[Wip] Duke Nukem: Total Meltdown "Full mod, not lite version"
#123 Posted 03 February 2014 - 10:52 PM
Fox, on 03 February 2014 - 07:10 PM, said:
They are "new" sprites, though. They are also a part of the Total Meltdown experience and it's ambience. All the enemies were re-rendered from the original source material. They absolutely should be included.
#124 Posted 03 February 2014 - 11:01 PM
Although, I kind of want it now and this would probably take you more time aha
This post has been edited by Lunick: 03 February 2014 - 11:01 PM
#125 Posted 03 February 2014 - 11:54 PM
This post has been edited by Urukiora: 04 February 2014 - 12:01 AM
#126 Posted 04 February 2014 - 02:48 AM
#127 Posted 04 February 2014 - 03:31 AM
Aside from a few minor things, I have effectively finished my contributions for this mod. The last few things I remember doing were:
-Documenting a loose framework for the PMP format.
-Documenting the PMP decompression algorithm.
-Decompressing everything within the PMP format - this revealed the elusive cycler arrays, among other things.
-Regenerating the map files with functional mirrors, cyclers, and gpspeeds.
-Extracting the sample rate information for all sounds.
As far as I am aware, this means the map files, taken by themselves, are effectively complete. The only original information that was lost is the coordinate data for the regenerated sprites, which is not necessary for them to function properly. One of the mirrors is also broken for unrelated reasons, but I'm sure that can be fixed easily enough. The PMP format itself is now wide open for further analysis.
I have no idea what the time-frame is for release, so I can't really comment on that.
Anyway, It's been fun.
This post has been edited by Nukey: 04 February 2014 - 09:39 AM
#128 Posted 04 February 2014 - 05:12 AM
Urukiora, on 03 February 2014 - 10:17 PM, said:
Yes.
Commando Nukem, on 03 February 2014 - 10:52 PM, said:
It's simply too much work to include all textures from all episodes.
#129 Posted 04 February 2014 - 07:47 AM
#130 Posted 04 February 2014 - 07:55 AM
TerminX, on 04 February 2014 - 07:47 AM, said:
The only way I know of is intercepting the OpenGL driver device, meaning that it's very exausting.
This post has been edited by Fox: 04 February 2014 - 11:02 AM
#131 Posted 04 February 2014 - 08:05 AM
Oh and good job, the screenshots are really great. I can't wait !
#132 Posted 04 February 2014 - 11:06 AM
Fox, on 04 February 2014 - 05:12 AM, said:
Is there something wrong with the sprite rips from Darkus? It looks like you've already completed implementing the new Plug 'N' Pray monsters, and Darkus has already ripped original Duke 3D monsters. There are a few frames missing, as noted, but these can be worked around. Heck, if someone would be willing to tell me how, I'd be glad to implement Darkus' sprite rips as an independent EDuke32 mod myself.
As for the sounds, I've already done much of the work for the non-Plug 'N' Pray exclusive sounds in my PSX Slightly Higher Quality Sound Pack. I only need to uncomment a few lines in the def files and re-export some sounds at a different sample rate to make it truly authentic to the PSX port.
This post has been edited by RinyRed: 04 February 2014 - 11:08 AM
#133 Posted 04 February 2014 - 12:20 PM
RinyRed, on 04 February 2014 - 11:06 AM, said:
As for the sounds, I've already done much of the work for the non-Plug 'N' Pray exclusive sounds in my PSX Slightly Higher Quality Sound Pack. I only need to uncomment a few lines in the def files and re-export some sounds at a different sample rate to make it truly authentic to the PSX port.
Fox has not only added the new monsters but also the new artwork and sounds that were on the PSX version. The new levels, new artwork, new monsters and new sounds have all been ripped and converted to the PC for the mod. What Fox means is that it's a lot of work to take the PSX version of the original artwork that came with the original 3 episodes and have them added to the mod. I agree with Fox, not only is it too much work but it's pointless because theres really no difference between the PSX and PC original artwork. What Fox is doing is using the new stuff from the PSX in conjunction with the original PC stuff.
#134 Posted 04 February 2014 - 12:29 PM
RinyRed, on 04 February 2014 - 11:06 AM, said:
I have used Darkus rips, and added most of episode 4 content that was misssing. However, I am not sure about what's new or not among the rest of the art, so my plan was not adding the old monsters for now for the sake of consistency...
RinyRed, on 04 February 2014 - 11:06 AM, said:
I am only going to include all the sounds if I can get the true sampling rate from the PMPs, which Nukey is working at.
This post has been edited by Fox: 04 February 2014 - 12:30 PM
#135 Posted 04 February 2014 - 12:56 PM
Fox, on 04 February 2014 - 12:29 PM, said:
I thought I did that already
#136 Posted 04 February 2014 - 03:34 PM
K100, on 04 February 2014 - 08:05 AM, said:
Urukiora, on 04 February 2014 - 12:20 PM, said:
Neither of you know what the fuck you're talking about.
#137 Posted 04 February 2014 - 04:18 PM
I have replayed the PS1 version one year ago and it's still my opinion.
For me, the ps1 version is ugly.
This post has been edited by K100: 04 February 2014 - 04:20 PM
#138 Posted 04 February 2014 - 04:24 PM
ELFDICK, on 04 February 2014 - 03:34 PM, said:
I know both games like the back of my hand, so of course I should know exactly what I'm talking about. If you've also played both versions then you should have noticed the differences as well.
This post has been edited by Urukiora: 04 February 2014 - 04:29 PM
#139 Posted 04 February 2014 - 04:31 PM
This post has been edited by ELFDICK: 04 February 2014 - 04:31 PM
#140 Posted 04 February 2014 - 04:52 PM
Maybe add the rest later with a patch if someone want to do it. Like this, everyone will be happy.
But hey, it's not my mod, Fox can do what he want. It's just my opinion.
#141 Posted 14 February 2014 - 04:19 AM
#145 Posted 14 March 2014 - 05:24 PM
Fox, on 14 February 2014 - 04:19 AM, said:
i'm looking forward to the TM mod. and i look forward to playing that episode
#146 Posted 14 March 2014 - 05:58 PM
#147 Posted 14 March 2014 - 06:55 PM
#149 Posted 14 March 2014 - 10:16 PM
Hendricks266, on 14 March 2014 - 06:55 PM, said:
You need a Vyvanse prescription.
#150 Posted 14 March 2014 - 11:34 PM
Jimmy, on 14 March 2014 - 10:16 PM, said:
<TerminX> jesus christ Hendricks266 <Cage_> what happened? <TerminX> I'm looking at the commit history and wondering if someone slipped him some crack