[Wip] Duke Nukem: Total Meltdown "Full mod, not lite version"
#91 Posted 28 January 2014 - 12:52 PM
#92 Posted 28 January 2014 - 02:27 PM
#93 Posted 28 January 2014 - 03:01 PM
Fox, on 28 January 2014 - 02:27 PM, said:
Awesome! So I'll be able to play it on older ports, such as XDuke for example? And also, will it also include the yellow font style and the ending cutscene for Plug'n Pray?
Sorry if I'm asking so much questions, but I liked this episode a lot better than "The Birth" because of a lot of it's movie references, plus the levels themselves were fun.
This post has been edited by Urukiora: 28 January 2014 - 03:35 PM
#94 Posted 28 January 2014 - 05:37 PM
#95 Posted 28 January 2014 - 06:03 PM
Urukiora, on 28 January 2014 - 03:01 PM, said:
Sorry if I'm asking so much questions, but I liked this episode a lot better than "The Birth" because of a lot of it's movie references, plus the levels themselves were fun.
I like both episodes, but your reasonings are flawed. The Birth has a lot of movie references too.
#96 Posted 28 January 2014 - 06:36 PM
#97 Posted 28 January 2014 - 06:54 PM
Fox, on 28 January 2014 - 06:36 PM, said:
But Duke Royale?
#98 Posted 28 January 2014 - 07:14 PM
adjective \ˈmȯr\
greater in amount, number, or size
This post has been edited by Fox: 28 January 2014 - 07:14 PM
#99 Posted 28 January 2014 - 07:34 PM
#100 Posted 28 January 2014 - 08:08 PM
Nancsi, on 28 January 2014 - 06:03 PM, said:
I know it has movie references but I still like Plug'n Pray better though.
Plug'n Pray has references to the Quentin Tarantino movies such as Resevoir Dogs and Pulp Fiction and games like, the Wipeout series, Tomb Raider, Resident Evil, and other movies such as Hannibal, The Shining and so on.
This post has been edited by Urukiora: 28 January 2014 - 08:12 PM
#101 Posted 29 January 2014 - 03:43 AM
#102 Posted 30 January 2014 - 06:21 AM
1. In Nightmare Zone in the underwater area right before you get the chaingun, blue keycard and before you encounter the Pig-In-Dress, there is an archway with two pillers before you go through it with one on the left and another on the right, the archway itself is a sector with a lowered ceiling, however, it's not marked as an underwater sector since the sector itself does not have a lotag value of 2 which is for underwater. I had scuba gear at the time I encountered this bug and when I passed through the archway for a short moment and my scuba gear turned off and turned back on again.
2. In Trackside Tragedy, right before you open the door to the exit using the red keycard, you have to activate the extending bridge in order to get to the other side, now the raised platform that the bridge is connected to is tagged as a water sector, with a lotag value of 1.
3. In Gates Motel, you'll encounter the same bug as listed above. In the underwater area where you have to blow the wall in order to get to the Freeze Thrower, there is a raised platform against the wall that this weapon sits on, however, like the bug above this platform sector is not marked with a lotag value of 2, plus this bug is more noticable if you enter the platform sector and you'll just fall on the platform despite being in an area designed for underwater.
4. In Duke Royale, in the restraunt area that you first start off in, when you go forward and turn left you'll see a pair of swing doors that are diagonal, now if you look real closely below these doors before opening them you'll see the ugly brown brick texture, it's the same texture you see when you start a new map in Mapster32.
I pointed out these bugs just in case yall wanted to have them fixed.
This post has been edited by Urukiora: 30 January 2014 - 06:26 AM
#103 Posted 30 January 2014 - 07:04 AM
That said, here are a few more bugs:
- They forget to place the SEs 40 used to change the background music in front of teleporters. If you use the teleporter in Raw Meat karaoke club the Born to be Wild music will play for the entire level. The same goes for Red Light District in multiplayer.
- In Nightmare Zone there is ammo for Shrinker despite the lack of the weapon.
- In Trackside Tragedy, the underwater secret has a lo-tag 20 door, making it a non-submerged area.
- In Trackside Tragedy, near the door that leads to the roads outside there is a window that opens with Commanders and Drones. There is ammo inside, however the secret is almost inaccessible, since it requires Jetpack which can only be found two levels later. But you can go there jumping on top of some flying enemies...
- In Gates Motel there was a bunch of Lizmans meant to spawn in that dinner room with a clock, but they are not linked to anything.
- In Gates Motel green labyrinth, there is a intangible handrail in the stairs.
- In Gates Motel, in the yellow access card area there is a room that can only be entered after the door is destroyed by the explosions. In that room there was supposed to have a new tile for a typewriter, however it is destroyed before you can enter the room, making it impossible to be seen without cheats.
- In Gates Motel, in the room with the scared head there is a window with wrong tagged sounds.
- In Duke Royale, in the bathroom of Wallace's house there is a mirror, the door swings to the wrong direction in the mirror.
- in Alien Rendezvous, if you look outside of the spaceship window you can see the "same" Medkit near the antenna, even if you picked it up before.
- In Quirk of Fate, near the Nukebutton there are two fires, one of them has texture zero walls inside.
This post has been edited by Fox: 30 January 2014 - 07:10 AM
#104 Posted 30 January 2014 - 08:21 AM
#106 Posted 30 January 2014 - 08:32 AM
#107 Posted 30 January 2014 - 09:50 AM
Fox, on 30 January 2014 - 08:22 AM, said:
I'm not sure. I actually did a lot of minor modifications (fixing misaligned textures, adding missing ambient sounds, fixing gameplay balance issues etc.) for Sewer, Sweeney, ADG Episode, Daikarin, Duke it out in DC just for my own entertainment, and found the actual levels a lot more entertaining that way. Of course publishing them would be a very different story, although I have uploaded one updated version of Sewer and Sweeney, as both levels were very clearly unfinished, I don't think it was really a blasphemy.
Also the bugs Urukiora pointed out are really... bugs. And bugs are there to be fixed. It's not more of a blasphemy, than ripping of the levels and make them suitable for EDuke32.
This post has been edited by Nancsi: 30 January 2014 - 09:54 AM
#108 Posted 30 January 2014 - 09:55 AM
This post has been edited by Fox: 30 January 2014 - 09:55 AM
#109 Posted 30 January 2014 - 01:02 PM
Fox, on 30 January 2014 - 08:22 AM, said:
Well, so is cutting the episode up into individual maps to play on other ports that don't support the new art and code and stuff that goes with them. Wasn't that something you had planned to do? One modification of the experience is as good or bad as another modification of the experience, I'd think.
#110 Posted 30 January 2014 - 02:50 PM
#111 Posted 30 January 2014 - 03:13 PM
#112 Posted 30 January 2014 - 10:48 PM
#113 Posted 30 January 2014 - 11:01 PM
#114 Posted 30 January 2014 - 11:04 PM
Micky C, on 30 January 2014 - 11:01 PM, said:
ಠ_ಠ
The way I see it, Fox can get whatever/how much he wants done with the project and then release it in its "Lite" state and then maybe someone else can take over with a "Full" mod or maybe a Total Meltdown+ (not related to Duke Plus) that has the fixes and everything. Remember that there is going to be two versions anyway for eduke32 and original game compatibility (I think).
This post has been edited by Lunick: 30 January 2014 - 11:05 PM
#115 Posted 30 January 2014 - 11:43 PM
#117 Posted 03 February 2014 - 03:47 PM
It looks like it's going well, perhaps we'll be seeing it released soon!
So these are the actual ripped maps themselves, they look so different compared to the PSX versions. The good part is that they won't have that choppy gameplay.
#118 Posted 03 February 2014 - 04:00 PM
#120 Posted 03 February 2014 - 05:46 PM
The Emperor's sprites are not set up yet though?
This post has been edited by Lunick: 03 February 2014 - 05:50 PM