[RELEASE] Duke Nukem 64 Mod
#122 Posted 11 August 2013 - 06:32 AM
#123 Posted 11 August 2013 - 06:50 AM
#124 Posted 11 August 2013 - 07:14 AM
#125 Posted 11 August 2013 - 08:16 AM
Commando Nukem, on 11 August 2013 - 06:50 AM, said:
No, because that map was extracted from the ROM. But the mod is not necessarily wrong — even if it's not identical to the console, I don't think the mappers had it different.
Edit: Here is a comparsion beetween Eduke32 and an emulator.
Besides the erroneous texture for the credit cards, if you look closely the counter walls you will notice that the shading is different. That's because the 64 display the same shade and pal for the top and bottom texture (cstat 2), which kinda sucks because you loose some map effects.
Anyway, my point is that the mappers clearly used the Build editor with little modifications, so these aren't what I would call mistakes even if doesn't match the console version.
This post has been edited by Fox: 11 August 2013 - 09:03 AM
#126 Posted 11 August 2013 - 09:23 AM
About one wall's aligning and other walls' shading:
- May the differences in the wall aligning come from the fact that the texture's height (in pixels) is not a power-of-two integer? The last .MAP format as supported by EDuke32 may change some things regarding that.
- As for the counter walls' shading, I guess that can be automatically "fixed" (i.e. look more vanilla-like) using some CON code, without modifying any MAP file directly?
Again, nice mod.
This post has been edited by NY00123: 11 August 2013 - 09:24 AM
#127 Posted 11 August 2013 - 09:43 AM
It would be possible to correct the shade or pal with a CON, but I don't think it's a bad thing.
#128 Posted 11 August 2013 - 09:56 AM
And i'd disagree with saying it's not an issue. Visual accuracy should be more important in these cases if somethings is very clearly broken...Right?
#129 Posted 11 August 2013 - 10:32 AM
#130 Posted 11 August 2013 - 10:35 AM
#131 Posted 11 August 2013 - 10:40 AM
#132 Posted 11 August 2013 - 10:49 AM
#133 Posted 11 August 2013 - 10:55 AM
This post has been edited by Fox: 11 August 2013 - 10:56 AM
#134 Posted 11 August 2013 - 10:57 AM
Since I *still* don't have the latest version of Duke64.. (I know what may someone going to tell me after this post!... ok downloading)
Has anybody considered trying to load the Duke64 variation of the Flood Zone map using Mapster32 and then saving a copy of it using the latest revision of the .MAP format, eventually checking what happens to that wall? (As its tile NPOT (Non-Power-Of-Two) height in pixels.)
Well, that is interesting. The tile's alignment seems to be *ok* within Mapster32. Maybe it already displays things under the assumption the newer .MAP format is in use.
EDIT: Yeah, when I set a wall to have some random tilenum representing a tile with a non-POT height, it is repeating *correctly*, which is surely not the case using the original .MAP format in EDuke32 and DOS Duke.
This post has been edited by Hendricks266: 11 August 2013 - 11:20 AM
#135 Posted 11 August 2013 - 12:00 PM
Fox, on 11 August 2013 - 10:55 AM, said:
That was about as clever is mahogany hitting a child in the face, Fox. This is about making simple repairs to make the TC closer to what was presented in the original 64 version. It's not about enhancing the level of detail, but merely fixing the detail that already exists. Don't turn into a twit.
#136 Posted 11 August 2013 - 12:50 PM
I guess since this mod is meant to be run with EDuke32 exclusively, there should be nothing wrong with very minor edits of the levels - provided they are done in order to maintain an accurate reproduction of the levels as they appear on the N64.
As far as I am concerned, there's no need to be shy to apply such map changes. It's not like anyone will reimport everything back into a ROM and complain if it doesn't run on the console properly any more.
Personally, I won't die if it remains unchanged, the level is perfectly playable without doing anything. However, we are (mostly) PC users, and on this platform, we have the tools to make things look right. Why not take advantage of this opportunity?
This post has been edited by NightFright: 11 August 2013 - 12:55 PM
#137 Posted 11 August 2013 - 01:01 PM
#138 Posted 11 August 2013 - 01:20 PM
#139 Posted 11 August 2013 - 01:33 PM
On a side note, I have finally found the post where I got introduced to the NPOT tile height support for walls: http://forums.duke4....831#entry131831
(Link found in the Lunatic thread: http://forums.duke4....w-introduction/)
It may not be ready, though. Even after modifying L22.MAP to have a few additional sectors, involving TROR in the way (hence forcing .map version 9), the glitch is still seen in-game.
This post has been edited by NY00123: 11 August 2013 - 01:34 PM
#140 Posted 11 August 2013 - 01:55 PM
#141 Posted 11 August 2013 - 07:37 PM
Commando Nukem, on 11 August 2013 - 01:20 PM, said:
Wait, what Duke Talk quotes are missing? i have played through Episode 1 and didint noticed anything diferent from the N64 version.
#142 Posted 11 August 2013 - 09:01 PM
Commando Nukem, on 11 August 2013 - 01:20 PM, said:
But the map was intended to look like that by the level designers (Bill Beacham and Kev Harvey), if anything the console version that is displaying the texture wrong.
#143 Posted 11 August 2013 - 09:48 PM
#144 Posted 11 August 2013 - 09:51 PM
Like I said, the problem is that they added a cstat of 4 to the wall.
This post has been edited by Fox: 11 August 2013 - 10:01 PM
#145 Posted 11 August 2013 - 10:15 PM
BR4ZIL, on 11 August 2013 - 07:37 PM, said:
During the intro he says "Come Get Some" instead of "Holy Cow"
"I think i'll climb aboard" - is the Duke 3D version, not the Duke 64 version.
On San Andreas fault he doesn't say "Holy Cow" instead he says "Come Get Some."
When the battlelord is first revealed in the ship Duke is supposed to say "Eww... Who's your plastic surgeon?"
During the encounter with the overlord Duke is supposed to start the fight by saying "In a perfect world, you'd already be dead!"
And so on.
Fox, on 11 August 2013 - 09:01 PM, said:
It was most definitely not intended to look fucked up. Even in the picture you showed it starts out looking right. It's still not behaving as it should, and we know for a fact what would have been intended there. It looks like shit.
#146 Posted 11 August 2013 - 10:36 PM
This post has been edited by NukemRoses: 11 August 2013 - 10:53 PM
#147 Posted 12 August 2013 - 01:34 AM
Fox, on 11 August 2013 - 08:16 AM, said:
I see, you have three cases where you define that tile:
./art.def:texture 3421 { pal 0 { file "art/3421.png" nocompress nodownsize } } ./textures.def:tilefromtexture 4008 { file "tiles/temp/3421.png" } ./textures.def:texture 4008 { pal 0 { file "tiles/3421.png" nocompress nodownsize } }
I don't yet understand why/whether all of them are necessary, but for now, it seems that you are right: the texture is stretched out along the whole wall (above and underwater) in its initial position, under some invocations of EDuke32.
Quote
They used a different engine, right? This is the central point -- the editor is merely a tool built on it. Everyone trying to replicate Build (take Polymer for example) will always have to deal with a lot of corner cases and even inconsistencies, and that's the most likely reason maps don't look 100% the same between Nintendo-Duke64 and EDuke32-Duke64. They simply didn't get the Build rendering completely replicated.
NY00123, on 11 August 2013 - 10:57 AM, said:
EDIT: Yeah, when I set a wall to have some random tilenum representing a tile with a non-POT height, it is repeating *correctly*, which is surely not the case using the original .MAP format in EDuke32 and DOS Duke.
The new map format is not available as of now and I don't plan to make it available until Lunatic release. Non-POT tiles display "correctly" in the OpenGL modes anyway, but have some (completely backward) hacks to make it appear as if they look like in the classic renderer. Of course, this only works for some cases, not in general. See a detailed discussion here and in following posts.
Saiyuki234, on 11 August 2013 - 01:55 PM, said:
It should be possible to build EDuke32 under any OS providing a decent development environment. Refer to the page on the wiki. If you don't have the necessary OpenGL dependencies, you can still build a non-OpenGL version (see Makefile.common, "USE_OPENGL").
Fox, on 11 August 2013 - 09:51 PM, said:
If that's the case, I agree with you. It's best not to touch the maps, but do a detailed analysis of why discrepancies like these happen first. That said, a couple of other points are currently unclear to me (these are more notes to myself than requests to anyone):
- Mapster32 doesn't display the "cat" tile, but the original one. Likely to have something to do with the complicated DEFs.
Loading E3L3 once (e.g. "./duke64.sh -map E3L3" in my setup) actually displays the bottom part correctly! Doing "dnscotty 303" afterwards makes it misaligned.Scratch that, they're all named like "l<number>.map".
#148 Posted 12 August 2013 - 01:44 AM
#149 Posted 12 August 2013 - 02:11 AM
Helixhorned, on 12 August 2013 - 01:34 AM, said:
./art.def:texture 3421 { pal 0 { file "art/3421.png" nocompress nodownsize } } ./textures.def:tilefromtexture 4008 { file "tiles/temp/3421.png" } ./textures.def:texture 4008 { pal 0 { file "tiles/3421.png" nocompress nodownsize } }
I don't yet understand why/whether all of them are necessary, but for now, it seems that you are right: the texture is stretched out along the whole wall (above and underwater) in its initial position, under some invocations of EDuke32.
They are necessary in some way. The first line force the original tile to have highres texture properties (shade and pal). The second line is the new tile, however I was forced to stretch it because I could only get the compressed textures ripped. The last one is the same as the first, but for the new tile.
Helixhorned, on 12 August 2013 - 01:34 AM, said:
I am not sure why this is happening, but I think it may have something to do with the SE lo-tag 32 (ceiling rise/fall). But in the end it seems to be more of a level design flaw.
Helixhorned, on 12 August 2013 - 01:34 AM, said:
That's the hack I am using to allow the censored tiles to be turned off. If you look at the list of tiles, I have moved them to the end of the custom arts. But I left them with the filenames that matches the tiles as they are in the ROM, not the mod.
This post has been edited by Fox: 12 August 2013 - 02:12 AM