[Wip] Duke Nukem: Total Meltdown "Full mod, not lite version"
#61 Posted 23 January 2014 - 09:19 PM
#62 Posted 24 January 2014 - 01:36 AM
TerminX, on 23 January 2014 - 08:32 PM, said:
It's possible. The tool Oasiz used allowed us to already inject data to the RAM (to change levels in our case).
The problem is that the sprite block of data in the RAM is least consistent in-game, plus something seems to push the data around when you enter the game, although so far it's in a consistent location. But it's still doable.
#63 Posted 24 January 2014 - 05:33 AM
#64 Posted 24 January 2014 - 06:04 AM
NukemRoses, on 24 January 2014 - 05:33 AM, said:
Fox posted this in the "What are you working on for Duke right now" thread http://forums.duke4....261#entry182261
#65 Posted 24 January 2014 - 07:34 AM
This post has been edited by The Duke Returns: 24 January 2014 - 07:51 AM
#66 Posted 24 January 2014 - 12:17 PM
MysteryMeat, on 27 February 2011 - 01:35 PM, said:
L.A Meltdown
1. Hollywood Holocaust: Stalker 1
2. Red Light District: Stalker 2 (and Bar Music for the Strip Club)
3. Death Row: Echo and The Harewoman
4. Toxic Dump: Distortion
5. The Abyss: Mental Heavy 1
6. Launch Facility: Echo And The Harewoman
Lunar Apocalypse
1. Spaceport: Mellow Chellow
2. Incubator: Spacey
3. Warp Factor: Eerie
4. Fusion Station: Warehouse
5. Occupied Territory: Atmospheric
6. Tiberius Station: 303
7. Lunar Reactor: Mental Heavy 3
8. Dark Side: Trance Rock
9. Overlord: Metallic Horrific 2
10. Spin Cycle: Echo And The Harewoman
11. Lunatic Fringe: Nick’s bass is OLD
Shrapnel City
1. Raw Meat: Chaingun in My Hands (2 B Wild in Bar)
2. Bank Roll: Chemicals 2 Yer Brain (head)
3. Flood Zone: Chemicals Fuck Yer Spoon
4. L.A Rumble: Distortion
5. Movie Set: 303
6. Rabid Transit: Lem Chill
7. Fahrenheit: 233c
8. Hotel Hell: Trance Rock
9. Stadium: Mental Heavy 2
10. Tier Drops: Jungle Dick
11. Freeway: Mental Heavy 1
OTHER TRACKS:
Title: Grabbag
Level Complete: Bonus Song
The Birth Intro: Briefing
#67 Posted 24 January 2014 - 12:35 PM
Nightmare Zone: Chemicals Fuck Yer Spoon
Trackside Tragedy: Chemicals 2 Yer Brain (head)
Gates Motel: Eerie
Duke Royale: Jungle Dick
Alien Rendezvous: Spacey
Ministry of Fear: Chemicals Fuck Yer Head
Faces of Death: Chaingun in My Hands
Butt Kicking Zone:
Quirk of Fate: Stalker 2
Red Light District: Chemicals Fuck Yer Head
(the rest is the same)
This post has been edited by Fox: 24 January 2014 - 12:47 PM
#68 Posted 24 January 2014 - 04:40 PM
Duke PSX mod - Music files info. Map Music: 233.ogg - E3L7. 303.ogg - E2L6, E3L5. atmospheric.ogg - E2L5. chaigun.ogg - E3L1, E4L7. chemicals.ogg - E4L6. chemicals2.ogg - E3L2, E4L2. chemicals3.ogg - E3L4, E4L1. distortion.ogg - E1L4, E3L4. echo.ogg - E1L3, E1L6, E2L10. eerie.ogg - E2L3, E4L3. jungledick.ogg - E3L10, E4L4. lemchill.ogg - E3L6. mellow.ogg - E2L1. mentalheavy.ogg - E1L5, E3L11. mentalheavy2.ogg - E3L9. mentalheavy3.ogg - E2L7. metalichorrific1.ogg - unused metalichorrific2.ogg - E2L9. nickbass.ogg - E2L11. pob.ogg - E1L9. spacey.ogg - E2L2, E4L5. stalker1.ogg - E1L1. stalker2.ogg - E1L2, E5L1. trancerock.ogg - E2L8, E3L8. warehouse.ogg - E2L4. In map order: L.A. Meltdown: E1L1 - stalker1.ogg E1L2 - stalker2.ogg E1L3 - echo.ogg E1L4 - distortion.ogg E1L5 - mentalheavy.ogg E1L6 - echo.ogg E1L9 (blank map) - pob.ogg Lunar Apocalypse: E2L1 - mellow.ogg E2L2 - spacey.ogg E2L3 - eerie.ogg E2L4 - warehouse.ogg E2L5 - atmospheric.ogg E2L6 - 303.ogg E2L7 - mentalheavy3.ogg E2L8 - trancerock.ogg E2L9 - metalichorrific2.ogg E2L10 - echo.ogg E2L11 - nickbass.ogg Shrapnel City: E3L1 - chaingun.ogg E3L2 - chemicals2.ogg E3L3 - chemicals3.ogg E3L4 - distortion.ogg E3L5 - 303.ogg E3L6 - lemchill.ogg E3L7 - 233c.ogg E3L8 - trancerock.ogg E3L9 - mentalheavy2.ogg E3L10 - jungledick.ogg E3L11 - mentalheavy.ogg Plug And Pray: E4L1 - chemicals3.ogg E4L2 - chemicals2.ogg E4L3 - eerie.ogg E4L4 - jungledick.ogg E4L5 - spacey.ogg E4L6 - chemicals.ogg E4L7 - chaingun.ogg Butt Kicking Zone: E5L1 - stalker2.ogg Ambient Music: 2bwild.ogg - AMB in E3L1. barmusic.ogg - AMB in E1L2. Others: gabbag.ogg - only used in the end video. grabbag.ogg - title music. bonus.ogg - endmap music. briefing.ogg - unused ?
Notes:
E1L9 music: I cheated to go to that level.
Track 44 is the E1L2 song, track 46 is the bar music, and track 45 is both tracks "mixed", intended to make a "transition" effect AFAIK.
There's 3 tracks for the minsitry of fear's song, for the transition effect.
I wonder if these effects are possible to do in eduke32... probably not.
Track52 (metalichorrific1) unused ?
BTW, will you guys use ogg or FLAC for this ?
#69 Posted 24 January 2014 - 05:33 PM
HellFire, on 24 January 2014 - 04:40 PM, said:
I'll need to make it happen for this mod.
HellFire, on 24 January 2014 - 04:40 PM, said:
Coming soon to a synthesis build near you:
Quote
It's functional, but due to the odd 37.8 KHz nature of the format, I will need to add a resampler to the audiolib to prevent the aliasing artifacts that occur at present. I also hear clicks/pops every so often, but I do not know if a resampler would fix these as well or if they are a separate problem.
Note that you cannot directly use the four XA files on the Total Meltdown disc because they each contain eight songs. They would need to be split using a utility I wrote that is outside the scope of this SVN.
#70 Posted 24 January 2014 - 05:38 PM
HellFire, on 24 January 2014 - 04:40 PM, said:
There's 3 tracks for the minsitry of fear's song, for the transition effect.
I wonder if these effects are possible to do in eduke32... probably not.
No, in Eduke32 it restarts the song from the beggining.
#71 Posted 24 January 2014 - 06:38 PM
Hendricks266, on 24 January 2014 - 05:33 PM, said:
Apparently the PSX didn't support high-quality audio for ambience sound, so they created an ugly hack. My plan so far was to convert the SEs 40 into MUSICANDSFX.
This is a mapping of E4L6 background music:
And this would be the result with the code I have in mind:
This post has been edited by Fox: 24 January 2014 - 07:04 PM
#73 Posted 24 January 2014 - 08:09 PM
Edit: Fuuuuck. Alternatively, you could add the already requested feature to adjust music volume. It would do the job, since E1L2 and E3L1 only have one epicenter...
Edit: Though I could make the MUSICANDSFX jump from one place to another. Hmm... I suppose it wouldn't cause desync if I change the coordinates of an otherwise ineffective effector.
This post has been edited by Fox: 24 January 2014 - 09:58 PM
#74 Posted 26 January 2014 - 01:33 AM
Fox, on 24 January 2014 - 06:38 PM, said:
This is a mapping of E4L6 background music:
And this would be the result with the code I have in mind:
Almost done with this code, the result is very close to my prediction, but E4L6 sync is a problem...
#75 Posted 26 January 2014 - 01:47 AM
I don't think you posted this picture here either? I saw it on ModDB today.
#76 Posted 26 January 2014 - 03:18 AM
I did the test drive, and despite there being three individual sounds playing, it's hardly noticeable and the background music played nicely.
This post has been edited by Fox: 26 January 2014 - 03:20 AM
#77 Posted 27 January 2014 - 02:45 AM
The "xasplit" utility I mention can be found here: http://hendricks266....rxa2wav_h266.7z
When the feature is working better, I will update my PSX music pack to use the XA files directly, and in turn they will be used in this mod.
#78 Posted 27 January 2014 - 12:27 PM
Hey, I have both Alien Rendezvous and Faces of Death with the exit done, I could upload them both for yall if yall want to take a look.
I also have Duke Royale but it's incomplete, I have it worked all the way to the pawn shop which is nearly done, however, the only things missing is the bar area and the blowout building with the exit.
EDIT: Are yall planning on adding the new Duke quotes from the PSX version as well?
This post has been edited by Urukiora: 27 January 2014 - 02:44 PM
#79 Posted 27 January 2014 - 05:14 PM
Urukiora, on 27 January 2014 - 12:27 PM, said:
Yes, I have already added them.
#80 Posted 27 January 2014 - 05:23 PM
Fox, on 27 January 2014 - 05:14 PM, said:
Cool! You guys are awesome! I have been waiting so long to see this on PC!
Will they be for those levels only? Or will Duke be able to say them in all the other levels as well? And also, will these levels have multiplayer compatibility?
This post has been edited by Urukiora: 27 January 2014 - 05:25 PM
#81 Posted 27 January 2014 - 06:01 PM
#82 Posted 27 January 2014 - 06:03 PM
Urukiora, on 27 January 2014 - 05:23 PM, said:
Will they be for those levels only? Or will Duke be able to say them in all the other levels as well? And also, will these levels have multiplayer compatibility?
I can guarantee it will have pretty much everything from the PSX... And I don't think they need your maps because they don't need ones done by hand which will not be perfect 1:1 copies.
@Fox I don't think he understands English very well, he still thinks we have the Shadow Warrior beta and other old Betas.
This post has been edited by The Commander: 27 January 2014 - 06:04 PM
#83 Posted 27 January 2014 - 06:08 PM
The Commander, on 27 January 2014 - 06:03 PM, said:
Eehhh, I call it Lite exactly because it won't have all assets. =P It's basically new maps and the exclusive content. I am not going to replace all the art and sounds which is different in the PSX because it would be too much work.
#84 Posted 27 January 2014 - 06:12 PM
What would be the point in replacing the pc version of a art tile with the PSX counterpart? Is their a major difference between them?
This post has been edited by The Commander: 27 January 2014 - 06:14 PM
#85 Posted 27 January 2014 - 06:15 PM
This post has been edited by Fox: 27 January 2014 - 06:16 PM
#87 Posted 27 January 2014 - 07:05 PM
Are there any plans to do a full PSX mod?
#89 Posted 27 January 2014 - 08:02 PM
The Commander, on 27 January 2014 - 06:03 PM, said:
@Fox I don't think he understands English very well, he still thinks we have the Shadow Warrior beta and other old Betas.
I'm actually glad to hear that, I've tried many times in an attempt to remake the episode myself but failed to do so because either I was unimpressed by my work or that I lost the motivation to do them. I would like to see this as close and as accurate as these guys can possibly get it. So far as I can tell from the images these guys are doing a hell of a job.
Fox, on 27 January 2014 - 06:08 PM, said:
So thats why you called it "lite". I agree with this, it's pointless to convert ALL the PSX versions of the original textures, art and enemies that are used on the PC. Simply using the new textures, art and enemies from the PSX version in conjunction with the originals is good enough, besides it's too much unnecessary work for you guys.
#90 Posted 28 January 2014 - 02:45 AM
Hendricks266, on 27 January 2014 - 07:41 PM, said:
It would also require some new grayscale types for tint DEF command.
This post has been edited by Fox: 28 January 2014 - 02:48 AM