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

User is offline   NNC 

#481

View PostNukey, on 19 September 2014 - 11:14 PM, said:

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


What's the problem with the Lite concept? It would be more integral part of the game's art and sound quality than the "full" version, which has so many questionable changes anyway, most of us don't really want to see them. The "full" version can be released for the intention to play the entire game and not just the PnP episode with these new graphics, sound, feautes etc.
1

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#482

Translucency table.

That's what was left. But this moment Nukey managed to get a lot of stuff out of the PMPs, which will take a while to implement. :/
0

User is offline   MetHy 

#483

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

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

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. Yay!

I can only take responsibility for the delay from here on out, though--everything prior was all Fox. :) I just dropped this on the people involved yesterday. 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. It's a good time to be a Duke3D fan.[/spoiler]


That's amazing. I never thought Total Metldown would get an official re-release. Who owns the right of Total Metldown anyway? (3DRealms ?)
Out of curiosity will the Android version of DN3D support custom maps/mods/episodes ?
Spoiler

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User is offline   Lunick 

#484

View PostMetHy, on 20 September 2014 - 04:00 AM, said:

Out of curiosity will the Android version of DN3D support custom maps/mods/episodes ?

I could play the Duke 64 mod on the Android version :)
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#485

View PostMetHy, on 20 September 2014 - 04:00 AM, said:

Spoiler


It's Eduke port for the Android, so it shouldn't be supported.
0

User is offline   JoJo the Idiot Circus Boy 

  • Steven Shitlord

#486

I have a question will this work on old eduke mp?
1

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#487

I think not. As far I know gamearrays have only been added on a later version (and it's used to control E4L6 music).
0

User is offline   oasiz 

  • Dr. Effector

#488

In it's current state, nope.
I am not the one making the call but I have a feeling that megaton might be more likely due to having a wider audience along with being more officially supported.
Also there has been some minor enhancements to eduke itself like XA audio support in order to give a more authentic experience instead of working around limitations.
0

User is offline   JoJo the Idiot Circus Boy 

  • Steven Shitlord

#489

that ok to me I guess, hope they fix megaton been acting funny lately Coop/DM seems to crash alot, plus single player does weird things
0

#490

it's a bummer how it'll be 2 months before we get to play it. but i'll be glad to see and play the TM mod in it's prime and ready state. to be able to play Total Meltdown how it's known to be but with better controls and such. and i find it cool that it's coming to Android as well
2

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#491

I dunno how long it will take. TX's plans are out of my mind, but it will take longer now because

Spoiler

2

User is offline   Nukey 

#492

My bad

Posted Image

This post has been edited by Nukey: 20 September 2014 - 12:09 PM

4

User is offline   The Commander 

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

#493

Where is fucking Dookie when you need him...
0

User is offline   Mav3r1ck 

#494

I know that the lite version won't include everything but what will all be included in it?

EDIT: I hope I'm not being a bother with the questions, I was just wondering what was to be included in the lite version.

This post has been edited by Mav3r1ck: 20 September 2014 - 04:34 PM

1

User is offline   oasiz 

  • Dr. Effector

#495

Quote

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

Echoing Nukey here, I think the goal has changed quite a bit from the original "let's just dump the maps and be done" :)


I'll just expand a bit on what was found yesterday...

Textures have been dumped cleanly from the PMP, thanks to Nukey.
There have been some interesting discoveries from the textures:
In order to save memory, some levels have their textures mirror flipped in the in order to simplify them.
While this doesn't actually show up in almost +80% of the cases unless you know to look for them, it still can change some things like asymmetric decoration patterns in various things.

Also some new challenges because of this: do we really want to load 2-3 different variations of a texture in to the RAM ?
This count potentially nearly double the texture usage depending on how much of the PSX textures will be used in the end.
Not to mention that there are palette variances in some textures as well.

Nothing impossible, but organizing these together will take a moment as there are about 10 different variations on the palette so far, meaning that the transparent color index in the palette shuffles around.
Most of the game's textures utilize only the first 4 bits (16 colors) but there are some that use 5bpp or go up to 8bpp (256 colors).
-> Out of the 4bpp ones, there are about 8 variations so far with no clear pattern but it seems to group roughly on the image size/animation frame amount in most cases.
-> Out of the 8bpp ones they have a custom palette that uses 0 as transparent and this gets used for pretty much all of the actors and then you have another 8bpp with something that looks to be the PC palette (255 is transparent).
Seems like they had different presets that they used for graphics conversions in order to save space. Weird thing is that some odd objects like the green desk lamp has the whole 8bpp in it's palette entry while things like HUD graphics utilize 4bpp. Either they were just careless or just crammed enough until they met a certain RAM budget.
Will study this a bit more once I get home.

Anyway, I guess my previous promise about being very close was a bit of a lie due to the new developments.
But this is good news since now we can be happy about the integrity and get as much data as possible cleanly from the PMP itself as opposed to V / RAM blobs.

Things are looking nice and it's gonna be good once it comes out, more faithful than the original goal was for some of us.
0

User is online   Jblade 

#496

You're going to have to explain the goal a bit better...are you guys going to port over ALL of the PSX textures even if they're the same as the original ones?
1

User is offline   oasiz 

  • Dr. Effector

#497

We just got all the textures for the first time yesterday, afaik, no real call has been made on what to go with.
I believe that we will still use the PC version all the way but the mirror swaps in some cases are still out on the open.
1

User is online   Jblade 

#498

I wouldn't bother with the mirror swaps or anything like that, I still believe that the vast majority of people's interests lie in the Plug and Pray episode and not the rest of the port. Apart from the soundtrack and a couple of new Duke quotes (and maybe a handful of sounds) the rest of the PSX port is pretty much just PC Duke at a sub-standard framerate.
5

User is offline   The Commander 

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

#499

View PostJblade, on 21 September 2014 - 02:28 AM, said:

I wouldn't bother with the mirror swaps or anything like that, I still believe that the vast majority of people's interests lie in the Plug and Pray episode and not the rest of the port. Apart from the soundtrack and a couple of new Duke quotes (and maybe a handful of sounds) the rest of the PSX port is pretty much just PC Duke at a sub-standard framerate.

This
1

User is offline   oasiz 

  • Dr. Effector

#500

Please re-read what I said, nothing about that mirroring stuff has been set in stone yet, hell we just got all the textures cleanly for the first time yesterday.
Remember that these are just updates on what is happening at the moment instead of keeping everyone in the dark, it has always been and will be WID.
Btw, there are other textures than just PC conversions, including new enemy renders that look better than PC in some cases, splash screens, font, etc.. Some cool stuff !

But I'll just say it bluntly: This release ain't going to magically speed up because we could drop some things or cut corners. Sorry ! :)
Pretty likely the rest of the people involved at this point would rather see a more definitive release in one go instead of incremental stopgaps.

I'm sorry if the wait is awful but I have yet to play trough "the episode" myself as well because I am waiting for the finished product and that motivates me to work more as well.
2

User is offline   The Commander 

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

#501

Over half the people that will try play this mod will ruin it anyway by trying to play it with the HRP.
3

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#502

This is what it looks like with the HRP:

Spoiler

1

User is offline   NightFright 

  • The Truth is in here

#503

Like a "mufie" made by Ivan Reitman. Who is a genius.

(Translates into: Can we implement some kinda "autoload prevention" for duke3d.def in mods that shouldn't be run with HRP? xD)
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#504

It's not like it shouldn't, but the new art doesn't have highres textures.
0

User is offline   NNC 

#505

View PostJblade, on 21 September 2014 - 02:28 AM, said:

I wouldn't bother with the mirror swaps or anything like that, I still believe that the vast majority of people's interests lie in the Plug and Pray episode and not the rest of the port. Apart from the soundtrack and a couple of new Duke quotes (and maybe a handful of sounds) the rest of the PSX port is pretty much just PC Duke at a sub-standard framerate.


+1000
0

User is offline   NightFright 

  • The Truth is in here

#506

... as was the Duke 64 Mod (ok, with different weapons, HUD and some extras, but still). And I loved it. Besides the fact that it was really well done, finding all the deviations from the original levels was quite enjoyable.

This post has been edited by NightFright: 21 September 2014 - 01:36 PM

0

#507

Perhaps include dummy HRP DEFs and load the mod Z-pack style?

Sub-standard frame rate? Fox is really insistent on keeping these things as close as possible to the source material, so i had better get an option to make the frame rate crap itself or I will be disappointed, if I once see that counter hit 60fps I will submit a formal complaint.It ought to be 15fps maximum!

This post has been edited by High Treason: 21 September 2014 - 01:41 PM

0

User is offline   Jimmy 

  • Let's go Brandon!

#508

Or play it with the superior original textures.
0

User is offline   Hendricks266 

  • Weaponized Autism

  #509

View PostHigh Treason, on 21 September 2014 - 01:40 PM, said:

Perhaps include dummy HRP DEFs

Never. The HRP should bend to fit the world it inhabits, not the other way around.

View PostHigh Treason, on 21 September 2014 - 01:40 PM, said:

load the mod Z-pack style?

The Z-pack method should be phased out, but my replacement isn't there yet.

View PostHigh Treason, on 21 September 2014 - 01:40 PM, said:

Sub-standard frame rate? Fox is really insistent on keeping these things as close as possible to the source material, so i had better get an option to make the frame rate crap itself or I will be disappointed, if I once see that counter hit 60fps I will submit a formal complaint.It ought to be 15fps maximum!

r_maxfps 15
2

#510

Not sure people got the gist of what I was saying, including the dummy DEFs would PREVENT the HRP from being loaded in theory.

Granted it's not an ideal solution, I was just rambling out loud.

r_maxfps? Oh, man, that's hilarious! It saves it too, next time I go near the machine of another EDuke player I am so typing that into the console. Meanwhile I can show off because I can set the rate to 85 on my 85Hz CRT... Even though the human eye can't really see a difference.
0

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