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

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#61

You mean editing the maps from the CD-ROM to rip the tiles? I and Nukey played a little with that concept for Duke 64. But the PMPs can be troublesome, so it would require doing it for each existing level, if that's really possible...
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User is offline   Daedolon 

  • Ancient Blood God

#62

View PostTerminX, on 23 January 2014 - 08:32 PM, said:

Now that you know the location of the data in memory, couldn't you just change the tile number of a sprite you know is on screen directly without having to find different maps containing all the tiles?


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.
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#63

is it possible to add the enemies from Total Meltdown? just curious
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User is offline   Lunick 

#64

View PostNukemRoses, on 24 January 2014 - 05:33 AM, said:

is it possible to add the enemies from Total Meltdown? just curious


Fox posted this in the "What are you working on for Duke right now" thread http://forums.duke4....261#entry182261
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#65

ok cool

This post has been edited by The Duke Returns: 24 January 2014 - 07:51 AM

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User is offline   Hendricks266 

  • Weaponized Autism

  #66

Can someone tell me what the tracklist is for Plug N Pray? Also, can anyone confirm the accuracy of this?

View PostMysteryMeat, on 27 February 2011 - 01:35 PM, said:

Duke Nukem 3D Total Meltdown Track Listing

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

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#67

Plug and Pray:

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

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User is offline   HellFire 

#68

I wrote this years ago:

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 ?
2

User is offline   Hendricks266 

  • Weaponized Autism

  #69

View PostHellFire, on 24 January 2014 - 04:40 PM, said:

I wonder if these effects are possible to do in eduke32... probably not.

I'll need to make it happen for this mod.


View PostHellFire, on 24 January 2014 - 04:40 PM, said:

BTW, will you guys use ogg or FLAC for this ?

Coming soon to a synthesis build near you:

Quote

Introduce audiolib support for PlayStation CD-XA audio, a simple ADPCM format.

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.

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#70

View PostHellFire, on 24 January 2014 - 04:40 PM, said:

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.

No, in Eduke32 it restarts the song from the beggining.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#71

View PostHendricks266, on 24 January 2014 - 05:33 PM, said:

I'll need to make it happen for this mod.

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:
Spoiler

And this would be the result with the code I have in mind:
Spoiler


This post has been edited by Fox: 24 January 2014 - 07:04 PM

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User is offline   Hendricks266 

  • Weaponized Autism

  #72

I don't think the three sprites will all play in sync.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#73

How not? Does MUSICANDSFX music starts only when you are in the radius?

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

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#74

View PostFox, on 24 January 2014 - 06:38 PM, said:

My plan so far was to convert the SEs 40 into MUSICANDSFX.

This is a mapping of E4L6 background music:
Spoiler

And this would be the result with the code I have in mind:
Spoiler


Almost done with this code, the result is very close to my prediction, but E4L6 sync is a problem...
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User is offline   Lunick 

#75

Keep up the good work Fox :(

I don't think you posted this picture here either? I saw it on ModDB today.

Posted Image
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#76

What an overly-complicated CON code can't do.

Posted Image

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

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User is offline   Hendricks266 

  • Weaponized Autism

  #77

XA audio support is in. I would not recommend using it yet because you will hear aliasing artifacts above 18.9 KHz. ASS needs a better resampler.

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.
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User is offline   Mav3r1ck 

#78

Glad to see this episode come into fruition! :(

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

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#79

View PostUrukiora, on 27 January 2014 - 12:27 PM, said:

EDIT: Are yall planning on adding the new Duke quotes from the PSX version as well?

Yes, I have already added them.
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User is offline   Mav3r1ck 

#80

View PostFox, on 27 January 2014 - 05:14 PM, said:

Yes, I have already added them.


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

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#81

This mod will work with all episodes, but what do you mean by multiplayer compatibility? The 7 new levels are all broken with multiplayer spawns, but the other levels remain the same.
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User is offline   The Commander 

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

#82

View PostUrukiora, on 27 January 2014 - 05:23 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?

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

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#83

View PostThe Commander, on 27 January 2014 - 06:03 PM, said:

I can guarantee it will have pretty much everything from the PSX...

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.
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User is offline   The Commander 

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

#84

All the art? Last time I checked it used all the same art apart from the new enemies and Plug and Prey episode...
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

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#85

Yes.

Posted Image

This post has been edited by Fox: 27 January 2014 - 06:16 PM

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User is offline   Lunick 

#86

I think that may be some of my favourite art.
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User is offline   Jimmy 

  • Let's go Brandon!

#87

All of the enemies have new renderings and some look really good.

Are there any plans to do a full PSX mod?
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User is offline   Hendricks266 

  • Weaponized Autism

  #88

If we can extract art from the PMP.
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User is offline   Mav3r1ck 

#89

View PostThe Commander, on 27 January 2014 - 06:03 PM, said:

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.


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. :(

View PostFox, on 27 January 2014 - 06:08 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.


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.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#90

View PostHendricks266, on 27 January 2014 - 07:41 PM, said:

If we can extract art from the PMP.

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

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