[Wip] Duke Nukem: Total Meltdown "Full mod, not lite version"
#151 Posted 15 March 2014 - 08:23 AM
This post has been edited by Mav3r1ck: 15 March 2014 - 08:24 AM
#152 Posted 05 April 2014 - 04:20 AM
#153 Posted 05 April 2014 - 04:54 AM
#155 Posted 05 April 2014 - 07:06 AM
Nancsi, on 05 April 2014 - 04:54 AM, said:
I do the same thing. I'm soooooo looking forward to this mod!
I was hoping for at least a gameplay video though.
This post has been edited by Mav3r1ck: 05 April 2014 - 07:06 AM
#159 Posted 05 April 2014 - 12:18 PM
Fox, on 05 April 2014 - 09:54 AM, said:
have
all
sounds
properly
ripped
Just a question:
More sounds (left to be ripped) or more days/months/years (to be waited)?
#160 Posted 05 April 2014 - 01:37 PM
James, on 05 April 2014 - 10:18 AM, said:
If you ever played the PSX version of Duke Nukem 3D, you'll notice that it has different sounds, especially for the new episode Plug'n Pray, such as new Duke quotes, alien noise and new sounds and so on. The true aim of Duke Nukem Total Meltdown Lite is to bring the fourth episode from the PSX version onto PC and of course it will have some of the features only used on the PSX port along with it.
EDIT: From what I can understand, Fox is having difficulty converting those sounds on the PC and that is halting it's release.
This post has been edited by Mav3r1ck: 05 April 2014 - 03:13 PM
#161 Posted 05 April 2014 - 11:48 PM
#162 Posted 06 April 2014 - 12:35 PM
#163 Posted 06 April 2014 - 03:39 PM
#164 Posted 08 April 2014 - 08:20 AM
Fox, on 06 April 2014 - 03:39 PM, said:
You can easily generate one yourself with the Lunatic Mapster32 build. Load up test/shadexfog.lua, using e.g.
lua "shadexfog=reload('/path/to/where/your/shadexfog.lua')"
from the OSD (or adding that to your m32_autoexec.cfg).
Then, press [;]+[F] to enter the Lua functions menu and there, look at the entries "Create addtv. trans. tab" and "Save pal+sh+trans DAT f.".
#165 Posted 09 April 2014 - 01:32 PM
Because I tried to convert them long ago, but it did not work...
#166 Posted 09 April 2014 - 01:48 PM
Helixhorned, on 08 April 2014 - 08:20 AM, said:
lua "shadexfog=reload('/path/to/where/your/shadexfog.lua')"
from the OSD (or adding that to your m32_autoexec.cfg).
Then, press [;]+[F] to enter the Lua functions menu and there, look at the entries "Create addtv. trans. tab" and "Save pal+sh+trans DAT f.".
Thanks, but I couldn't pull it out.
runtime error: [string "shadexfog=reload('shadexfog.lua')"]:1: module 'shadexfog.lua' not found: no field package.preload['shadexfog.lua'] (...) stack traceback: [C]: in function 'reload' [string "shadexfog=reload('shadexfog.lua')"]:1: in main chunk Error running the Lua code (error code 4)
This post has been edited by Fox: 09 April 2014 - 02:33 PM
#167 Posted 11 April 2014 - 04:24 AM
Fox, on 09 April 2014 - 01:48 PM, said:
You have to point it to the directory shadexfog.lua resides in, of course. It's not built-in, but comes in the test/ directory with the Lunatic synthesis build. Reloading plain "shadexfog.lua" will only work if that file is found on the search path.
EDIT: argh, and it should be only e.g.
lua "reload('test.shadexfog')".
Instead of directory separators, dots should be used, and the ".lua" suffix should be omitted. My bad.
EDIT 2: also, the latest synthesis build has PALETTE.DAT saving broken if a lognumalphatabs of 0 is specified (meaning to not save it). For the while, you can pass it a dummy value such as 1 even if there are no alpha tables. Neither that code nor the engine actually check whether the tables are there...
#168 Posted 16 April 2014 - 08:04 PM
Helixhorned, on 08 April 2014 - 08:20 AM, said:
It asks me a series of questions about pal entries that I don't know what the correct answers are.
This post has been edited by Fox: 16 April 2014 - 08:04 PM
#170 Posted 20 April 2014 - 05:01 PM
NukemRoses, on 20 April 2014 - 04:25 PM, said:
It's not bad, either, it's irrelevant. I can't see why you would think not knowing how to use some new feature just added to the engine a few weeks ago would somehow impact "the future of the mod" one way or another...
#174 Posted 20 April 2014 - 05:53 PM
#175 Posted 20 April 2014 - 06:21 PM
TerminX, on 20 April 2014 - 05:01 PM, said:
Noobies gonna noob.
#176 Posted 20 April 2014 - 10:26 PM
Mav3r1ck, on 20 April 2014 - 05:53 PM, said:
Huh, they have been ripped from the CD, so the 46 levels are done.
This post has been edited by Fox: 20 April 2014 - 10:27 PM
#178 Posted 22 April 2014 - 03:33 PM
TerminX, on 20 April 2014 - 05:01 PM, said:
the reason i said that was cause as a fan, waiting to play this TM mod. i'm hoping no problems will happen while making it
#179 Posted 22 April 2014 - 11:49 PM
1) When it says starting blend number, leave it at 1
2) when it says number of blending tables, this means how many stages of additive translucency you want. 32 is fine
but if you want a smoother fade, pick up a higher number.
3) when it says fullbright textures ok, leave it at 0 and press enter
To test it to see if it worked, set a sprite's .blend number in mapster's 2D mode to one of the blends you assigned and make it translucent. If it worked:
4) Go to the save palette option in the menu
5) pick a filename, rename this to palette.dat when done
6) leave pal number of base shade at 0
7) leave blend number of base translucency at 0, since it hasn't effected anything when I've left it like that
8) when it asks for additional blend numbers, type 1-thenumberoftables you chose earlier (so if you left it at 32, type 1-32)
9) Finally, when it asks for the log number just type in 7
It should save the palette file in the directory the mapster32 is in. Note that this is a really quick and rough guide, the stuff Helix added allows much more control but this works which is the important part.