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

User is offline   Mav3r1ck 

#451

View PostK100, on 16 September 2014 - 01:52 PM, said:

If it's possible I would like to have the choice between the Lite and Full version. I never liked the art from Total Meltdown.
But anyway, I can't wait to play this ! Great job !


Fox will release a full version and a lite version, so people will be able to choose between wanting the lite or full version if they want. Apparently the lite version will be released soon and then the full version will follow after that.
0

User is offline   Jimmy 

  • Let's go Brandon!

#452

Wow what an informative post. You must work on the modification. You're a cool guy.
1

User is offline   Mav3r1ck 

#453

View PostJimmy, on 17 September 2014 - 12:10 AM, said:

Wow what an informative post. You must work on the modification. You're a cool guy.


I'm just going by what was said in previous posts. I am not part of this project.
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User is offline   Lunick 

#454

The small talk in here is worse than the mod not being released.
4

User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#455

I've released more shit in the time than this mod as been in WIP...
1

User is offline   NightFright 

  • The Truth is in here

#456

Can't blame them for being perfectionists. If the result is the same or similar quality as the Duke 64 Mod, hell, they can take another couple of months for all I care. :)
1

User is offline   Mav3r1ck 

#457

View PostNightFright, on 17 September 2014 - 11:37 PM, said:

Can't blame them for being perfectionists. If the result is the same or similar quality as the Duke 64 Mod, hell, they can take another couple of months for all I care. ;)


Let's hope it won't be that long. :)
1

User is offline   NNC 

#458

View PostMav3r1ck, on 18 September 2014 - 12:52 AM, said:

Let's hope it won't be that long. :)


I actually think a couple of months (read: end of the year) is a pretty optimistic target, judging by the pace of recent updates.

This post has been edited by Nancsi: 18 September 2014 - 08:21 AM

2

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#459

:)
1

User is offline   Jblade 

#460

It's been 8 months since you guys ripped the maps and kept them to yourselves despite not being the authors of them. We appreciate the work you put into it but you can understand the frustration that arises when something cool is just shared inbetween a couple of you and everybody else has to wait X amount of time before we can see it.
2

User is online   Hendricks266 

  • Weaponized Autism

  #461

It's simply not finished yet.

View PostHendricks266, on 18 September 2014 - 08:35 AM, said:

Do you guys have anything else in your lives to care about besides Keen source, Total Meltdown, and t3h betaz? Sit your asses down and wait.

-1

User is offline   Jblade 

#462

What's not finished though? I don't understand why you kept development of something like this in a little cabal.

EDIT: let me be a bit less of a cock, I've got free time so if you're stuck or need some help just let me know what you need left doing and I'd be glad to help get this released.

This post has been edited by Jblade: 18 September 2014 - 09:28 AM

0

User is online   Hendricks266 

  • Weaponized Autism

  #463

View PostJblade, on 18 September 2014 - 08:52 AM, said:

I've got free time so if you're stuck or need some help just let me know what you need left doing and I'd be glad to help get this released.

You may be just the person Fox needs.

View PostFox, on 04 September 2014 - 05:55 PM, said:

The only thing left. I will need with this, since I couldn't do it on my own. (and please don't tell me to use Mapster console because I already failed on it)

I need to remap the shade table without glowmaps and an additive translucency table (same 33% and 67% as vanilla).

View PostFox, on 15 September 2014 - 06:50 PM, said:

Like I said before, the only thing left is for me to find a way to get an additive translucency table.

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User is offline   Jblade 

#464

Pretty simple instructions;

1. Download the LUA build of Eduke32/Mapster32
2. Run the LUA build of Mapster32
3. type this into the console:
lua "shadexfog=reload('shadexfog')"
4. press ; and F together
5. select 'create addtv. trans tab'
6. press enter twice
7. press 1 to choose not to use fullbright colours in the table
8. Then select 'save pal+sh+trans DAT f.'
9. select a name (rename this to PALETTE.DAT later)
10. leave next two entries as zero
11. type 1-32 when it asks for blend tables
12. The game will save it
13. then you can access a sprite's additive number with the blend function, in M32 by pressing F8 and in code with sprite[THISACTOR].blend
14. the amount of additive blending can be controlled by setting the blend in between 1 - 32

This is a quick and ugly guide, if you can't figure it out than send me the palette file and I'll do it - but additive doesn't work in polymost mode so if you haven't got classic mode in the mod than it's slightly pointless to do this.
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User is offline   oasiz 

  • Dr. Effector

#465

Thanks for the help with that translucency bit, appreciate it !

Trust me, a lot of why it wasn't released earlier was exactly because the maps didn't have everything intact. It wasn't until later on when we got the rest.
Stuff was simply missing to a point where it would be game-breaking potentially.

I can assure you that we are not sitting on top of a fully working release here that is ready and holding it back intentionally, while giggling at the people who post in this thread.
Had we released what we had months ago, you'd be playing maps with missing textures, missing and broken effects in maps along with no new enemies.
I know that things could have maybe been a bit faster but we also realized only a bit later that the missing parts are not going to work out without a fight.

Like Fox has said, it's on the final stretch.

I am at least going to do some write up on how this went along so the rest of you can hear what was done. :)
4

User is offline   Jblade 

#466

Thanks for letting us know what's up, I appreciate the information :)
0

User is offline   Jimmy 

  • Let's go Brandon!

#467

I don't know who you are "oasiz" but I will only trust Mav3r1ck's assessments as to the state of this mod because he knows what's up.
1

User is offline   NNC 

#468

View PostJimmy, on 18 September 2014 - 02:41 PM, said:

I don't know who you are "oasiz" but I will only trust Mav3r1ck's assessments as to the state of this mod because he knows what's up.


Weren't oasiz the guy who manage to rip the maps from the PMP format? That's basically the lion share of the entire thing.
-1

User is offline   oasiz 

  • Dr. Effector

#469

Hah, I wish !
I helped with a bunch of stuff regarding RAM dumps and getting map data out of there with Daedolon.
This helped a lot when later on we went to extract maps straight from the PMP instead of relying on the game state dumps.

It was hours of work and staring at the hex editor but it also really helped us to understand how the PSX port works a bit more internally.

There is no way I could have done all of this by myself.

I think I still might have some bits from the livestream where I debugged this stuff with Daedolon, I'll try to showcase this approach as well when I do a writeup.
3

User is offline   TerminX 

  • el fundador

  #470

Unfortunately, the release of this needs to be delayed for a little while.

Spoiler

4

User is online   Hendricks266 

  • Weaponized Autism

  #471

View PostTerminX, on 19 September 2014 - 03:53 PM, said:

Fortunately, that's because I've acquired commercial rights to this and the rest of the Duke Nukem 3D catalog and we're re-releasing it on Android later this year.

This is an exclusive license on Android only.
0

User is offline   Lunick 

#472

Well that's surprising :)
0

User is online   Hendricks266 

  • Weaponized Autism

  #473

View PostNancsi, on 18 September 2014 - 10:33 PM, said:

Weren't oasiz the guy who manage to rip the maps from the PMP format? That's basically the lion share of the entire thing.

Nukey is the brains of the data-extraction operation.
0

User is offline   Mav3r1ck 

#474

View PostHendricks266, on 19 September 2014 - 04:36 PM, said:

This is an exclusive license on Android only.


So does that mean Fox is still continuing the megaton and eduke3d versions?
0

User is offline   Lunick 

#475

View PostMav3r1ck, on 19 September 2014 - 08:34 PM, said:

So does that mean Fox is still continuing the megaton and eduke3d versions?


View PostTerminX, on 19 September 2014 - 03:53 PM, said:

After the Android version is out I'm going to look into getting this included with Megaton on Steam (no promises, obviously not my project) but failing that I'm not going to stop this mod from releasing

0

User is offline   Mav3r1ck 

#476

View PostLunick, on 19 September 2014 - 08:40 PM, said:




I think I confused myself a bit there. So basically Fox is still working on the eduke and megaton versions but TerminX is working on one for the android.
0

User is offline   Mblackwell 

  • Evil Overlord

#477

They are all working on all of them.
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User is offline   Mav3r1ck 

#478

View PostMblackwell, on 19 September 2014 - 09:29 PM, said:

They are all working on all of them.


Thats good to know. Waiting really does suck but I guess waiting a little longer won't hurt.
0

User is offline   Nukey 

#479

I'm really not feeling the whole "Lite" concept... I think the title would look much better without it now.
0

User is offline   Mav3r1ck 

#480

I don't remember but what was left to do before this is released?

This post has been edited by Mav3r1ck: 20 September 2014 - 12:13 AM

0

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