[RELEASE] Duke Nukem 64 Mod
#211 Posted 29 September 2013 - 06:08 PM
Small update and fixed a few bugs, something with the Grenade Launcher projectile and screen tinting.
This post has been edited by Fox: 29 September 2013 - 06:12 PM
#212 Posted 19 October 2013 - 02:40 PM
#213 Posted 19 October 2013 - 03:23 PM
#214 Posted 20 October 2013 - 12:46 AM
#215 Posted 20 October 2013 - 02:59 AM
leilei, on 20 October 2013 - 12:46 AM, said:
http://forums.duke4....post__p__163688
#216 Posted 20 October 2013 - 10:48 PM
#217 Posted 21 October 2013 - 05:53 AM
Just slightly slanted texel sampling. Just look how straight the lines are from his brain matter are, you think eurocom designed assets with this filtering in mind?
This post has been edited by leilei: 21 October 2013 - 05:56 AM
#219 Posted 21 October 2013 - 07:28 AM
This post has been edited by Player Lin: 21 October 2013 - 07:28 AM
#220 Posted 21 October 2013 - 12:59 PM
#221 Posted 21 October 2013 - 03:59 PM
#222 Posted 14 December 2013 - 11:59 PM
This post has been edited by Duke64Nukem: 15 December 2013 - 12:00 AM
#224 Posted 31 December 2013 - 06:21 AM
#225 Posted 17 January 2014 - 03:08 PM
#226 Posted 25 January 2014 - 07:35 PM
#227 Posted 25 January 2014 - 07:54 PM
Hendricks266, on 25 January 2014 - 07:35 PM, said:
Fixed that for ya
#229 Posted 25 January 2014 - 08:22 PM
Follow me on Twitter if you'd like to see when I resume my game. https://twitter.com/Hendricks266
This post has been edited by Hendricks266: 25 January 2014 - 08:32 PM
#231 Posted 25 January 2014 - 09:59 PM
#232 Posted 28 January 2014 - 04:00 AM
#233 Posted 04 February 2014 - 10:50 AM
I can still remember finding your project back in 2009 as I was trying to do the same thing. I had wanted to remake Duke 64 back in 2007 when I made a remake of the first map but lacked any coding skills.Then in 2009 When I first come across your project I had just added the SMG's and made it fire two bullets and use the right sound (my scripting skill was getting better) and I was getting ready to really make a Duke 64 mod, then I found your's.
After seeing your project I could see that you where a better coder them me and much farther along. So I left that park of the project up to you and started helping with remaking the maps(I remade 6 maps I think, 200 hours of work or more).Back before nukey's Smart Ass (and I mean that endearingly) ripped them from the rom and made mine and his mapping efforts before that worthless. Damn and I know my remakes where 99% exact replicas.And now I get no credit for helping with the mod, but that's ok. That work's not even really worth mentioning now.
Anyway now that the mods out(and has been for a little while, I should have looked sooner) It has increased my enthusiasm for my DUKE 64 ATOMIC EDITION add-on (a side project I had planed when I was part of the Duke 64 map team with nukey ) the add-on was to make more changes and addition to the Duke 64 maps as well as bug fixing if needed.
I had already released my ATOMIC version of E1M1 in the the first Duke 64 topic. I will be starting my own topic today.So if your interested then look for my new topic DUKE NUKEM 64 ATOMIC. There will be a download for heavily edited version's of DUKE 64's of E1M1 and E1M2.
I would like to use this opportunity to formally ask you, Fox. If its ok for me to use your mod as a base for mine.I cant see you having a problem with me editing the maps. There ripped anyway and don't belong to you or anything.
But at some point I would like to add to and modifying your code. At that point I would need to upload my own version of your Duke 64 cons.This would likely be after I've finished all the maps some years from now.By then I think you will be 100% done with this project, so what I do will not detract from your mod (hopefully it will keep people interested)
So can I use your mod as a base for mine when the time comes?
Edit: I wrote this post before fully reading this topic and see there's been some bickering over whether to edit the maps or not for "bug" fixing, hope fox's felling's over that dose not influence his opinion or acceptance of my planed add-on, I had already told him of my intent on editing the maps back in the First Duke 64 topic when I uploaded my first DUKE 64 ATOMIC map E1M1.
If you fox, for whatever reason don't want me editing and using you code in the future I will stand by your decision.
But with all due respect , I will be moving forward with my MAP EDITS regardless of you stance on my DUKE 64 ATOMIC project (you did not make or own the maps anyway,nukey ripped them so I would credit him for that).
And my project would still require your mod (but not edit it if you don't want me too) so I would credit you for that.
So In ether case I will fully credit you for all the code, and nukey for ripping the maps, and any other's involved with the original project .
This post has been edited by -=SomeThingEviL=-: 04 February 2014 - 10:53 AM
#234 Posted 04 February 2014 - 10:59 AM
#236 Posted 04 February 2014 - 12:42 PM
I don't think i will be doing anything with the code for a long time, lots of map work to do first. I hope that you will be fully done before I want to get to adding my own code so I don't have to worry about you updating it.
I waited 5 years for this I can wait 5 more before I get to my own coding if I feel like it.I have more patience then a Patagonian cypress waiting to die.
Edit: And thanks for letting me have at it.
This post has been edited by -=SomeThingEviL=-: 05 February 2014 - 07:58 AM
#238 Posted 23 February 2014 - 08:39 AM
#239 Posted 02 April 2014 - 08:52 PM
This post has been edited by Fox: 03 April 2014 - 06:55 AM
#240 Posted 03 April 2014 - 03:21 PM
I've encountered a problem when trying to start your DN64 mod. There are a lot of undefined parameters causing the main script EDUKE.CON to fail compilation. I've not seen this error posted yet so I guess there is something specific to my setup incorrect.
Log attached. In case you're wondering the "content" folder is within the EDuke32 root folder as a container for all the game groups, cons, high resolution packs, folders, etc. Just to keep them in a tidy spot.
Attached File(s)
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eduke32.log (5.75K)
Number of downloads: 421