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[RELEASE] Duke Nukem 64 Mod

User is offline   LeoD 

  • Duke4.net topic/3513

#241

View PostAdamR, on 03 April 2014 - 03:21 PM, said:

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.
You're doing it wrong in one of the worst possible ways, which apparently is the opposite of 'tidy'. You should only have those files in your path (or command line, or autoload) which you actually need to play right now. All those GRPs which are loaded alphabetically will override some or all of the predecessor's content and leave a mess - at least visually, or, as you're experiencing, bail out, because random non-matching CON or DEF files are loaded.

Remove -jcontent -jcontent\hrp from your command line and retry.

Btw, duke3d_sd is long dead, play DukePlus for better effects.
1

User is offline   AdamR 

#242

Hi LeoD,

Thanks for getting back to me. My parameters are now -nosetup -h content\Duke64\duke64.def -x content\Duke64\EDUKE.con -j content\Duke64 though that doesn't appear to have resolved the issue. DEFS2.CON fails to compile in the same way.

Also I'm not even sure what Duke3D_SD is, or why I have it -- had it for like 7 years or something. Removed. :)
0

User is offline   LeoD 

  • Duke4.net topic/3513

#243

View PostAdamR, on 11 April 2014 - 12:38 PM, said:

Thanks for getting back to me. My parameters are now -nosetup -h content\Duke64\duke64.def -x content\Duke64\EDUKE.con -j content\Duke64 though that doesn't appear to have resolved the issue. DEFS2.CON fails to compile in the same way.
1. Post your eduke32.log.
2. I have just "installed" this for the first time and it runs out of the box perfectly. Forget about all command line parameters. Instead, move Duke64 up one level and specify Duke64 as "Custom game content directory" in the startup window. (If present, EDUKE.CON will be loaded automatically instead of GAME.CON ; DEFS2.CON specifies duke64.def instead of duke3d.def as toplevel DEF file.)
1

User is offline   AdamR 

#244

I moved the Duke64 folder as you said and yep it starts successfully.

Having compared the working start log with my failing one it appears that launching from the command prompt (or batch script) will include the base CON scripts instead of those in the Duke64 folder. This was revealed by differences in the file sizes at compile time.

I resolved this for me by editing your EDUKE.con script by putting "content\Duke64\" before the filenames, but I suspect there is something else incorrect -- probably with the commands I'm passing to EDuke32 preventing relative paths from working when compiling a CON script.

Thanks for your help. :)

This post has been edited by AdamR: 15 April 2014 - 08:10 AM

0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#245

v0.9.3

Posted Image

Major updates:
- Rough Classic mode support for portable devices.
- Accurate ambient light.
- SMGs auto-aim is now consistent with Eduke32 logic.
- Main theme in FLAC format (thanks to Hendricks266).

You no longer need to adjust the ambient light level. If you have changed it previously, set it back to 1.00 in the menu (Options -> Video Setup -> Renderer Setup). I guess it was a bad idea to tell people to change this setting in the first place LOL.

v0.9.3 (25mb): SendSpace, Duke4.net
PSX Music Pack for v0.9.3 (134mb): SendSpace, Duke4.net
8

User is offline   LeoD 

  • Duke4.net topic/3513

#246

You should remove the read-only attribute from the *.map files.
0

User is offline   Hendricks266 

  • Weaponized Autism

  #247

^Any good reason for that? Fox wants to emphasize that he has not changed a single byte since Nukey extracted them from the ROM.
1

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#248

Not really, I set it to read-only for personal use since I am constantly checking the maps in Mapster. =P
1

User is offline   Jamesfff 

#249

Just downloaded and tried to run version .93 and not only did eDuke give me errors it doesn't give me in my main Duke3D directory ["Error(s) found in file 'EDUKE.CON'" and "Duke Nukem 3D game data was not found. A valid copy of DUKE3D.grp .... is needed" (DUKE3D.grp IS in my Duke64 directory, and EDUKE.con is part of DukePlus, and not in my main Duke directory, and I have no problems loading Duke3d from that directory without DukePlus), but the log file had the following in it:

EDuke32 2.0.0devel r4313 (64-bit)
Compiled Feb 9 2014 11:30:31
Using C:/EDuke/Duke64/ for game data
Checking for updates...
Connecting to http://eduke32.sourceforge.net
Current version is 0... no updates available
Windows 7 Service Pack 1 (build 6.1.7601)
Initializing SDL system interface (compiled against SDL version 2.0.1, found version 2.0.1)
Using "windows" video driver
Searching for game data...
Using C:/EDuke/Duke64/duke64/ for game data
Using "DUKE3D.GRP" as main game data file.
Using group file "duke64/DUKE3D.GRP".
Compiling: EDUKE.CON (237 bytes)
Including: DEFS.CON (37013 bytes)
Using dynamic tile remapping
Using dynamic sound remapping
Including: DEFS2.CON (10073 bytes)
Using DEF file: duke64.def.
Including: USER.CON (43829 bytes)
Including: USER2.CON (3492 bytes)
Including: DISPLAY.CON (34294 bytes)
DISPLAY.CON: In state `event_displayrooms_2':
DISPLAY.CON:496: error: symbol `NEW_SHADING' is not a game variable.
DISPLAY.CON: In state `event_displayrest_2':
DISPLAY.CON:512: error: symbol `NEW_SHADING' is not a game variable.
DISPLAY.CON: In state `event_game_1':
DISPLAY.CON:523: error: symbol `NEW_SHADING' is not a game variable.
DISPLAY.CON: In state `displayshade':
DISPLAY.CON:794: error: symbol `NEW_SHADING' is not a game variable.
DISPLAY.CON: In state `event_animatesprites_1':
DISPLAY.CON:1155: error: symbol `NEW_SHADING' is not a game variable.
DISPLAY.CON: In state `event_displayrooms_4':
DISPLAY.CON:1531: error: symbol `NEW_SHADING' is not a game variable.
DISPLAY.CON: In state `event_displayrest_4':
DISPLAY.CON:1588: error: symbol `NEW_SHADING' is not a game variable.
Including: SCREENS.CON (52291 bytes)
SCREENS.CON: In state `textcolor':
SCREENS.CON:85: error: symbol `GRETURN' is not a game variable.
SCREENS.CON: In state `screen_fade':
SCREENS.CON:109: error: symbol `DISPLAYBRIEFING' is not a game variable.
SCREENS.CON: In state `draw_screen_scale':
SCREENS.CON:266: error: state `draw_window' not found.
SCREENS.CON: In state `draw_screen':
SCREENS.CON:302: error: symbol `screenx1' is not a game variable.
SCREENS.CON:302: error: symbol `screeny1' is not a game variable.
SCREENS.CON:302: error: symbol `screenx2' is not a game variable.
SCREENS.CON:303: error: symbol `screeny2' is not a game variable.
SCREENS.CON: In state `draw_screen_text':
SCREENS.CON:317: error: symbol `screenx1' is not a game variable.
SCREENS.CON:317: error: symbol `screeny1' is not a game variable.
SCREENS.CON:317: error: symbol `screenx2' is not a game variable.
SCREENS.CON:318: error: symbol `screeny2' is not a game variable.
SCREENS.CON: In state `draw_score':
SCREENS.CON:477: error: state `draw_window' not found.
SCREENS.CON:487: error: symbol `screenx1' is not a game variable.
SCREENS.CON:487: error: symbol `screeny1' is not a game variable.
SCREENS.CON:487: error: symbol `screenx2' is not a game variable.
SCREENS.CON:488: error: symbol `screeny2' is not a game variable.
SCREENS.CON: In state `displaybonus':
SCREENS.CON:673: error: symbol `GRETURN' is not a game variable.
SCREENS.CON:674: error: symbol `HILE' is not a game variable.
SCREENS.CON:705: error: symbol `GRETURN' is not a game variable.
SCREENS.CON:706: error: symbol `HILE' is not a game variable.
SCREENS.CON:876: error: symbol `GRETURN' is not a game variable.
SCREENS.CON:877: error: symbol `EMP2' is not a game variable.
SCREENS.CON: In state `event_displayrest_6':
SCREENS.CON:1962: error: symbol `LASTSCREENCOUNT' is not a game variable.
SCREENS.CON:1974: error: symbol `DISPLAYBRIEFING' is not a game variable.
SCREENS.CON:1977: error: symbol `DISPLAYVICTORY' is not a game variable.
SCREENS.CON:1980: error: symbol `DISPLAYBONUS' is not a game variable.
SCREENS.CON:1983: error: symbol `DISPLAYCREDITS' is not a game variable.
SCREENS.CON:1988: error: symbol `DISPLAYBRIEFING' is not a game variable.
SCREENS.CON:1991: error: symbol `DISPLAYVICTORY' is not a game variable.
SCREENS.CON:1994: error: symbol `DISPLAYBONUS' is not a game variable.
SCREENS.CON:1997: error: symbol `DISPLAYCREDITS' is not a game variable.
SCREENS.CON:2002: error: symbol `LASTSCREENCOUNT' is not a game variable.
SCREENS.CON:2003: error: symbol `CREENCOUNT' is not a game variable.
SCREENS.CON:2004: error: symbol `LASTSCREENCOUNT' is not a game variable.
Including: HUD.CON (26298 bytes)
Including: WEAPONS.CON (23330 bytes)
WEAPONS.CON: In state `event_drawweapon_2':
WEAPONS.CON:1114: error: symbol `LASTPLAYERPAR' is not a game variable.
WEAPONS.CON:1120: error: symbol `LASTPLAYERPAR' is not a game variable.
WEAPONS.CON:1120: error: expected a keyword but found `fp'.
Including: GLOBAL.CON (15188 bytes)
GLOBAL.CON:3: error: state `event_egs_0' not found.
GLOBAL.CON: In state `episodesettings':
GLOBAL.CON:16: error: parameter `SCREEN_BRIEFING' is undefined.
GLOBAL.CON: In state `levelsettings':
GLOBAL.CON:29: error: parameter `SCREEN_VICTORY1' is undefined.
GLOBAL.CON:43: error: parameter `SCREEN_VICTORY2' is undefined.
GLOBAL.CON:62: error: parameter `SCREEN_VICTORY3' is undefined.
GLOBAL.CON: In state `screenorder':
GLOBAL.CON:94: error: parameter `SCREEN_BRIEFING' is undefined.
GLOBAL.CON:95: error: parameter `SCREEN_BRIEFING' is undefined.
GLOBAL.CON:97: error: parameter `SCREEN_VICTORY1' is undefined.
GLOBAL.CON:98: error: parameter `SCREEN_VICTORY1' is undefined.
GLOBAL.CON:100: error: parameter `SCREEN_VICTORY2' is undefined.
GLOBAL.CON:101: error: parameter `SCREEN_VICTORY2' is undefined.
GLOBAL.CON:103: error: parameter `SCREEN_VICTORY3' is undefined.
GLOBAL.CON:104: error: parameter `SCREEN_VICTORY3' is undefined.
GLOBAL.CON:106: error: parameter `SCREEN_BONUS' is undefined.
GLOBAL.CON:107: error: parameter `SCREEN_BONUS' is undefined.
GLOBAL.CON:109: error: parameter `SCREEN_DMBONUS' is undefined.
GLOBAL.CON:110: error: parameter `SCREEN_DMBONUS' is undefined.
GLOBAL.CON:112: error: parameter `SCREEN_CREDITS' is undefined.
GLOBAL.CON:113: error: parameter `SCREEN_CREDITS' is undefined.
GLOBAL.CON: In actor `MAPCODE':
GLOBAL.CON:176: error: parameter `SCREEN_BONUS' is undefined.
fatal error: too many errors: Aborted
Found 0 warning(s), 64 error(s).


What is going on?


Oh, and Mapster32 also fails in the Duke64 directory:

Mapster32 2.0.0devel r4069
Compiled Sep 21 2013 06:44:49
Using C:/EDuke/Duke64/ for game data
Windows 7 Service Pack 1 (build 6.1.7601)
Initializing DirectDraw...
Loading "m32help.hlp"
Loading NAMES.H
Loaded 740 names.
Initializing DirectInput...
- Enumerating attached game controllers
- No game controllers found
Uninitializing DirectInput...
Initialized 24.0M cache
Enabling desktop composition...
Setting video mode 1440x900 (8-bit fullscreen)
Loading sounds from "GAME.CON"
warning: duplicate sound #261, overwriting
warning: duplicate sound #323, overwriting
Loaded 374 sound definitions.
Palette set failed: DDERR_SURFACELOST
Palette set failed: DDERR_SURFACELOST
Failed locking back-buffer surface: DDERR_SURFACELOST
Failed locking back-buffer surface: DDERR_SURFACELOST
Failed locking back-buffer surface: DDERR_SURFACELOST
Failed locking back-buffer surface: DDERR_SURFACELOST
Failed locking back-buffer surface: DDERR_SURFACELOST
Failed locking back-buffer surface: DDERR_SURFACELOST
Failed locking back-buffer surface: DDERR_SURFACELOST
Failed locking back-buffer surface: DDERR_SURFACELOST
Failed locking back-buffer surface: DDERR_SURFACELOST
Failed locking back-buffer surface: DDERR_SURFACELOST
Failed locking back-buffer surface: DDERR_SURFACELOST
Failed locking back-buffer surface: DDERR_SURFACELOST
Failed locking back-buffer surface: DDERR_SURFACELOST
Failed locking back-buffer surface: DDERR_SURFACELOST
Failed locking back-buffer surface: DDERR_SURFACELOST
Failed locking back-buffer surface: DDERR_SURFACELOST
Failed locking back-buffer surface: DDERR_SURFACELOST
Failed locking back-buffer surface: DDERR_SURFACELOST
Failed locking back-buffer surface: DDERR_SURFACELOST
Failed locking back-buffer surface: DDERR_SURFACELOST
Failed locking back-buffer surface: DDERR_SURFACELOST
Failed locking back-buffer surface: DDERR_SURFACELOST
Failed locking back-buffer surface: DDERR_SURFACELOST
Failed locking back-buffer surface: DDERR_SURFACELOST
Failed locking back-buffer surface: DDERR_SURFACELOST
Failed locking back-buffer surface: DDERR_SURFACELOST
Failed locking back-buffer surface: DDERR_SURFACELOST
Failed locking back-buffer surface: DDERR_SURFACELOST
Failed locking back-buffer surface: DDERR_SURFACELOST
Failed locking back-buffer surface: DDERR_SURFACELOST
Failed locking back-buffer surface: DDERR_SURFACELOST
Failed locking back-buffer surface: DDERR_SURFACELOST
Failed locking back-buffer surface: DDERR_SURFACELOST
Failed locking back-buffer surface: DDERR_SURFACELOST
Failed locking back-buffer surface: DDERR_SURFACELOST
Failed locking back-buffer surface: DDERR_SURFACELOST
Failed locking back-buffer surface: DDERR_SURFACELOST
Failed locking back-buffer surface: DDERR_SURFACELOST
Failed locking back-buffer surface: DDERR_SURFACELOST
Failed locking back-buffer surface: DDERR_SURFACELOST
Failed locking back-buffer surface: DDERR_SURFACELOST
Failed locking back-buffer surface: DDERR_SURFACELOST
Failed locking back-buffer surface: DDERR_SURFACELOST
Failed locking back-buffer surface: DDERR_SURFACELOST
Failed locking back-buffer surface: DDERR_SURFACELOST
Failed locking back-buffer surface: DDERR_SURFACELOST
Failed locking back-buffer surface: DDERR_SURFACELOST
Failed locking back-buffer surface: DDERR_SURFACELOST
Failed locking back-buffer surface: DDERR_SURFACELOST
Failed locking back-buffer surface: DDERR_SURFACELOST
Failed locking back-buffer surface: DDERR_SURFACELOST
Failed locking back-buffer surface: DDERR_SURFACELOST
Failed locking back-buffer surface: DDERR_SURFACELOST
Failed locking back-buffer surface: DDERR_SURFACELOST
Failed locking back-buffer surface: DDERR_SURFACELOST
Failed locking back-buffer surface: DDERR_SURFACELOST
Failed locking back-buffer surface: DDERR_SURFACELOST
Failed locking back-buffer surface: DDERR_SURFACELOST
Failed locking back-buffer surface: DDERR_SURFACELOST
Failed locking back-buffer surface: DDERR_SURFACELOST
Failed locking back-buffer surface: DDERR_SURFACELOST
Failed locking back-buffer surface: DDERR_SURFACELOST
Failed locking back-buffer surface: DDERR_SURFACELOST
Failed locking back-buffer surface: DDERR_SURFACELOST
Failed locking back-buffer surface: DDERR_SURFACELOST
Failed locking back-buffer surface: DDERR_SURFACELOST
Failed locking back-buffer surface: DDERR_SURFACELOST
Failed locking back-buffer surface: DDERR_SURFACELOST
Failed locking back-buffer surface: DDERR_SURFACELOST
Failed locking back-buffer surface: DDERR_SURFACELOST
Failed locking back-buffer surface: DDERR_SURFACELOST
Failed locking back-buffer surface: DDERR_SURFACELOST
Failed locking back-buffer surface: DDERR_SURFACELOST
Failed locking back-buffer surface: DDERR_SURFACELOST
Failed locking back-buffer surface: DDERR_SURFACELOST
Failed locking back-buffer surface: DDERR_SURFACELOST
Failed locking back-buffer surface: DDERR_SURFACELOST
Failed locking back-buffer surface: DDERR_SURFACELOST
Failed locking back-buffer surface: DDERR_SURFACELOST
Failed locking back-buffer surface: DDERR_SURFACELOST
Failed locking back-buffer surface: DDERR_SURFACELOST
Failed locking back-buffer surface: DDERR_SURFACELOST
Palette set failed: DDERR_SURFACELOST
Palette set failed: DDERR_SURFACELOST


(The same versions of Eduke32 and Mapster32 are in both directories, BTW.)

This post has been edited by Jamesfff: 18 April 2014 - 06:55 PM

0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#250

(Please put the content log files inside Spoiler tags)

Your CON files seems to be mixed with older version ones, and I can only assume this would apply to other files as well. Are you sure your download is not corrupt? Also it would be better if you delete the older version files instead of overwritting the directory, and only preserve your .cfg files.

About Mapster, it doesn't load custom content directories, so it has nothing to do with the mod.
1

User is offline   Jamesfff 

#251

works now - thanks
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#252

Playing with fogpal, same color of the sky.

Posted Image

Spoiler

7

User is offline   Micky C 

  • Honored Donor

#253

Very cool, looks way more natural and atmospheric. Are you going to make it an official part of the mod or is it just messing around?

This post has been edited by Mickey C: 02 May 2014 - 06:10 PM

0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#254

Just messing around.
1

User is offline   Forge 

  • Speaker of the Outhouse

#255

that last one looks just like a dust storm blowing over.
shit's weird. you see a big wall of black coming at you, things get dark for a couple minutes, then everything is orange. About that time the rain dumps on you in buckets, the sand you're standing in turns to mud and you sink up to your knees.

This post has been edited by Forge: 02 May 2014 - 07:09 PM

1

User is offline   Jimmy 

  • Let's go Brandon!

#256

Good old L.A. smog. Atmospherically, it makes it feel kind of like Zero Hour.
1

User is offline   MetHy 

#257

I've just finished replaying this and I had a blast.

As far as DN64 is concerned, the grenade launcher really saves the game. It's clearly overpowered though, but it's terribly fun to use, especially against flying enemies or when you successfuly throw a grenade through a hole/window or successfuly make it bounce to reach your target.
The Plasma Cannon feels terrible and is clearly overpowered too. It also eats the little ammo there is for it in no time.
The shotgun is good but I like the original one more. New chaingun is awful. New pistol feels great, better than the original.
The alt-type of ammo for pistol and shotgun are fun but again, clearly overpowered.
The new rocket launcher is shit, so damn slow and you're better off using the grenade launcher anyway... The heat seaking rockets are really cool to watch flying against drones or recon cars though. Too bad there is little use for it.
All of this together really results in big balancing issues as the player is way too overpowered. Honestly, in DN64 you have more firepower than Lo Wang except that contrary to SW the enemies did NOT become powerful, only you...

As far as level design differences are concerned; there is a couple of great stuff in there. I loved the Blues Brothers reference for instance. However, most of the new stuff is pretty average and not on on par with 3DR standar. It honestly feels like some rushed 1996 usermap most of the times; and in places it gets even worse and I think "why would they do this?!", they ruined tons of the stuff of the original game.

You know how every once in a while there is some noob making a thread and saying "Let's improve the original game!" and posts a screenshot of how he added a couple of unshaded badly textured buildings to E1L2?
DN64 is the same fucking shit.

Overall I'd say that DN64 is cool, as some kind of official mod; but it's got tons of issues. It's like taking a very average DN3D mapper/modder and giving him the power to do whatever the fuck he wants and make it 'official'. Definitely not on par with official 3DRealms and Sunstorm Interactive DN3D releases.
They should have called it DN3D Grenade Launcher edition.

This post has been edited by MetHy: 17 October 2014 - 12:41 PM

1

User is offline   MusicallyInspired 

  • The Sarien Encounter

#258

The textures are low quality because of the N64's memory limitations.

I love the SMGs.

This post has been edited by MusicallyInspired: 17 October 2014 - 12:42 PM

0

User is offline   Ronin 

#259

That fog looks great, especially on the outdoor levels.

This post has been edited by Ronan: 17 October 2014 - 01:30 PM

0

User is offline   TerminX 

  • el fundador

  #260

I think a lot of Duke Nukem 64's balance issues were forced changes due to the controller. There's just straight up no way to move the player on the N64 in the way that we move the player on PC.
2

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#261

Add that to the fact that you can't save the game in the middle of a level.
1

User is offline   MetHy 

#262

View PostTerminX, on 17 October 2014 - 01:36 PM, said:

I think a lot of Duke Nukem 64's balance issues were forced changes due to the controller. There's just straight up no way to move the player on the N64 in the way that we move the player on PC.


Remember the default controls of the original DN3D? The game was built with those controls in mind, too. A N64 controller would be pretty much the same level of "crippledness" as that.
0

User is offline   TerminX 

  • el fundador

  #263

I don't agree with that at all. I used to be in the top 10 on the Duke3D section on casesladder.com way back in the day and I was playing with default keyboard controls. :)
3

#264

Second that. They keyboard controls were all I used back in the 90's through the mid-2000's and they were better than the N64. The thing that bugged me with the N64 was the default control scheme, I always preferred Control Stick Move but the game constantly set them to Control Stick Look... That and the Memory Pak never seemed to work properly. It is probably worth remembering that it takes longer to change weapon with a controller as you don't have the number keys, you also have limited control over the inventory. You don't have the same level of precision - no matter what scheme you use - because the N64 analog stick is garbage and I could swear the FOV is narrower on the N64 too... That or many of the HUD weapon sprites were overly large and made the screen feel more cramped giving the illusion of a narrower FOV.
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#265

It's both. The screen was reduced to 13/15 (because the television covered part of the screen), and the view was zoomed in 25%.

This post has been edited by Fox: 18 October 2014 - 11:38 AM

2

User is offline   Micky C 

  • Honored Donor

#266

View PostMetHy, on 17 October 2014 - 08:40 PM, said:

Remember the default controls of the original DN3D? The game was built with those controls in mind, too. A N64 controller would be pretty much the same level of "crippledness" as that.


I only tried out Duke 64 for the first time a few weeks ago when I was lucky enough to discover a friend had a "working" copy. It seemed to have some issues like not seeming to allow dukematch/coop, and the control scheme didn't seem to change no matter what I chose in the menu. The point is the controls were absolute crap.

Probably back in the day it might not have been so bad since they probably did the best they could, but these days where controls (both on PC and on consoles) are much more fine-tuned to FPS games, what with mice and better-designed (or at least more modern) controllers, we're pretty spoiled. Going from that to Duke 64 on the N64 made it an unplayable experience for me.
0

User is offline   Ronin 

#267

Duke 64 is the first 3D game I played after Starwing back in the day, there was no issue with the controls. C buttons to move/strafe stick to look and z trigger to fire, they felt logical and fine at the time much better than the optional Goldeneye control scheme.

Also the game was far from easy, with no mid level saves, grenades bouncing of walls back into your face made you start from the beginning so you had to be pretty good to get through the game.

This post has been edited by Ronan: 18 October 2014 - 04:49 AM

0

User is offline   HulkNukem 

#268

View PostRonan, on 18 October 2014 - 04:46 AM, said:

Duke 64 is the first 3D game I played after Starwing back in the day, there was no issue with the controls. C buttons to move/strafe stick to look and z trigger to fire, they felt logical and fine at the time much better than the optional Goldeneye control scheme.

Also the game was far from easy, with no mid level saves, grenades bouncing of walls back into your face made you start from the beginning so you had to be pretty good to get through the game.


You can save midway with the memory pak, I specifically remember using the one my brother and me used in the 90's just last year to load a save from Duke 64. It was a co-op game we were playing and it was halfway through one of the space levels.
The controls also suck now, yes. I remember hating how so many N64 FPS games used different control schemes because it wasn't universally agreed upon to use a specific setup yet. Duke also had that lookspring where your vertical aim instantly shot back to center if you let go of the joystick; you had to hold it in precisely the right spot to keep your reticule on an enemy above or below you.

Thanks a ton Fox for this mod, I'm really enjoying revisitting the game without having to play it on a 64
0

User is offline   Ronin 

#269

View PostHulkNukem, on 18 October 2014 - 07:50 AM, said:

You can save midway with the memory pak, I specifically remember using the one my brother and me used in the 90's just last year to load a save from Duke 64. It was a co-op game we were playing and it was halfway through one of the space levels.
The controls also suck now, yes. I remember hating how so many N64 FPS games used different control schemes because it wasn't universally agreed upon to use a specific setup yet. Duke also had that lookspring where your vertical aim instantly shot back to center if you let go of the joystick; you had to hold it in precisely the right spot to keep your reticule on an enemy above or below you.

Thanks a ton Fox for this mod, I'm really enjoying revisitting the game without having to play it on a 64

Really? I don't remember that saving or the look spring thing but it has been 15 years or more, that does sound kind of annoying. Anyway I must play this mod soon.
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User is offline   Martin 

#270

Thanks for this one, Fox! I've been away for a while. I've been playing Duke Nukem 64 on an actual N64 recently (I'm half way through the second "episode"). I know the N64 version like the back of my hand. It's what I had back in the day. Will be awesome to play on PC. By the way, that fog in the pictures looks great. Very N64, indeed. This is coming from an N64 fanboy.

View PostMetHy, on 17 October 2014 - 12:31 PM, said:

I've just finished replaying this and I had a blast.

As far as DN64 is concerned, the grenade launcher really saves the game. It's clearly overpowered though, but it's terribly fun to use, especially against flying enemies or when you successfuly throw a grenade through a hole/window or successfuly make it bounce to reach your target.
The Plasma Cannon feels terrible and is clearly overpowered too. It also eats the little etc...


I have to agree with TerminX, I'm afraid. I'm sure the balance seems out of kilter on PC. Play at 320 x 240 with an N64 pad and then say that. I'm playing on Come Get Some on the console, and it's pretty difficult. I'm even pretty awesome with the N64 controller, and it's a tough game. Those grenades aren't so easy to aim on the genuine hardware. Also, I can't say I agree with you about the changes. I love Duke 3D in almost all the forms it comes in. The N64 version was (believe it or not) probably the best of the console versions of the time, and actually managed to beat the original PC version in some areas.

The graphics are actually 3D, for starters. First variant of Build to render in 3D, perhaps? The censorship is a shame on the face of it, but I'm sure it had a lot to do with many of the changes. So I actually welcome the censorship in Duke 64 now, ha. At any rate, I love the differences in all the different 90's releases of Duke 3D, but the N64 version stands out as being one of the more unique. I don't believe the Saturn or PSone versions had new weapons or ammo types, as Duke 64 does.

I like the secret supermarket, the Duke Burger in E1M2, the different level designs, enemy placement, pacing etc. Each to his own, I suppose.
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