[Wip] Duke Nukem: Total Meltdown "Full mod, not lite version"
#631 Posted 16 November 2014 - 09:43 PM
I agree that perfection should be striven for as much as possible before releasing anything. I practically sacrifice myself for my own work, so that much should be obvious. Where my opinion deviates is that the mod and the assets are separate entities; I don't see any tangible benefit to the former by withholding the latter. This is only reinforced by two-thirds of the assets already being in public space, while the final third is merely in a smaller definition of public space. It is a needless complication.
#632 Posted 16 November 2014 - 09:49 PM
Now that you mention it, I don't see an issue with posting the maps and art we have. If someone wanted to play it, they would still need to go through all the trouble of making the mod. And if they wanted to beat us to the punch? Well, tough for them, because they won't have the advantage of experienced team members and the direct support of the EDuke32 team.
#633 Posted 16 November 2014 - 10:32 PM
All they need to do is to set up the textures and copy & paste some enemy codes. I did that one day after Nukey made the levels work (reading what I wrote now sounds like it has been delayed more than necessary).
So if that was the case, I would prefer to release the code and other stuff too. I don't see much of a difference. But then TX asked us to wait a little longer...
So if that was the case, I would prefer to release the code and other stuff too. I don't see much of a difference. But then TX asked us to wait a little longer...
#635 Posted 17 November 2014 - 01:16 AM
If the concern is a potential loss of profits due to the release of a few exclusive maps, then a) the broader public is not going to know or care that the assets have been released, let alone be able to do anything with them, b) the fanatics like us are a small margin of impact in comparison, and are already going to either buy it regardless, or not buy it regardless, c) much of the data that will be sold would not currently exist had I not reverse-engineered it in the first place, so I sincerely hope that something so petty is not what's preventing the work from being released.
If instead the reason is legal, repeat c), then consider why it's okay to have 80% of the assets from both games already publicly released, but the remaining 20% is not okay. There are reasons, but there are no good reasons.
I don't view the public as an enemy waiting to pounce on the assets and then somehow use them against us. The public is just us. Imagine yourselves with the tables turned. Fox, it's been 10 months. Imagine how you would react if you knew the maps were being held by a small group of people, and they continuously declined to give them to you for this length of time, for reasons that are becoming less and less valid.
If anything, releasing the few remaining assets offers more people the chance to participate in and improve the mod before it sees an official release. You can't effectively bug-test it with only a small handful of people. Other than that, we simply make a bunch of people happy by finally "allowing" them (as if we have that right) to explore the maps in the editor and play a few test runs. These things are beneficial, not damaging, and I simply don't understand why it has taken this long for that to be realized.
If instead the reason is legal, repeat c), then consider why it's okay to have 80% of the assets from both games already publicly released, but the remaining 20% is not okay. There are reasons, but there are no good reasons.
I don't view the public as an enemy waiting to pounce on the assets and then somehow use them against us. The public is just us. Imagine yourselves with the tables turned. Fox, it's been 10 months. Imagine how you would react if you knew the maps were being held by a small group of people, and they continuously declined to give them to you for this length of time, for reasons that are becoming less and less valid.
If anything, releasing the few remaining assets offers more people the chance to participate in and improve the mod before it sees an official release. You can't effectively bug-test it with only a small handful of people. Other than that, we simply make a bunch of people happy by finally "allowing" them (as if we have that right) to explore the maps in the editor and play a few test runs. These things are beneficial, not damaging, and I simply don't understand why it has taken this long for that to be realized.
#636 Posted 17 November 2014 - 02:17 AM
I do agree that this would have potentially come out faster if it wasn't for the android thing but one positive thing that I see from this, profit or not, is that the assets get a more proper official blessing instead of being in the gray zone in terms of legality. I don't think that anything really holds back on releasing a proper PC version at the same time.
Personally I feel that this is at least a nice gesture that we can do for the eduke team as a "port" to this degree wouldn't be possible without their efforts. Now that eduke itself is finally going properly commercial for the first time from what I am aware of.
Sure this has slipped much longer than it should have but I am pretty sure that there won't be any complaints once this all gets out.
TX said something about the initial plans for a release date.
I say a fair compromise is that if the situation is still same before the end of this year (which is soon), we just release what we have and focus on whatever the mod might still need.
Sounds fair?
Personally I feel that this is at least a nice gesture that we can do for the eduke team as a "port" to this degree wouldn't be possible without their efforts. Now that eduke itself is finally going properly commercial for the first time from what I am aware of.
Sure this has slipped much longer than it should have but I am pretty sure that there won't be any complaints once this all gets out.
TX said something about the initial plans for a release date.
I say a fair compromise is that if the situation is still same before the end of this year (which is soon), we just release what we have and focus on whatever the mod might still need.
Sounds fair?
#637 Posted 17 November 2014 - 06:01 AM
Nukey, on 17 November 2014 - 01:16 AM, said:
c) much of the data that will be sold would not currently exist had I not reverse-engineered it in the first place, so I sincerely hope that something so petty is not what's preventing the work from being released.
It's not. I am busy and it takes time to set up all the things you ripped.
This post has been edited by Fox: 17 November 2014 - 06:41 AM
#638 Posted 17 November 2014 - 01:12 PM
Fox, on 17 November 2014 - 06:01 AM, said:
It's not. I am busy and it takes time to set up all the things you ripped.
I am referring to the assets, not the mod. It's your every right to perfect your work prior to releasing it.
#640 Posted 20 November 2014 - 01:45 AM
Nice!
Loads of small touches like that exist in DN:TM.
I never asked, do you plan on including the alternate pitch ranges for things like pig cops?
Also did the special pigs just use special sounds or applies some fancy DSP stuff on top to make it "echo" and such ?
One bug I noticed in DN:TM while playing, the ambient sounds can have really weird pitch ranges in some cases, which gets fixed by going in to the menu and back again.
This gives some ambient sounds a weird detuned appearance or totally unique sounding things.
Only explanation I can think of is that the sound engine doesn't always clean up old sound parameters from a channel and still applies the effects from the old effect as the menu fixes it.
My link -- Check 14:13 and 15:28 to see what I mean with weird pitches. This is from a real PS1 and not emulated.
Cheats are on though since I am a fucking pussy.
Loads of small touches like that exist in DN:TM.
I never asked, do you plan on including the alternate pitch ranges for things like pig cops?
Also did the special pigs just use special sounds or applies some fancy DSP stuff on top to make it "echo" and such ?
One bug I noticed in DN:TM while playing, the ambient sounds can have really weird pitch ranges in some cases, which gets fixed by going in to the menu and back again.
This gives some ambient sounds a weird detuned appearance or totally unique sounding things.
Only explanation I can think of is that the sound engine doesn't always clean up old sound parameters from a channel and still applies the effects from the old effect as the menu fixes it.
My link -- Check 14:13 and 15:28 to see what I mean with weird pitches. This is from a real PS1 and not emulated.
Cheats are on though since I am a fucking pussy.
#641 Posted 20 November 2014 - 07:05 AM
I added all sound definitions ripped by Nukey. And the Pig-in-a-dress and Zombie Pig Cop use new sounds.
This post has been edited by Fox: 20 November 2014 - 07:05 AM
#644 Posted 25 November 2014 - 03:29 AM
Some interesting information. I finally took my time to analyze how the fire sprites are frozen from time to time. It seems all actors (enemies to not) start in sleep mode, and are put to back sleep when the player is 20.000 units away (ignoring the httimetosleep).
#645 Posted 25 November 2014 - 04:05 AM
That's a bug from 1.3D, and the reason 1.4/1.5 have the "sleeptime" command. There's a hack in EDuke32 to work around it but it's only for when EDuke32 is in the sort of internal 1.3D mode used for compatibility.
#646 Posted 25 November 2014 - 04:17 AM
The bug from v1.3D would cause the fire to sleep after some time passed. But in the PSX port time is not taken in account and actors sleep as soon as you get away from them.
#647 Posted 25 November 2014 - 05:54 AM
Fox, on 25 November 2014 - 04:17 AM, said:
The bug from v1.3D would cause the fire to sleep after some time passed. But in the PSX port time is not taken in account and actors sleep as soon as you get away from them.
Maybe they removed that field from DNTM entirely, to save memory. I suspect the source code changes there are rather interesting.
#648 Posted 25 November 2014 - 07:03 AM
Yeah, the enemies go back to sleep state really easily in DN:TM. This would explain it.
RAM restriction or CPU, a clear resource saving regardless.
RAM restriction or CPU, a clear resource saving regardless.
#649 Posted 26 November 2014 - 03:41 AM
Tripbomb highlighted in the status bar, fixed an old bug from the PSX port.
#650 Posted 28 November 2014 - 10:07 AM
Edit: Some fixes, using an actual vector, positioned based on the main menu because the Duke Nukem logo has the correct aspect ratio.
This post has been edited by Fox: 08 December 2014 - 12:19 AM
#654 Posted 08 December 2014 - 12:26 AM
looks like we'll see the level ending animation thing for the mod, which is cool. btw is Quirk Of Fate a secret level or something? i don't recall seeing it in the game. i only seen it on Megaton as a DM map
#655 Posted 08 December 2014 - 12:28 AM
It's only the background, Eduke has not yet added video playback. And Quirk of Fate was a DM-only map.
This post has been edited by Fox: 08 December 2014 - 02:40 PM
#656 Posted 08 December 2014 - 12:32 AM
Fox, on 08 December 2014 - 12:28 AM, said:
It's only the background, Eduke has yet added video playback. And Quirk of Fate was a DM-only map.
ok. thanks Fox
#657 Posted 08 December 2014 - 01:08 AM
Fox, on 08 December 2014 - 12:28 AM, said:
Eduke has yet added video playback.
What?
Eduke does support video play back now instead of anm.
#658 Posted 08 December 2014 - 01:23 AM
>Implying video playback is supported as anything beyond a replacement for hardcoded ANMs.
#659 Posted 08 December 2014 - 03:37 PM
ok. so the level stats thing will be just the background. but what about the boss cutscenes? the videos of them should be doable right?