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[Wip] Duke Nukem: Total Meltdown  "Full mod, not lite version"

User is offline   Mav3r1ck 

#271

There shouldn't be a problem. Last I heard, Fox still needed to add all the sounds and stuff before it's released, unless there are some more obstacles.
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User is offline   Nukey 

#272

Integrating the stuff I just posted would take a couple hours, tops. I tried to make the information as clean as possible to speed things up for Fox.

This post has been edited by Nukey: 07 May 2014 - 12:26 PM

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User is offline   Jimmy 

  • Let's go Brandon!

#273

Yeah, I was just prodding NukemRoses because it's obvious he's just saying things and has no idea what the fuck is going on.
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#274

View PostJimmy, on 07 May 2014 - 01:47 PM, said:

Yeah, I was just prodding NukemRoses because it's obvious he's just saying things and has no idea what the fuck is going on.


lol. the reason i said what i did was cause i'm looking forward to playing this mod. i never played Total Meltdown before at all, so this'll be my way of doing it. and i'm just hoping that there isn't going to be any issues with the mod, making it like TM and such. i'd like to see this mod go through and not die

This post has been edited by NukemRoses: 07 May 2014 - 03:11 PM

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#275

View PostNukey, on 06 May 2014 - 11:46 PM, said:

Okay, I reckon I'm satisfied enough with these files to "publish" a copy now.


The volume adjustments have been squashed into a single byte, which is why many of their values differ from the PC originals.

E1L9 uses its own distinct copy of the sound definitions. I am willing to wager that E1L9 (being a test map) is older than the others and hence was compiled with an earlier version of the CON files, and then never recompiled later on when they finished the game.

Comparing the two definition files will give you a kind of time-lapsed perspective on the changes they made. At a glance, E1L9 definitions are slightly closer to the original PC definitions. In fact, almost every single value up until Sound 316 seems to be identical (the only one I recall being different may have been a v1.3d difference). The Episode 4 definition range is where things begin to differ from the PC game (as expected). Aside from a string of values in the Episode 4 range, and most of the priority values, these two PSX definition files aren't all that different, either.

I should also mention that the "official" USER.CON sound definition order is at least partially intact. I haven't got the patience in me right now, but eventually it would be possible to reconstruct a large portion of it.

Ermmm what else. I think that's it.

I always assumed E1L9.PMP was used to store the menu artwork and sounds. That would explain why the sounds are slightly different, too.
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User is offline   Nukey 

#276

View PostFox, on 07 May 2014 - 06:12 PM, said:

I always assumed E1L9.PMP was used to store the menu artwork and sounds. That would explain why the sounds are slightly different, too.


Having never actually played this game, I'm not familiar enough with how the assets are distributed to know. But, there are two sound definition files, and only one set of sounds.

It would seem strange to me if the same set of sounds used different values just for one (mostly unused) map. Does the menu pitch some sounds differently or something?

Edit: Just to clarify, all the sounds which differ by a significant amount are in the "exclusive" (episode 4) range. The rest (that I can recall) only differ by priority value, and minimally at that. I haven't dissected it enough to say for sure, but I get the impression that E1L9 was a testing ground prior to most of their exclusive additions to the game.

This post has been edited by Nukey: 07 May 2014 - 06:35 PM

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#277

I have no idea, I don't think something like that can be objectively tested.
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User is offline   Nukey 

#278

Ah, I mistook what you were implying the first time around:

View PostFox, on 07 May 2014 - 06:12 PM, said:

I always assumed E1L9.PMP was used to store the menu artwork and sounds.

You're probably right. I haven't looked into it.


View PostFox, on 07 May 2014 - 06:12 PM, said:

That would explain why the sounds are slightly different, too.

This confused me because I was discussing the sound definition files, not the actual sound files. The sound definition file differences are totally unrelated to the menu sounds.

This post has been edited by Nukey: 07 May 2014 - 07:54 PM

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#279

No, I meant the list... I don't think the files themselves are different.
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User is offline   Nukey 

#280

After probing the definition files a bit further, I see that the PC values for sound 346 ("NEWBEAST_ATTACKMISS") are still intact in the E1L9 definition file (as are 231, 232, 233, 234, 247, 281, and 282). I imagine that during the early "priming" stages, they wiped a bunch of the PC episode 4 monster sounds in the range of 316 - 345, and accidentally missed this one. Later on, as evidenced by the "global" sound definition file, this same range is where they've implanted their new exclusive sounds. They also caught and wiped the remaining newbeast sound, and adjusted all of the other aforementioned sounds. This is more than enough proof for me that E1L9 is much older than the other maps and was never recompiled with the updated CON files.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#281

Phew, this is such a mess. They should have defined new sounds, instead of replacing The Birth ones. They missed the DEFS.CON line that says you can define up to 450 sounds?

It's at least not as bad as Duke 64, which redefined all sounds. Then they ran an routine to replace the sounds in all maps, but missed a few ones.

This post has been edited by Fox: 07 May 2014 - 09:36 PM

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#282

View PostFox, on 07 May 2014 - 08:31 PM, said:

It's at least not as bad as Duke 64, which redefined all sounds. Then they ran an routine to replace the sounds in all maps, but missed a few ones.


sounds like that's why the mod has that situation where a player can't play usermaps without sounds changing

This post has been edited by NukemRoses: 07 May 2014 - 09:33 PM

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#283

Meanwhile, I need help in figuring out how the new speeches are used...
Spoiler


So far, I have figured this out:

Monsters gib/gore:
  • "Fire in the hole, asshole!"
  • "They don't make em' better than me"
  • "So many assholes, so few bullets."
  • "Squeal piggy, squeal!"
  • "Nobody wears flares... and lives."
  • "Suck on this!"
  • "You outta here."

Unknown:
  • "God damn aliens."
  • "Never meet an alien I couldn't kill."
  • "Haha... makin' bacon!"


This post has been edited by Fox: 08 May 2014 - 09:08 AM

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User is offline   Mav3r1ck 

#284

That quote "Haha... makin' bacon!" I never heard Duke use it in any of the levels I played on TM. I'm guessing it was added but it wasn't coded to be used by Duke himself.

This post has been edited by Mav3r1ck: 07 May 2014 - 10:49 PM

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User is offline   OpenMaw 

  • Judge Mental

#285

I'm pretty sure the top three on the unknown list are indeed used for gib kills.
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User is offline   NNC 

#286

•"Squeal piggy, squeal!"
•"Haha... makin' bacon!"

I think these should be used as pigcop exclusives. Is that possible? IIRC the DNF mod used exclusive gore sounds for the new actors.

•"God damn aliens."

This suits as a dying speech.

•"Never meet an alien I couldn't kill."

Meeting the boss should use this.

•"You outta here."

Probably another gore one.

---

Also, it's a bit of shame these sounds and art replaced the Birth episode ones. It would have been pretty awesome to play TM as a 5th episode.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#287

Unfortunately, "Squeal piggy, squeal!" is used for all enemies, despite not making sense.
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#288

View PostFox, on 08 May 2014 - 12:04 AM, said:

Unfortunately, "Squeal piggy, squeal!" is used for all enemies, despite not making sense.


it possible to rework it somehow to where it'll only work for when Duke kills pigcops?
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User is offline   Mav3r1ck 

#289

View PostNukemRoses, on 08 May 2014 - 02:08 AM, said:

it possible to rework it somehow to where it'll only work for when Duke kills pigcops?


When Duke kills a Battlelord he'll utter "Die, you son of a bitch". So perhaps the same method can be used for "Squeal piggy, squeal" and "makin' bacon" when Duke kills a pig cop. But even though if Duke uses those quotes for other enemies, I don't mind because they're awesome to have.
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User is offline   MetHy 

#290

View PostFox, on 08 May 2014 - 12:04 AM, said:

Unfortunately, "Squeal piggy, squeal!" is used for all enemies, despite not making sense.



If that's how it is in the PS1 game, that's how it should be in the mod imo. It's your mod though.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#291

Phew, I finally managed to get "Suck on this" as a gib sound. I tought it was used when you pick-up a weapon because of an Youtube video... but I guess that was just an impression. Edit: "You outta here." is also a gib sound.

Hmmm... so they are all gib sounds I guess? I will leave it like that.

This post has been edited by Fox: 08 May 2014 - 09:14 AM

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User is offline   Mav3r1ck 

#292

Were you able to get all the sounds that you needed?

This post has been edited by Mav3r1ck: 08 May 2014 - 09:50 AM

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User is offline   Nukey 

#293

I extracted every sound and sound definition that exists in the game, so he has all of them.
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User is offline   Mav3r1ck 

#294

Kewl! B)

EDIT: Were the sounds for the Magnum PIG ever found? Or is there not any sounds to begin with?

This post has been edited by Mav3r1ck: 08 May 2014 - 10:24 AM

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#295

There was no sounds to begin with. It used the regular Pig Cop sounds, but they were not packed in E4L6.PMP.

This post has been edited by Fox: 08 May 2014 - 10:38 AM

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User is offline   Mav3r1ck 

#296

View PostFox, on 08 May 2014 - 10:38 AM, said:

There was no sounds to begin with. It used the regular Pig Cop sounds, but they were not packed in E4L6.PMP.


Well, I'm just fine with it having the Pig Cop sounds, it's better then it being entirely silent aside from the reload sound of the shotgun, no complaints here. B)
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User is offline   Plagman 

  • Former VP of Media Operations

#297

"God damn aliens."

This one is for encountering / killing captive babes right?
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User is offline   Nukey 

#298

View PostFox, on 08 May 2014 - 10:38 AM, said:

There was no sounds to begin with. It used the regular Pig Cop sounds, but they were not packed in E4L6.PMP.


Here Fox, I compiled this list because I figured you would probably find it interesting/useful:

(The "missing sounds" are set up as though they should exist in the pmp file, but they don't actually exist. I am guessing this was due to a mistake in their code.)

Spoiler


I also recommend throwing out that old sampling rate file I sent you. I discovered it's inaccurate/obsolete/useless.

This post has been edited by Nukey: 10 May 2014 - 07:46 PM

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#299

View PostNukey, on 08 May 2014 - 01:04 PM, said:

[E4L6.PMP]
Number of Sound Descriptors: 99
Number of Sound Files: 84
Present Sounds: 0, 1, 2, 3, 4, 5, 10, 11, 12, 13, 15, 16, 17, 18, 19, 20, 23, 24, 25, 38, 39, 40, 41, 42, 43, 49, 50, 51, 61, 64, 68, 69, 71, 73, 76, 78, 83, 96, 97, 99, 100, 106, 109, 115, 116, 117, 118, 119, 131, 132, 133, 154, 157, 164, 166, 167, 169, 200, 206, 207, 209, 210, 211, 213, 216, 217, 219, 222, 223, 224, 225, 229, 246, 247, 255, 262, 270, 274, 275, 276, 286, 287, 303, 342
Missing Sounds: 107, 221, 226, 227, 228, 263, 264, 265, 266, 267, 268, 269, 294, 390, 391

Yet there is no Pig Cop descriptor.

Also... 294: Duke: "It's down to you and me, you one-eyed freak!" They wanted Duke to say that to Cyberkeef or what?

View PostNukey, on 08 May 2014 - 01:04 PM, said:

I also recommend throwing out that old sampling rate file I sent you. I discovered it's inaccurate/obsolete/useless.

You meant PMP_Sound_Definitions file? Just because I have already added everything from it...
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User is offline   Nukey 

#300

View PostFox, on 08 May 2014 - 03:30 PM, said:

You meant PMP_Sound_Definitions file? Just because I have already added everything from it...

B)

No, I meant the sample rate file that I sent you whenever I last worked on this project. It was months ago.

As a side note though, you're adding everything from "PMP_Sound_Definitions.txt", right? Don't use the E1L9 version.

This post has been edited by Nukey: 08 May 2014 - 04:39 PM

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