[Wip] Duke Nukem: Total Meltdown "Full mod, not lite version"
#1 Posted 19 January 2014 - 07:15 AM
This post has been edited by Fox: 07 February 2015 - 02:10 AM
#3 Posted 19 January 2014 - 08:55 PM
The Commander, on 19 January 2014 - 06:42 PM, said:
A guy on IRC called oasiz (oasis? I can't remember sorry) sent some sort of dump (probably the memory of the game loaded, similar to how Duke 64 stuff was ripped I think) to Daedolon and Hendricks who have been working on tools to go through the stuff. I don't really know the fancy terms but Daedolon posted some pictures of the rips he did of Nightmare Zone in the "What are you working on" thread. Fox and Nukey are both on the case now too.
#4 Posted 19 January 2014 - 09:11 PM
#6 Posted 20 January 2014 - 04:59 AM
Lunick, on 19 January 2014 - 08:55 PM, said:
Lunick, on 19 January 2014 - 08:55 PM, said:
I myself haven't done anything, except providing some feedback on the functionality.
#8 Posted 20 January 2014 - 05:03 AM
Lunick, on 20 January 2014 - 05:01 AM, said:
There are other people working on other content you know
Maybe some of that content will be released very soon
This post has been edited by Plain Simple Garek: 20 January 2014 - 05:03 AM
#9 Posted 20 January 2014 - 05:05 AM
Plain Simple Garek, on 20 January 2014 - 05:03 AM, said:
Oh yeah, gotta love Daedolon's work.
#10 Posted 20 January 2014 - 05:33 AM
Working independently has helped a bit since we came to same conclusions about some psx-port specific quirks/theories while investigating.
I have mostly just been providing RAM dumps and some minor input while D and H have been working on the better stuff.
I think we all are stuck at the same spot but we already managed to figure one obstacle out of the way from the looks of it.
Anyway, things are looking good so far, not going to say any more than that.
#11 Posted 20 January 2014 - 05:44 AM
- Most of the new art is in tiles014-15, however some is replacing Plutonium Pack art.
- There are some new sounds in the range of 398+, and others replacing Plutonium Pack sounds.
- The new levels have messed up start positions, rendering multiplayer mostly unworkable. None of them has all 7 multiplayer spawns, some have none at all, and some have mixed cooperative and deathmatch spawns.
Additionally, there are unused recog sounds for the new enemies in the pmp files, which I am going to make work on this mod.
This post has been edited by Fox: 22 January 2014 - 05:35 AM
#12 Posted 20 January 2014 - 05:49 AM
It seems to me that those are specially optimized for multiplayer as it even has the stock maps with some of the stuff stripped away.
90% loaded and ingame dumps should be available in the usual location.
#13 Posted 20 January 2014 - 05:49 AM
Do you plan on having a "Vanilla" based option and a fixed options for some of those problems too?
This post has been edited by Lunick: 20 January 2014 - 05:50 AM
#14 Posted 20 January 2014 - 05:55 AM
oasiz, on 20 January 2014 - 05:49 AM, said:
It seems to me that those are specially optimized for multiplayer as it even has the stock maps with some of the stuff stripped away.
Unfortunately, with except for Quirk of Fate, none of them are new maps so they are not very important.
#15 Posted 20 January 2014 - 06:18 AM
Not sure about the extent of changes but it seems that they dedicated E5 for MP and no other level works with MP.
Once these can be .map'ified, we can check what the changes are more closely.
Quick check from the docs we did with Daedolon seems to indicate that L3 (launch facility) L5 (Rumble) L6 (RLD) and L9 (spaceport) all have some changes to the SP counterparts.
#17 Posted 20 January 2014 - 07:31 AM
EDIT: For public consumption:
Map X Y Z Ang Sect NumSe NumWa NumSp : Decimal E5L1 Quirk of Fate 0A 26 00 00 08 12 00 00 00 F8 FF FF 37 04 D7 00 E2 00 79 06 90 00 226 1657 144 E5L2 ¹Hollywood Holocaust C2 85 FF FF 5D 19 00 00 00 F4 FC FF 60 01 2E 01 50 01 F9 07 6C 02 336 2041 620 E5L3 ²Launch Facility E5 5B 00 00 3B C7 00 00 00 30 00 00 18 06 03 00 52 01 6A 07 58 02 338 1898 600 E5L4 ¹L.A. Rumble E7 73 00 00 25 4C FF FF 00 D0 01 00 08 06 69 00 ED 00 34 06 F1 01 237 1588 497 E5L5 ²Raw Meat ED 80 00 00 3A 42 FF FF 00 A0 FE FF B7 02 1E 01 54 01 CB 08 96 02 340 2251 662 E5L6 ²Red Light District 82 D0 FF FF 01 18 00 00 08 70 00 00 4D 01 C1 00 22 01 43 07 1B 03 290 1859 795 E5L7 ¹Lunatic Fringe DD 15 00 00 EA BA 00 00 00 74 FF FF 0A 06 B2 00 C4 00 B8 03 9F 00 196 952 159 E5L8 ¹Death Row 00 5D 00 00 3A C7 00 00 00 48 00 00 04 06 68 00 DE 01 EA 0B 51 03 478 3050 849 E5L9 ²Spaceport EE C3 FF FF E3 AB 00 00 00 08 01 00 60 05 1C 01 64 01 59 09 7C 01 356 2393 380 E5L10 ¹Faces of Death F5 A2 00 00 44 82 00 00 84 B5 FF FF 95 02 04 00 D7 00 06 06 0A 01 215 1542 266 ¹ Duplicate ² Unique new version
This post has been edited by Daedolon: 20 January 2014 - 07:43 AM
#19 Posted 20 January 2014 - 11:10 AM
As I said, we are close with the maps but there are some vital omissions that need fixing, along with custom enemies / art / sound / etc.. that need to be implemented.
Don't worry, things are looking good at the moment (at least in the map department). We just want to make sure that everything is in order and not just release some quick hack.
Most of all, we want to document and understand how this works, while ~98% of the data is the same with the maps, the way the map gets loaded from the PMP isn't.
#20 Posted 20 January 2014 - 11:32 AM
else switch (DYNAMICTILEMAP(PN)) { case GPSPEED__STATIC: // DELETE_AFTER_LOADACTOR. Must not change statnum. sector[SECT].extra = SLT; break; case CYCLER__STATIC: // DELETE_AFTER_LOADACTOR. Must not change statnum. if (g_numCyclers >= MAXCYCLERS) { Bsprintf(tempbuf,"\nToo many cycling sectors (%d max).",MAXCYCLERS); G_GameExit(tempbuf); } cyclers[g_numCyclers][0] = SECT; cyclers[g_numCyclers][1] = SLT; cyclers[g_numCyclers][2] = SS; cyclers[g_numCyclers][3] = sector[SECT].floorshade; cyclers[g_numCyclers][4] = SHT; cyclers[g_numCyclers][5] = (SA == 1536); g_numCyclers++; break;
For reference:
#define SS sprite[i].shade #define PN sprite[i].picnum #define SA sprite[i].ang #define SLT sprite[i].lotag #define SHT sprite[i].hitag #define SECT sprite[i].sectnum
GPSPEED can be reverse-engineered from sector extra, but cyclers[] has not been found yet.
#21 Posted 20 January 2014 - 11:35 AM
It's kind of a situation where you could quickly slap stuff together and have playable maps but they would not be accurate. So we're going back and forth to make sure everything is correct.
#22 Posted 20 January 2014 - 12:16 PM
#23 Posted 20 January 2014 - 12:48 PM
This post has been edited by Fox: 20 January 2014 - 12:48 PM
#25 Posted 20 January 2014 - 06:55 PM
oasiz, on 20 January 2014 - 11:10 AM, said:
As I said, we are close with the maps but there are some vital omissions that need fixing, along with custom enemies / art / sound / etc.. that need to be implemented.
Don't worry, things are looking good at the moment (at least in the map department). We just want to make sure that everything is in order and not just release some quick hack.
Most of all, we want to document and understand how this works, while ~98% of the data is the same with the maps, the way the map gets loaded from the PMP isn't.
Thanks.
#26 Posted 22 January 2014 - 12:36 AM
I just cracked the map decompression earlier today. Far as I know, that's pretty much a knife to the heart for the PMP format. The rest should fall quickly. For my part, I was only interested in dumping a 1:1 decompressed copy of the maps. Not particularly interested in the rest of the file format.
Now there's something or other about missing Cycler arrays... I suppose I could prod around a bit more.
Hopefully this stuff is appreciated, I don't even like the PSX port.
#28 Posted 22 January 2014 - 12:55 AM
Step 2: Have Lunick reply directly after.
Step 3: Make a post myself with steps
Step 4: ???
Step 5: Profit!
Nah seriously, this entire thing is a huge victory for your team and the Duke community. It's like expanding the frontiers
#29 Posted 22 January 2014 - 01:59 AM
I will take credit for the PMP decompression, though. That was a pain in the arse.
Fox, on 20 January 2014 - 05:44 AM, said:
- Most of the new art is in tiles014-15, however some is replacing Plutonium Pack art.
- There are some new sounds in the range of 198+, and others replacing Plutonium Pack sounds.
- The new levels have messed up start positions, rendering multiplayer mostly unworkable. None of them has all 7 multiplayer spawns, some have none at all, and some have mixed cooperative and deathmatch spawns.
Additionally, there are unused recog sounds for the new enemies in the pmp files, which I am going to make work on this mod.
Fox deserves team credit just for posting stuff like this ^ I barely even looked at the maps after dumping them.
#30 Posted 22 January 2014 - 08:18 AM
Our method is still useful because it can pull maps out of the running game sort of like DNDEBUG, allowing us to determine hitpoint values of enemies and other things.