReaperMan 

  • 1,260

#23

I have been waiting for this forever. I would of been playing it earlier but i had some computer problems recently.

This post has been edited by ReaperMan: 03 August 2013 - 01:21 PM

0

User is offline   smilesdude98 

  • 4

#24

View PostFox, on 03 August 2013 - 12:40 PM, said:

It should be safe. Maybe it's because it contains Eduke32 executable, or because it doesn't trust SendSpace. Try downloading from here.


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.
0

User is offline   Commando Nukem 

  • Judge Mental
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#25

Couple more quick sound glitches I noticed.

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.

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This post has been edited by Commando Nukem: 03 August 2013 - 07:52 PM

1

User is offline   Daedolon 

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#26

View PostLunick, on 02 August 2013 - 05:23 AM, said:

Nuh uh, that soundtrack is awesome.


How about no.

Lunick: I can't believe you can pre-order Duke Nukem 3D in 2016
1

User is offline   Lunick 

  • Snazzy Ex Tazzy
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#27

View PostDaedolon, on 03 August 2013 - 07:48 PM, said:

How about no.


You dislike everything though.

LeoTCK - EDIT: Jimmy, Blow it out your ass!
http://duke3dmaps.tumblr.com/
1

User is offline   Plagman 

  • Former VP of Media Operations
  • 350

#28

So what do the N64 maps use the 16384 cstat bit for, and why doesn't it work with Polymer exactly?

EDuke32 - "The corrupt doctrine of terror has begun."
0

User is online   Fox 

  • Fraka kaka kaka kaka-kow!
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#29

It is used in conjunction with cstat 16 in order to create an offset effect for wall-aligned sprites, apparently to prevent texture overlapping.

Posted Image

Cstat 16384 is used by Polymer to cast shadows, so they are not rendered.

Spoiler


This post has been edited by Fox: 03 August 2013 - 10:28 PM

2

User is offline   leilei 

  • 449

#30

Did Duke really just tell a keycard to suck it down in the sub level?

Posted Image

This post has been edited by leilei: 03 August 2013 - 10:48 PM

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