[Wip] Duke Nukem: Total Meltdown "Full mod, not lite version"
#31 Posted 22 January 2014 - 09:14 AM
#33 Posted 22 January 2014 - 09:51 AM
Commando Nukem, on 22 January 2014 - 09:14 AM, said:
We wouldn't want half assed broken maps spamming the Steam Workshop now would we?
#35 Posted 22 January 2014 - 10:09 AM
I noticed in the new maps that some monsters behave differently. For example the Drones and Pigcops don't have recog sound in Trackside Tragedy. Also, the big bosses use the big 80:80 repeat values instead of the mini 40:40 ones, however they don't end the level. Also, each of the new maps have a different kind of pigcop. The first level has that female one, the third has the zombie one, and the sixth has that weird punk one. Are these actual replacements assigned to the same tile numbers (and used for the actual level only), or do they function as different enemies which can be used in the same level? The tileset indicates the latter, but I thought when played the game that these guys are coded only to work on the actual level.
#36 Posted 22 January 2014 - 10:19 AM
The Commander, on 22 January 2014 - 09:51 AM, said:
Once the public knows how to rip the maps themselves, those half-assed broken maps will be out in the wild regardless. That much is inevitable.
I recall seeing Castle Dukenstein on the Steam Workshop and they were asking where the hell it came from.
#37 Posted 22 January 2014 - 10:22 AM
Nancsi, on 22 January 2014 - 10:09 AM, said:
Think of the PMP files as if every level had a GRP of its own, that's supposed to have only the art or sounds that are used in that level. However more than often these files are missing several sounds, and as a result they won't play in certain levels. The best example is E4L6, which the Magnum P.I.G. is completely silent.
Nancsi, on 22 January 2014 - 10:09 AM, said:
In order to save some CPU, they halved the resolution of the Battlelord sprites, and as a result they were forced to double the sizeat. However monsters with a sizeat greater than 60×60 cannot enter small rooms, so they were forced to drastically increase the sizeat of the small bosses...
Nancsi, on 22 January 2014 - 10:09 AM, said:
They could be used in the same level, but the new pigs are themed after a single level. However the new drone is used in the same level as regular drones.
This post has been edited by Fox: 22 January 2014 - 10:23 AM
#38 Posted 22 January 2014 - 10:27 AM
ELFDICK, on 22 January 2014 - 09:21 AM, said:
The Commander, on 22 January 2014 - 09:51 AM, said:
I totally understand that, but that's not exactly how it sounded to me upon first reading it.
#39 Posted 22 January 2014 - 10:28 AM
#40 Posted 22 January 2014 - 01:33 PM
MetHy, on 22 January 2014 - 10:28 AM, said:
They're not too interesting, but the artwork for them has been out in the wild for some time now. The strangest was a new drone look that appeared once in the entire episode, and didn't look or act special in anyway (I think it did have new sounds though)
I don't like the idea of keeping the maps to a certain group of people though for an indeterminate time, but it's a complicated situation without the original map author's input.
This post has been edited by James: 22 January 2014 - 01:34 PM
#41 Posted 22 January 2014 - 03:42 PM
James, on 22 January 2014 - 01:33 PM, said:
The maps that have been ripped are perfectly accurate as far as PSX is concerned, but not entirely PC-compatible. At this point, the work required to make them PC-compatible is presumed to be minimal, hence the wait should also be minimal.
After discussing it with the team, the basic idea is that they just want to release the maps in the most playable form possible as a nice, complete package. They've also stated that if the wait turns out to be longer than expected, they'll revisit the idea of just releasing them to the public as-is.
My position is that I don't particularly care either way; Both versions of the maps will eventually coexist online. Of course, since I worked independently, I have the capacity to release my own work. But I'd rather not step on their toes over this. I understand their position: when you put a lot of work into something, you don't want it getting out pre-emptively.
#42 Posted 22 January 2014 - 04:14 PM
Yes I know it was a memory dump, but that's been possible for ages.
So I look forward to reading the story on that.
#43 Posted 22 January 2014 - 04:19 PM
Nukey, on 22 January 2014 - 10:19 AM, said:
The plan is, once I know the full extent of the PMP structure, hmaptool will perform the corrections by default. Getting the "PSX raw data" would have to be specified.
#44 Posted 22 January 2014 - 04:22 PM
The Commander, on 22 January 2014 - 04:14 PM, said:
Yes I know it was a memory dump, but that's been possible for ages.
So I look forward to reading the story on that.
The surprising thing is that it was done by independent parts at the same time.
This post has been edited by Fox: 22 January 2014 - 04:23 PM
#45 Posted 22 January 2014 - 04:49 PM
The Commander, on 22 January 2014 - 09:51 AM, said:
Didn't Fox say the multiplayer spawns were broken on the maps anyway? Assuming they may or may not be left like that...
Nukey, on 22 January 2014 - 10:19 AM, said:
If you don't want them up there, I can tell them to make their own rips if you really want them to
I personally wouldn't like seeing the maps individually on the workshop as they would lose their flair or having custom art and new enemies. I'm sure it flows way better as a whole as an episode. The only map that is like from Total Meltdown is a recreation of Quirk of Fate http://steamcommunit...s/?id=198316446 and Daedolon supplied a gif of how accurate it is: https://dl.dropboxus...e/pmp/quirk.gif
BUT ANYWAY, please do keep up the work, I can't wait to see it all in action. Someone make a YouTube video
#46 Posted 22 January 2014 - 06:51 PM
HUD:
This post has been edited by Fox: 22 January 2014 - 06:57 PM
#47 Posted 22 January 2014 - 07:20 PM
Bloody cheater
This post has been edited by Lunick: 22 January 2014 - 07:20 PM
#48 Posted 22 January 2014 - 08:05 PM
#49 Posted 23 January 2014 - 02:03 PM
#50 Posted 23 January 2014 - 03:17 PM
This post has been edited by The Duke Returns: 23 January 2014 - 03:23 PM
#51 Posted 23 January 2014 - 03:20 PM
The Duke Returns, on 23 January 2014 - 03:17 PM, said:
Look a few posts above you, the one with the screenshot.
#52 Posted 23 January 2014 - 03:27 PM
Have you considered talking about this to Devolver or General Arcade ? They could add it to Megaton with the other official addons. (I mean, officially, with achievements and all.)
Anyways, thanks everyone involved in this ! I can't wait !
This post has been edited by K100: 23 January 2014 - 03:29 PM
#53 Posted 23 January 2014 - 03:54 PM
#54 Posted 23 January 2014 - 04:07 PM
#55 Posted 23 January 2014 - 05:00 PM
Fox, on 23 January 2014 - 02:03 PM, said:
Wat?
#56 Posted 23 January 2014 - 05:28 PM
This post has been edited by Fox: 23 January 2014 - 05:29 PM
#58 Posted 23 January 2014 - 05:50 PM
#59 Posted 23 January 2014 - 06:12 PM
Lunick, on 23 January 2014 - 05:39 PM, said:
I suspect they may be even better.