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[RELEASE] Duke Nukem 64 Mod

User is online   Phredreeke 

#391

Was that part of the CON code extracted from the ROM, or was it hardcoded?
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#392

Projectiles are hard-coded.
0

User is offline   Kerr Avon 

#393

Regarding the grenade launcher's projectiles sometimes bouncing off enemies in the N64 game, that rang a bell with me, but I can't find any reference to it in the official Wiki. The only reference I've been able to find is this:

"Enemies can be activated, as I call it. By that I mean that sometimes you see
some part of an enemy (e.g. its left arm, left leg and some of its head)
without him realizing you're there. In this case your autoaim won't work and
grenades will simply bounce off them instead of blowing up on contact.
Sometimes even a direct hit doesn't damage them. To stop this, just run into
his sight to activate him. Once he has seen you he can never return to the
inactivated status. This is extremely useful to keep in mind when you want to
lob grenades around corners or when you know that there are mutants in a
basin in front of you. Just dive down briefly, surface and leave the water.
Now you can fire a few grenades into the water and see the blood fly all
around. If you manage to hit an inactivated enemy, he is also activated.
"


I could be wrong here, since it's been a long time since I played DN64, but I think this was a very rare occurrence, though I don't remember if it always happened at the same few specific points in the game, or if it was more random. I do know that most enemies, if 'inactive' will become active when you use a weapon or explosive on them, as you'd expect, and the fact that I can't find more information about this would seem to suggest that it's not a common problem amongst DN64 players.


Source: I can't link directly to the page, as it's against Gamefaqs' rules, so go to:

https://gamefaqs.gam...e-nukem-64/faqs

and the above quoted text is in the FAQ by KeeperBvK, so thanks to him/her for documenting it.
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User is offline   Ninety-Six 

#394

I mean that specific problem is something inherent to the PC version as well. sometimes you score a direct hit with any explosive and they won't react, and sometimes they will. It's kinda random but it affects a good chunk of inactive monsters.


In the TC though, it affects monsters that are active.
0

User is online   Phredreeke 

#395

The existing DN64 TC is very outdated according to Fox. This is what he said when asked on Discord earlier this year about when it will be updated

Quote

when I implement to the source code a system for new weapons
instead of the hack I'm using for dum-dums and etc

0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#396

Now that Ion Fury is done, I'm back working on this.
7

User is offline   the_raven 

#397

I'm not sure if this was asked before, but since it's been ported to pc, did anyone actually get around to fixing the 'babe saving' animation and adding proper muzzle-flashes to weapons like the shotgun?
0

User is online   Phredreeke 

#398

I seem to recall Hendricks posting decompiled CONs from DN64 and Total Meltdown, presumably those could be edited to add those features, if Rednukem will load CONs outside the ROM
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#399

This TC is obsolete, since Rednukem is a vastly superior port.
4

User is offline   NightFright 

  • The Truth is in here

#400

Can Rednukem use original DN64 data? If that's the case, I wasn't aware of it. Which file(s) would be needed exactly?
0

User is offline   Dzierzan 

#401

RedNukem requires Duke Nukem 64 ROM. It's the only file it needs. Now how you'll get the ROM is up to you.
0

User is offline   NightFright 

  • The Truth is in here

#402

Cool. If it was able to run Total Meltdown, that TC would be obsolete, too...
0

User is online   Phredreeke 

#403

DN64 used its own hardware renderer which NukeYKT recreated in Rednukem.

Total Meltdown on the other hand used a reimplementation of the software renderer (although running in 15-bit color mode, as the PS1 has no native 256 color mode) - with the r_yshearing CVAR enabled Polymost you got a match for the original visuals aside from slightly different sprite clipping behaviour due to using Z-buffer.
0

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