
[RELEASE] Duke Nukem 64 Mod
#151 Posted 12 August 2013 - 07:39 AM
#152 Posted 12 August 2013 - 07:57 AM
Helixhorned, on 12 August 2013 - 01:34 AM, said:
That gives a precise answer for me, which is also what I have suspected last time after encountering mentions of the v9 and v10 map formats. Thanks.
To conclude: For now the aligement glitch will be seen (and apparently, even if it *is* fixed with the v10 map format, it may still differ from vanilla Duke64.)
#153 Posted 12 August 2013 - 07:57 AM
MusicallyInspired, on 12 August 2013 - 06:40 AM, said:
These maps are sacred, they shall remain untouched.
t800, on 12 August 2013 - 07:39 AM, said:
To disable the censoring, open USER2.CON and change this line:
define CENSORSHIP YES
The mirrors option is no longer a possibility, since the maps now used have been extracted from the ROM.
This post has been edited by Fox: 12 August 2013 - 08:01 AM
#154 Posted 12 August 2013 - 08:05 AM
#155 Posted 12 August 2013 - 08:05 AM
#156 Posted 12 August 2013 - 08:38 AM
This post has been edited by BR4ZIL: 12 August 2013 - 08:46 AM
#158 Posted 12 August 2013 - 09:08 AM
#159 Posted 13 August 2013 - 02:31 AM
Fox, on 12 August 2013 - 08:44 AM, said:
So when are you going to release the fixed one? I'm holding on playing because of these problems..
#160 Posted 13 August 2013 - 11:23 AM
#161 Posted 14 August 2013 - 01:28 AM
An idea for the final release might be to provide the mod (including the music pack) as a zipped release, just to make it more compact and even easier to use. I have already tested it with two zipfiles (mod and music pack) in a "duke64" folder, works perfectly.
Another suggestion, as mentioned previously by others, is to maybe consider a secondary mod which has working mirrors and uncut babes in it, as some kind of "PC hybrid addon" or the like. This could be realized without touching the actual content (just another zipfile which is named so that it's loaded after the original zipfile/maps), similar to the XXX pack for our HRP.

One way or the other, this is a masterpiece, and it was definitely more than worth the waiting time!
PS: If there are no objections, I would host the zipfile version of the current mod on our HRP website, also in order to draw more attention to it. Just some readme file with info and credits is missing, I believe. Would be nice to have one.
This post has been edited by NightFright: 14 August 2013 - 01:33 AM
#162 Posted 14 August 2013 - 01:53 AM
Jimmy, on 13 August 2013 - 11:23 AM, said:
It's not about being perfect, since such a thing is impossible. The thing is that the console port has its own engine, and trying to compensate for the differences by manually editing the levels is a solution too rudimentary. Besides the texture in Flood Zone is not wrong, I could expand on this, but I don't want to push on such futile subject.
Edit: First patch to fix a few problems. Besides the reported sound issues, unfortunately I had made a mistake which ended disabling the weapon recoil code.
Attached File(s)
-
duke64v0.9.1patch.zip (87.43K)
Number of downloads: 485
This post has been edited by Fox: 14 August 2013 - 05:23 AM
#163 Posted 15 August 2013 - 07:50 AM
Fox, on 14 August 2013 - 01:53 AM, said:
Edit: First patch to fix a few problems. Besides the reported sound issues, unfortunately I had made a mistake which ended disabling the weapon recoil code.
weapon recoil?
#165 Posted 16 August 2013 - 02:30 AM
NukemRoses, on 15 August 2013 - 07:50 AM, said:
The shotgun in the N64 version had some recoil in it in which the screen would shake a bit.
#166 Posted 17 August 2013 - 02:58 AM
Fox, on 12 August 2013 - 02:11 AM, said:
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 (...)
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.
Ah, I only recently noticed that you're remapping #3421 to #4008 which you're selecting at game time, hence the cat. So if I understand you right, the art.def "texture" definition merely sets up some properties for how the hightile (GL) versions of these textures are supposed to be drawn. I removed including "art.def", played E1L1 a bit, but didn't notice anything particularly different (didn't look too hard though). Asked the other way around, what is missing when art.def is omitted?
Quote
I can verify that it is indeed a consequence of the alignment hacks the GL renderers make. When saving the map as V10 in the Lunatic build, it displays as in your screenshot. So, because editing the maps is out of the question, whether NPOT ysize tiles are drawn the correct way should be specifiable with a new maphack token.
#167 Posted 17 August 2013 - 04:16 AM
Helixhorned, on 17 August 2013 - 02:58 AM, said:
The art.def serves only to force the textures to have highres pal.
Helixhorned, on 17 August 2013 - 02:58 AM, said:
Don't worry about it, there is nothing wrong with how Eduke display these textures.
#168 Posted 17 August 2013 - 07:16 PM
#169 Posted 17 August 2013 - 07:24 PM

#171 Posted 18 August 2013 - 04:27 AM

#172 Posted 18 August 2013 - 05:15 AM
If you want to port Zero Hour you're better off remaking it completely at least gameplay wise.
#174 Posted 18 August 2013 - 11:14 AM
MetHy, on 18 August 2013 - 05:15 AM, said:
If you want to port Zero Hour you're better off remaking it completely at least gameplay wise.
Some nice Polymer lights, Cool models. It would be great.
I can already see Duke's steampunk 1880's jetpack.
#176 Posted 22 August 2013 - 12:48 PM
#177 Posted 28 August 2013 - 03:19 AM
MusicallyInspired, on 18 August 2013 - 10:57 AM, said:
I'm going to hazard a guess and say he played it on an emulator.
#178 Posted 28 August 2013 - 04:08 AM
Tea Monster, on 18 August 2013 - 11:14 AM, said:
I can already see Duke's steampunk 1880's jetpack.
Well, like I posted before, someone was able to open an N64 ROM with 7-Zip. Just that particular ROM only, though. If Zero Hour really is on a modified Build Engine and someone could manage to get into the ROM, I'd say you'd find some interesting and useful things.

#179 Posted 28 August 2013 - 05:38 AM
StrikerMan780, on 28 August 2013 - 03:19 AM, said:
Probably.
This post has been edited by MusicallyInspired: 28 August 2013 - 05:40 AM
#180 Posted 28 August 2013 - 06:18 AM
This post has been edited by supergoofy: 28 August 2013 - 06:19 AM