Duke4.net Forums: [RELEASE] Duke Nukem 64 Mod - Duke4.net Forums

Jump to content

  • 14 Pages +
  • « First
  • 10
  • 11
  • 12
  • 13
  • 14
  • You cannot start a new topic
  • You cannot reply to this topic

[RELEASE] Duke Nukem 64 Mod

User is offline   MotM 

#331

View PostFox, on 01 November 2016 - 01:17 AM, said:

Wouldn't you want just to replace the art and sound?

Yes, I just want to replace the original D3D handgun with the DN64 pistol.

This post has been edited by MotM: 01 November 2016 - 04:19 AM

0

User is offline   LkMax 

#332

View PostMotM, on 01 November 2016 - 04:09 AM, said:

Yes, I just want to replace the original D3D handgun with the DN64 pistol.

I did the same thing, it objectively looks way way better than the ugly square box that is the original sprite.
I'll upload a file, see if it helps. (extract on the root Duke 3D folder, open the defs with notepad to edit if needed).

http://www.mediafire...uke64Pistol.zip

There might be a better or more formal way but what I did "just works".
PS: sounds not included.

This post has been edited by LkMax: 01 November 2016 - 07:54 AM

1

User is offline   MotM 

#333

View PostLkMax, on 01 November 2016 - 07:53 AM, said:

I did the same thing, it objectively looks way way better than the ugly square box that is the original sprite.I'll upload a file, see if it helps. (extract on the root Duke 3D folder, open the defs with notepad to edit if needed).http://www.mediafire.com/file/1jrsisjdlz4bc35/Duke64Pistol.zipThere might be a better or more formal way but what I did "just works".PS: sounds not included.

Thanks so much, this works quite good enough.
These art seem different than the set in Fox's mod, did you have to make the modifications yourself?
0

User is offline   LkMax 

#334

I did a little touch up, basically altered/added one angle and included the classic muzzleflash.
0

User is offline   MotM 

#335

It would be cool to see the pistol with a laser aim added. I tried to work with the existing PNG art, but my image editor shows black background instead of transparent for most of the files.

2525 and 2526 are the only ones that I could work with.

Posted ImagePosted Image

Laser:
Posted Image
0

User is online   Phredreeke 

#336

Thank you for making this mod, I enjoyed playing through it, and I like this version of Rabid Transit better than the PC original (it makes me wonder how my favourite of the Build games, Blood, would have fared had it got a console port)

Would it be possible to add an alt fire button to switch between weapons sharing the same slot, kinda like Shadow Warrior Classic Redux does?
2

User is offline   Hendricks266 

  • Weaponized Autism

  #337

I like your idea of an alt-fire button. It makes sense to add considering that mod supports the number keys, which were not part of the original N64 game. That said, I believe you can consistently use either the Previous or Next Weapon keys to switch weapons within the same slot.
0

User is online   Phredreeke 

#338

For me the next/previous weapon keys only work for switching between shrinker and expander (which kinda makes sense given that they share a slot in the original game too) The other weapons will only use the fire mode that was last selected unless you use the number keys to switch (like in vanilla Shadow Warrior)
0

User is offline   Hendricks266 

  • Weaponized Autism

  #339

I believe the last version of the mod publicly released predates TX changing EDuke32 so that next/previous weapon work on the shrinker and expander intuitively. I believe Fox was just following the source port convention at the time.
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#340

View PostPhredreeke, on 01 August 2017 - 02:36 PM, said:

Would it be possible to add an alt fire button to switch between weapons sharing the same slot, kinda like Shadow Warrior Classic Redux does?

It would be possible, but wouldn't make sense. The weapon is reloaded with one ammo type, the dum dum bullets don't magically appear in the magazine the moment you fire.
0

User is online   Phredreeke 

#341

That's not how alt fire in Shadow Warrior Classic Redux works though. It works like a toggle, as if you had pressed the key assigned to the active weapon slot.
1

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#342

I see. Good call, I will add something like that in the next release (which seems to be taking forever).
1

User is offline   SFJake 

#343

Is there any version of this mod that is "standalone", so to speak, that works with vanilla maps? When you try to play the Birth with this, there's a bunch of bugs that don't make sense (such as a door's sound being a duke voiceline).


I'd play any and all custom maps with the N64 mod but this mod only works fine with maps that were edited for it, which is annoyingly limiting.
0

User is offline   Sixty Four 

  • Turok Nukem

#344

Kind of glad this was bumped lol

I still play this a lot. Good work thank you. Umm, i'm not trying to speedrun or 100% just randomly playing.


0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#345

View PostSFJake, on 29 December 2017 - 08:17 PM, said:

Is there any version of this mod that is "standalone", so to speak, that works with vanilla maps? When you try to play the Birth with this, there's a bunch of bugs that don't make sense (such as a door's sound being a duke voiceline).

It was intended to support the original maps. Note that the next version will use the original CON codes, so it will have even less support to The Birth episode maps...
1

#346

That's not fair, why have such a perfect emulation of something made for other platform and then turning it so excessive that limit or preclude you the extra advantages you could have on PC? It's better create two separate .CONs selectable using a .BAT that gives the player the choice if play pure N64 DN3D or a specific version that allow to play the episodes for which it had not been conceived without sound/graphical incompatibilities.
0

User is offline   Forge 

  • Speaker of the Outhouse

#347

View PostFantinaikos, on 30 December 2017 - 03:39 PM, said:

That's not fair, why have such a perfect emulation of something made for other platform and then turning it so excessive that limit or preclude you the extra advantages you could have on PC? It's better create two separate .CONs selectable using a .BAT that gives the player the choice if play pure N64 DN3D or a specific version that allow to play the episodes for which it had not been conceived without sound/graphical incompatibilities.

Maybe if Fox got paid to do the extra work, then fair can be part of the equation.

Just an opinion.

This post has been edited by Forge: 30 December 2017 - 04:22 PM

0

User is online   Phredreeke 

#348

Alternatively, people wanting to play The Birth (or even Alien World Order!) using the DN64 mod could adapt that episode to work with the mod.
0

#349

Quote

or even Alien World Order!


I'm not completely sure if the 20th anniversary edition under Eduke32 makes it totally or partially mod compatible. It is?
0

#350

I was originally helping make this Duke 64 Mod. I was remaking the maps before they where ripped from the N64 ROM and my work became obsolete.

Funny enough I just recently asked fox for a early release of Duke 64 update so I can see how it works and maybe see if I can make the weapons a stand alone pack for Duke 3D.I am also going to work on ether making the Duke 64 Mod compatible with the Duke 3D maps or edit the maps to work with Duke 64.

I'm hoping to get the mod to work with the original maps so that all user made maps will also work.But I have to redefine a lot of sounds and keep it all in order and keep track of what needs swapping(It makes my brain hurt). Probably a lot of other stuff I'll need to do.Like add back missing tiles.

I also have the Duke It Out In DC Maps with the sounds fixed for duke64v0.9.3. I fixed them back in 2014 but never did anything with them(might still have error but I think all the sound for doors and stuff are fixed).No new location for Duke 64 only items though,sorry.

Here is a link to them.

Duke 64 Duke It Out In DC Maps

So I'll keep hammering at it and see if I can't make a Duke 64 "Atomic Edition". That will have All the Duke 64 Maps + The Birth, Duke It Out in DC and probably even Alien World Order!.
I can't guarantee I will finish this but I'll try.

Of course I would ask Fox if it was ok before releasing a edited version of his mod.

This post has been edited by -=SomeThingEviL=-: 30 December 2017 - 06:44 PM

0

User is offline   SFJake 

#351

Indeed, that was my hope: a version that works with Birth but also custom maps/episodes like Duke it out in DC, since we can't expect all custom maps to be edited to work with it!

(although Birth in particular would be really nice to see adapted to fit the N64 version and with the new items)

I'm not asking Fox to do any of this. In fact, I even thought of doing this myself, I've modded lots of things in my life so I'm sure I could figure EDuke32's modding out and tweak the mod given enough free time. Having said that, -=SomeThingEviL=-, I'm glad to hear you're already trying it since you seem to have the expertise for it.


I have an absolute preference for N64's Duke. Probably because I played it first, but I just can't help but enjoy myself a lot more when I have the Plasma Cannon, the double SMGs and everything, which this mod all nails perfectly.
0

#352

I to have a hardened preference for Duke 64.I had Duke 3D first, but it was a coop play-through with a good friend on Damn I'm Good In Duke 64 that cemented my love for it.The ability to kick dead bodies to death so they did not respawn helped.We beat the full game without dying once and we where just 10 years old.

I think the new Duke 64 weapons and ammo helped make this possible for us.Strategic use of the homing missiles and grenade launcher helped a lot with the bosses and mini bosses.And the double SMGs just kick SO MUCH ASS!!!!! :D

Great memories.

This post has been edited by -=SomeThingEviL=-: 31 December 2017 - 11:38 AM

0

User is online   Phredreeke 

#353

There's a glitch with the mirror in Memorial Service (though, to be faithful to Duke 64 I'd suggest covering it up)

https://i.imgur.com/swOAZ2O.png

Edit: Ok, found another glitch. Finishing Secret Files takes you to Hollywood Holocaust, not Smithsonian Terror.

Edit 2: Also, the new textures lacks transparency.

https://i.imgur.com/0pdKpgk.png

This post has been edited by Phredreeke: 31 December 2017 - 01:53 PM

0

User is offline   SFJake 

#354

So, I just went and did this myself.

I have taken the 0.9.3 version's DEFS.CON here and tweaked it so that the sounds on the original maps (or custom maps) will be right. I've also tweaked USER.CON to bring you to the normal episodes. (using these, the sound will NOT work right on the 3 episodes from this mod)


Now comes a question: the DEFS.CON sound definition number, is it used in ANY way other than for map sounds?


From my testing, it worked 100% perfectly fine in the original maps. Which only begs the questions, why are the N64 episodes using new sound definition? Why were they just not extended from the original and the 64 maps adapted properly? Its very backward. If I went around and fixed all the sounds in the N64 maps, then the mod would be compatible with any vanilla map, which would be ideal for the project's quality, I would think. Of course, maybe I missed something.


If anyone wants the modified .CON, here they are. NOTE: The episode doesn't seem to transition to the right levels, after E4L3 I get sent to hollywood holocaust. I don't understand why. The levels work fine individually.

Attached File(s)



This post has been edited by SFJake: 31 December 2017 - 11:06 PM

0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#355

View PostSFJake, on 31 December 2017 - 10:12 PM, said:

Now comes a question: the DEFS.CON sound definition number, is it used in ANY way other than for map sounds?

Not outside of the console.

View PostSFJake, on 31 December 2017 - 10:12 PM, said:

Which only begs the questions, why are the N64 episodes using new sound definition?

Dunno.

Several sounds were cut, and they modified the numbers so that all present sounds are in sequence. The sounds are also different in the French version and the maps were modified accordingly.

Maybe they did this to save (negligible) space. Maybe because the N64 use sound banks they need all sounds in sequence.

This post has been edited by Fox: 31 December 2017 - 11:34 PM

0

User is offline   SFJake 

#356

Alright, thanks. In the meantime, I've fixed my above link (I can't edit it again? damnit, I'd delete the above attachment).

I now have a proper version that supports the Birth episode, proper skies, proper level transition. The levels Duke Burger and Area 51 are cut since they are present in the previous episodes. Also included transition from Episode 3 to 4 but thats pretty pointless for now since you can't switch DEFS mid-save.

You will need to use the old DEFS.CON for the N64 episodes, so make sure to back it up or separate your install.

Its not absolutely bug free but its a much better support for the Birth episode for now. The levels themselves are untouched for now. Custom maps work as well.

Attached File(s)



This post has been edited by SFJake: 01 January 2018 - 12:04 AM

0

User is online   Phredreeke 

#357

Also, Duke Nukem 64 was never going to run vanilla maps, so there was really no need to maintain compatibility.
0

User is offline   SFJake 

#358

On a side note, Damn I'm Good doesn't work on 0.9.3? I tried a fresh download to be certain, monsters never respawn?
0

User is offline   SFJake 

#359

I had to change the following bunch of codes in GAME2.CON:

  ifaction AENEMYDEAD
  ifvare RESPAWN_MONSTERS 1
  ifcount RESPAWNACTORTIME
  {
    spawn TRANSPORTERSTAR
    addkills -1
    cactor LIZTROOP
    cstat 257
    strength TROOPSTRENGTH
    state checktrooppalette
    ai AITROOPSEEKENEMY
  }


to

  ifaction AENEMYDEAD
  ifvare RESPAWN_MONSTERS 1
  ifvarg MONRESPAWNTIMER RESPAWNACTORTIME
  {
    spawn TRANSPORTERSTAR
    addkills -1
    cactor LIZTROOP
    cstat 257
    strength TROOPSTRENGTH
    state checktrooppalette
    ai AITROOPSEEKENEMY
    setvar MONRESPAWNTIMER  0
  }
  else
    addvar MONRESPAWNTIMER 1


The var is defined as "gamevar MONRESPAWNTIMER 0 2".

Again, I don't understand the Eduke32 scripting much, "ifcount" should work but it doesn't? Replacing it with this (in the multiple actors it applies to) worked.
0

User is offline   NightFright 

  • The Truth is in here

#360

Sorry for this minor bump, but I have just tried to play this with a recent EDuke32 snapshot (r6715) and found that the drop through the rooftop vent at the start of E1L1 does not work, you hit a solid wall at the end of the shaft and do not emerge on the streets. Can anyone confirm this?
0

Share this topic:


  • 14 Pages +
  • « First
  • 10
  • 11
  • 12
  • 13
  • 14
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks not owned by Voidpoint, LLC are the sole property of their respective owners. Play Ion Fury! ;) © Voidpoint, LLC

Enter your sign in name and password


Sign in options