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

User is offline   Mav3r1ck 

#91

So will this be an installer for Eduke32? Or will you need to simply download and drop the files in the Eduke folder to make it playable?
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#92

It will work in the same way as Duke 64 Mod. But I will also release a non-Eduke version.
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User is offline   Mav3r1ck 

#93

View PostFox, on 28 January 2014 - 02:27 PM, said:

It will work in the same way as Duke 64 Mod. But I will also release a non-Eduke version.


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

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#94

The cutscenes will be troublesome to make (I expect Hendricks to handle the video format conversion), but I think they are possible to include in Eduke32. Naturally they won't be avaiable in other ports.
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User is offline   NNC 

#95

View PostUrukiora, on 28 January 2014 - 03:01 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.


I like both episodes, but your reasonings are flawed. The Birth has a lot of movie references too.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#96

I think Plug and Pray has more videogame references than movies.
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User is online   Lunick 

#97

View PostFox, on 28 January 2014 - 06:36 PM, said:

I think Plug and Pray has more videogame references than movies.


But Duke Royale?
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#98

¹more
adjective \ˈmȯr\
greater in amount, number, or size

This post has been edited by Fox: 28 January 2014 - 07:14 PM

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User is online   Lunick 

#99

Gate's Motel too I suppose too. I don't want to turn this into that kind of thread though, keep working :(
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User is offline   Mav3r1ck 

#100

View PostNancsi, on 28 January 2014 - 06:03 PM, said:

I like both episodes, but your reasonings are flawed. The Birth has a lot of movie references too.


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

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User is offline   NUKEMDAVE 

#101

I've never finished Plug and Pray before. I was holding off to see if the assets would ever be ripped and turned into a mod. It's good to see it finally happening. :(
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User is offline   Mav3r1ck 

#102

I don't know if it's been pointed out, but I've encountered 4 bugs on the PSX version that were very easy to miss.

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

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#103

These maps were ripped from the CD-ROM, so they are not going to be fixed.

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

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User is offline   Mav3r1ck 

#104

Is this because the bugs can't be fixed? Or is it because you want to keep the levels the way they are?
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#105

Changing the levels is blasphemy.
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User is offline   Mav3r1ck 

#106

Thats fine, I got no problems with that, besides I enjoyed playing the levels the way they were on the PSX version, so these will no doubt be just as enjoyable. :(
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User is offline   NNC 

#107

View PostFox, on 30 January 2014 - 08:22 AM, said:

Changing the levels is blasphemy.


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

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#108

If you use Steroird you can warp through the fences on the beggining of E1L1, so instead of the paralaxed sky around it should have solid walls.

This post has been edited by Fox: 30 January 2014 - 09:55 AM

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User is offline   TerminX 

  • el fundador

  #109

View PostFox, on 30 January 2014 - 08:22 AM, said:

Changing the levels is blasphemy.

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.
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User is offline   Mav3r1ck 

#110

Whether or not the bugs are fixed is fine, even if they're brought to the PC with same bugs they had on the PSX. I've seen many attempts by other fans to have Plug'n Pray brought onto the PC and it didn't really work out well, but to actually see that it's finally happening is an achievement. For Duke fans this is definitely something to look forward to.
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User is offline   TerminX 

  • el fundador

  #111

Agreed! I've never played this and am really looking forward to it. I'll be sure this and the Duke Nukem 64 mod are easily accessible in that new Android version we're doing for 3DR. :(
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User is offline   Jimmy 

  • Let's go Brandon!

#112

I'm with Fox. Release a "perfect" port, and then sometime later people can come it and update it. I'd be down for helping with something like that later on down the line if I got time.
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User is offline   Micky C 

  • Honored Donor

#113

Would it be possible for the mod/port to have 2 episodes? One episode could be as close to the original as possible, and the other would have all the obvious bugs fixed? It would simplify the download process and possibly allow people to compare the two for those who would be interested in that sort of thing.
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User is online   Lunick 

#114

View PostMicky C, on 30 January 2014 - 11:01 PM, said:

Would it be possible for the mod/port to have 2 episodes? One episode could be as close to the original as possible, and the other would have all the obvious bugs fixed? It would simplify the download process and possibly allow people to compare the two for those who would be interested in that sort of thing.


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

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User is offline   NNC 

#115

Also, Ian Boffin might approve the bug fixes as well. He wanted to support us with providing the neccessary files for the PC, just couldn't find the disk.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#116

Miscellaneous screenshots

Spoiler

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User is offline   Mav3r1ck 

#117

Those look excellent, great job! :D

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.
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#118

i'm so looking forward to playing this. it looks like it's damn good :(
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User is offline   Sixty Four 

  • Turok Nukem

#119

Hey, this looks awesome ! I surely want to give this a go!
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User is online   Lunick 

#120

Thanks for working so hard on this Fox :(

The Emperor's sprites are not set up yet though?

This post has been edited by Lunick: 03 February 2014 - 05:50 PM

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