[RELEASE] Duke Nukem 64 Mod
#362 Posted 03 March 2018 - 10:26 AM
#364 Posted 04 March 2018 - 05:56 AM
#365 Posted 21 March 2018 - 12:22 AM
Some of the weapon changes were quite cool too, as the the feel and usage was different, although it did take a bit of getting used to after so many years of the originals. I could be imagining it, but the pistol seemed like it had a bit more damage to it, which made it feel more satisfying to use, although the screen shake could have contributed to the weapon seeming to have more kick. I actually quite enjoyed the use of alternate dumdum rounds for it, same with the explosive shells for shotgun which was quite handy in many spots. The loss of the Devastator was a bit sad though. The grenade launcher took a bit to really get the feel of using it in the right situations, but once I did there were plenty of good spots where it really came to the fore.
Overall it was cool to see how it differed to the original, and overall I have to say I quite liked it. It had a different flavour and it was refreshing to play through and see all the familiar parts mixed in with something new. Thanks to all involved in putting this together!
#366 Posted 21 March 2018 - 05:10 PM
Index: source/duke3d/src/actors.cpp =================================================================== --- source/duke3d/src/actors.cpp (revision 6525) +++ source/duke3d/src/actors.cpp (revision 6527) @@ -8225,7 +8225,7 @@ #endif } -static void G_DoEventGame(int nEventID) +static void G_DoEventGame(int const nEventID) { if (VM_HaveEvent(nEventID)) { @@ -8254,6 +8254,18 @@ } while (statNum < MAXSTATUS); } + + int spriteNum = headspritestat[0]; + + while (spriteNum >= 0) + { + int const nextSprite = nextspritestat[spriteNum]; + + if (sprite[spriteNum].xrepeat == 0) + A_DeleteSprite(spriteNum); + + spriteNum = nextSprite; + } } void G_MoveWorld(void)
Can anyone share a screenshot of the F8 properties of the SE at the bottom of the vent in Duke 64 mod level 1?
#367 Posted 21 March 2018 - 06:24 PM
#368 Posted 22 May 2018 - 08:09 AM
KillerBudgie, on 04 March 2018 - 05:19 AM, said:
Fixed in r6892.
#369 Posted 26 May 2018 - 02:19 AM
#370 Posted 30 August 2018 - 08:13 AM
#371 Posted 11 July 2019 - 08:40 AM
definesound BLEED_SPEECH bleed.wav 0 0 255 4 0
definesound LUCKY_SPEECH punk.wav 0 0 255 4 0
definesound HURT_SPEECH awwwhurt.wav 0 0 255 4 0
definesound DISEASE_SPEECH disease.wav 0 0 255 4 0
definesound TRACKS_SPEECH tracks.wav 0 0 255 4 0
definesound PERFECT_SPEECH perfect.wav 0 0 255 4 0
definesound SURGEON_SPEECH surgeon.wav 0 0 255 4 0
definesound SUCKAS_SPEECH
And if possible, I would like to know what Duke says in these quotes. It could help me continue the work. Thank you !
This post has been edited by Firefly_Trooper: 11 July 2019 - 08:41 AM
#372 Posted 11 July 2019 - 08:57 AM
punk.wav - well I guess ya didn't feel so lucky, punk!
awwwhurt.wav - awww does it hurt
disease.wav - hey you're the disease and I'm the cure
tracks.wav - it's time to make tracks
perfect.wav - in a perfect world you'd already be dead
suckas.wav - I'm gonna get you suckas
#374 Posted 11 July 2019 - 10:37 AM
Well I guess ya didn't feel so lucky, punk!: An enemy gibbing quote.
Awww does it hurt: Another enemy gibbing quote.
Hey you're the disease and I'm the cure: When the first and second bosses (Battlelord and Overlord respectively) are defeated.
It's time to make tracks: Duke says this at random, generally when exploring a level.
In a perfect world you'd already be dead: When first starting battle with the Overlord.
I'm gonna get you suckas: Enemy gibbing quote.
#375 Posted 11 July 2019 - 11:21 AM
#376 Posted 12 July 2019 - 08:23 AM
And finally, I would really like to know how I can add in the bonus screen, the counter of the girls saved. And also add the counter during the game with time, monsters killed and secret places.
Is there a way to know the hud code of the original game? This could help me learn in this area.
This post has been edited by Firefly_Trooper: 12 July 2019 - 08:25 AM
#377 Posted 12 July 2019 - 09:03 AM
Joshua, on 11 July 2019 - 10:37 AM, said:
I think this line actually replaces "S*** happens" when stepping on Enforcer feces as Duke leaves footprints after stepping in it. Might also apply to leaving blood or water footprints as well, though.
This post has been edited by MusicallyInspired: 12 July 2019 - 09:03 AM
#378 Posted 02 August 2019 - 05:43 PM
I think the newest Eduke broke something, though. Playing the one in the archive works fine, but if I replace even just the Eduke32.exe with the one from the newest build (either x86 or x64), it breaks the ability of the grenades from the grenade launcher to detonate on impact, they either pass through enemies harmlessly or stop once they've hit an enemy and detonate after a few seconds.
#379 Posted 02 August 2019 - 08:41 PM
Razzy, on 02 August 2019 - 05:43 PM, said:
I think the newest Eduke broke something, though. Playing the one in the archive works fine, but if I replace even just the Eduke32.exe with the one from the newest build (either x86 or x64), it breaks the ability of the grenades from the grenade launcher to detonate on impact, they either pass through enemies harmlessly or stop once they've hit an enemy and detonate after a few seconds.
#380 Posted 02 August 2019 - 11:12 PM
#381 Posted 03 August 2019 - 12:56 AM
#382 Posted 03 August 2019 - 01:47 AM
The Kins, on 03 August 2019 - 12:56 AM, said:
How...else did you end levels? I remember using the nuke buttons just fine...
#383 Posted 03 August 2019 - 03:05 AM
Ninety-Six, on 03 August 2019 - 01:47 AM, said:
#384 Posted 03 August 2019 - 03:14 AM
The Kins, on 03 August 2019 - 03:05 AM, said:
I can't quite use recent versions for reasons, though I do remember a white screen after a level ended that skipped the level stats. ...Assuming DN64 had one, anyway.
#385 Posted 03 August 2019 - 07:12 AM
#386 Posted 03 August 2019 - 07:18 AM
MusicallyInspired, on 03 August 2019 - 07:12 AM, said:
That's what Razzy is pointing out though. In the TC (or at least on eduke versions after the packaged), the grenade launcher bounces off enemies instead of detonating on impact. I never played Duke 64 (the original, I mean), so I never knew something was wrong. I just thought the launcher sucked.
If they're supposed detonate on impact that changes everything. That makes the launcher go from terrible and near-useless to actually viable.
This post has been edited by Ninety-Six: 03 August 2019 - 07:21 AM
#387 Posted 03 August 2019 - 11:43 AM
#388 Posted 03 August 2019 - 04:44 PM
MusicallyInspired, on 03 August 2019 - 11:43 AM, said:
It sure sounds like it. Maybe I should try reinstalling the mod. When I first got it I wasn't aware of how version-dependent TCs were, so I replaced the provided eDuke with the one I was using because I thought it was just redundant packaging for the benefit of those who aren't familiar with source ports.
Of course I know better now the dangers of replacing provided snapshots with updated ones, but I had honestly completely forgotten I'd done that with DN64TC until I read Razzy's post.
This post has been edited by Ninety-Six: 03 August 2019 - 04:45 PM
#389 Posted 03 August 2019 - 09:46 PM
This post has been edited by MusicallyInspired: 03 August 2019 - 09:46 PM
#390 Posted 03 August 2019 - 10:53 PM
MusicallyInspired, on 03 August 2019 - 09:46 PM, said:
Yep, who is used to the original one will feel the difference, I think that the grenades are shot out at a height a little lower than usual.As this is a TC for PC, I would have liked that the weapons were switched faster and the limit of maximum 5 pipe bombs on the floor removed, exactly like the grenades are fixed against the Battlelords (in the original they explode before to reach one of them).Still an amazing TC that i've liked so much with some others enhanced.
This post has been edited by The Battlelord: 03 August 2019 - 10:54 PM