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Redneck Rampage corner "Discussions a/b this overlooked Build powered game."
#121 Posted 09 September 2018 - 06:04 AM
Personally I like the Route 66 levels, Though they may have somewhat abundant item placemen making them a bit too easy (something it shares with Sunstorm's Blood add-on Cryptic Passage)
#122 Posted 09 September 2018 - 06:42 AM
Hang-lip, on 08 September 2018 - 05:15 PM, said:
I know what you mean, for some reasons most of everything in that add-on is very bright. Maybe try lowering brightness?
I REALLY can't stand House of Ill Repute with its lazy flat layout, uninspired theme, and dozens of Vixens placed in "fuck you" manners, but otherwise I think all other maps range from good to great.
You can really feel the Sunstorm spirit in some maps, and Travis' influence. A good example of that would be Jakes Gator Farm And Carnival Of Terror, the first map, and the way it handles secrets.
Brewery, Slaughter House and Hoover Dam are definitely the high points. I find Hoover Dam and its tricks fascinating, especially considering that, someone correct me if I'm wrong, Broussard already wanted a Hoover Dam level for DNF by that time.
Phredreeke, on 09 September 2018 - 06:04 AM, said:
Personally I like the Route 66 levels, Though they may have somewhat abundant item placemen making them a bit too easy (something it shares with Sunstorm's Blood add-on Cryptic Passage)
Try pistol start on skill4/5. The maps play fine that way. Cryptic Passage is even more guilty of that, even on pitchfork start there is way too much of everything.
This post has been edited by MetHy: 09 September 2018 - 06:43 AM
#123 Posted 09 September 2018 - 10:31 PM
The texture work isn't the best, like floor textures used as wall textures, textures not aligned. These things glare at me.
#124 Posted 30 September 2018 - 01:33 PM
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I've first resized the images to approximately the same size (in this case, I actually resized the original poster UP), I then overlaid an upscale of the in-game poster (not seen in this picture)
Then, I used mesh warp to distort the original similar to the in-game poster. Then I took copies of both, and subtracted the distorted original from the in-game poster, the resulting image was then heavily smoothed and blurred then added back onto the original.
This post has been edited by Phredreeke: 30 September 2018 - 01:33 PM
#125 Posted 23 October 2018 - 11:11 PM
#126 Posted 02 November 2018 - 06:55 AM
#127 Posted 02 November 2018 - 11:41 PM
Perro Seco, on 02 November 2018 - 06:55 AM, said:
At first I plan only the first level, then E2L1 (very good level geometry). If the players like it, then I’ll continue development, if not, I’ll get my game idea. Recently I started to use the Artificial neural network, it’s awesome technology for improving textures, of course, not everything is as smooth as you want, but still .. Below are a small part of the redrawn textures and a couple using technology ANN ...
It is extremely important for me to keep the atmosphere original games (I don’t want as a shadow warrior of 2013), what I can not redraw, I leave as is (weapons, opponents, etc.)/
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This post has been edited by AlexeyM: 03 November 2018 - 12:32 AM
#129 Posted 21 April 2019 - 09:23 AM
#130 Posted 21 April 2019 - 10:11 AM
#131 Posted 21 April 2019 - 06:27 PM
MrFlibble, on 21 April 2019 - 09:23 AM, said:
Interesting - does anyone know whether 3drealms/monolith used motion capture to animate the sprites for duke/sw/blood? I had always assumed that they did it the old-school way.
#132 Posted 22 April 2019 - 01:03 AM
Edit: and btw; I knew the map shown in the video wasn't in RR:
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But I also knew it ringed a bell. This map is actually in RR:RA, it's a DM map, E3L6:
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It's the part that I circled in red. In the video we can see this was all there was it to this map at the time. For RR:RA that part was also angled differently and some textures got changed, and it was added to the outdoor area of E1L7 to make the whole thing loop for DM purposes.
The amount of detail for such a small part is unlike what we see in RR but a lot more common in RR:RA. It was probably a test map, or a sketch, dropped for RR; but in the end picked up again for RA to make this DM map.
This means that at the very least this part from RA is a leftover from RR.
edit edit: Seems like textures didn't get changed after all, it is very hard to see with the quality of the video, but the sand texture for the ground is the same. Not only that, but that sand texture does not exist in RR, only in RA.... I'm not 100% sure but I think it's the same for the sky and maybe the rock textures too.
This post has been edited by MetHy: 22 April 2019 - 01:39 AM
#133 Posted 15 August 2019 - 10:24 AM
BlitZ, on 15 August 2019 - 10:10 AM, said:
Drew Markham is dead?! When did he died? Is there an obituary online that you can link me to? Don't tell me it's true!
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EDIT: I found his obituary here: https://www.legacy.c...-&pid=189160256
Now I'm at a loss of words. Redneck Rampage was one of my favorite games that I've played growing up.
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RIP Drew Markham.
This post has been edited by DustFalcon85: 15 August 2019 - 10:42 AM
#134 Posted 16 August 2019 - 03:26 AM
That part of him always live on through the games.
#135 Posted 14 November 2019 - 05:51 AM
(using a new mask creation process, similar to the one used in the Duke DTF upscale pack)
#136 Posted 14 November 2019 - 10:26 AM
Phredreeke, on 14 November 2019 - 05:51 AM, said:
(using a new mask creation process, similar to the one used in the Duke DTF upscale pack)
Very good result!
#137 Posted 03 November 2020 - 06:26 AM
I had already noticed that the Vixen only add +1 to killcount if you gib their corpse, and Nuke.YKT already told a while back that Bubba and the Tornado count as an enemy as well (and you can't kill either).
I just quickly looked at the matter further, and the Dog, Sherrif, and Alien Hulk Guard all also only add +1 to the kill count if you gib their corpses. Furthermore, if you kill/gib a Hulk directly with the crossbow, you do not get the +1 to the killcount, and you get no corpse to gib (this isn't an issue with other enemies because you can't directly gib a Sherrif, Dog or Vixen with a crossbow hit).
This corpse mechanic should only be true for the Hulks since they're the only ones who can respawn, but they should also add +1 to the killcount when gibbed with the crossbow directly. Things that you can't or are not allowed to kill shouldn't count in the enemy tally at all, and it's probably fine that pigs count as enemies (and not cows, for instance) since pigs can attack and harm the player.
Looking through the con codes, some of these issues seem very explicit like the line "addkills 1" only appearing in lines of code related to the corpse for the Sherrif and the dog; but other cases aren't as explicit however.
I wonder if the corpse mechanic is some sort of remnant of a time during dev when the game still had a skill level that made all enemies respawn (the game is based on Duke after all), as an attempt to fix the killcount there; not that it should matter for several reasons, especially since they originally left the "N/A" enemy total for the hardest diffuclty even for the final product.
Fixing this mess could be a nice small project...
This post has been edited by MetHy: 03 November 2020 - 06:30 AM
#139 Posted 21 November 2020 - 01:50 AM
MrFlibble, on 21 April 2019 - 09:23 AM, said:
I just rewatched this video see if there was anything more I could spot.
First of all, about that map file you can see in the video which ended up being a part of that DM level in RA. I said "this was all there was to the map at the time", but that's not true, when the map is shown at the very start and at the very end you can see a glimpse of walls/sectors which have no equivalent in RA's E3L6.
But the one thing which was right in front of everyone's eyes was the model of the head next to Drew Markham:
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Which seems to be one of the characters from "Starhunters".
Starhunters is a "fake" game you can see pictures of in both RR and RR:RA:
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I always wondered if it was something they were developping for real, something they had done to train with 3D modelling and 3D engines; but mostly I assumed it was just a parody of Quake, made specifically for RR to joke at Quake's expense, as the Starhunters logo is very reminiscent of the Quake logo.
This model in the video however suggest Starhunters was indeed a real thing. A quick google search leads to two things:
- Trademark filing of the name Starhunters by Xatrix in 1997
- Michael Kaufman's mobygames page where it is mentionned he was art director on "Starhunters".
In other words, this game was indeed real. Anyone knows more about this? Interviews, previews, magazines clippings ?
BTW - in the video at one point there is a small interview of Michael Kaufman and you can see more concept arts in his back, but I don't recognize any. The monkey holding a gun is vaguely reminiscent of the new monkey-like enemy in their Quake II add-on but that's not it at all.
This post has been edited by MetHy: 21 November 2020 - 01:59 AM
#140 Posted 24 March 2021 - 08:20 AM
Basically he came upon the sound designer for Redneck Rampage posting about his work on it.
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Number of downloads: 13
Credit to good old Marphy Black for finding this.
I also uploaded the image link to Internet Archive.
Edit: IA link of the youtube video.
This post has been edited by jkas789: 24 March 2021 - 08:20 AM
#141 Posted 24 March 2021 - 09:20 AM
MetHy, on 21 November 2020 - 01:50 AM, said:
Apologies for missing your post many months ago, but we do have some extra info on Starhunters courtesy of the on-line portfolio of Amit Doron, an animator at Xatrix at the time. Go to the Commercial section of Amit's site here: http://www.amitdoron.com/commercial/
Scroll the selection to the furthest right and you'll see this video second from the last:
https://youtu.be/-8ufzhcr1Sc
The description for that trailer is as follows:
Quote
(Motion Capture, Character Modeler, Rigger)
So, rather than a game, it seems Starhunters was a planned CG animated TV show (also mentioned in that trademark filing) that Xatrix was apparently making. More befuddlingly, however, Redneck Rampage's Alien Hulk Guard enemy actually appears in that trailer, and that very clip of the Hulk chattering appears in Redneck Rampage itself as an animated TV screen texture.
For the preservationists, the original Starhunters trailer video file was actually saved on the Wayback Machine. Check out this page to download the MOV file (along with the RR:RA trailer!): https://web.archive.....com/3Dpage.htm
On a side note, it appears Amit has removed any references to Redneck Rampage on his current site, and that includes deleting the Rides Again trailer he had uploaded to his YouTube channel. That's unfortunate as there was one related comment I think was amusing: https://web.archive.....com/3Dpage.htm
For posterity, here's Amit's remark on his RR work:
Quote
One of the first things I did when I accepted the job over at Xatrix arriving from Israel, was to ask them "Why do you think an Israeli guy would know how the heck a redneck acts ?!"
#142 Posted 27 March 2021 - 03:23 AM
The opening intro video of RR showing numerous UFOs flying past the camera (right) is framed identically to a shot in the Starhunters trailer of many spaceships doing the same (left). In fact, it is literally the same shot just with some replaced assets, but several elements are still identical between the two: the planet (exact same texture), the blue glow around the planet, and the sun (but different placement in the sky).
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Additionally, I'd also hazard a guess that the background in the animated Interplay logo may be using one of the terrain environments shown in the Starhunters trailer.
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Of course, these environments may have all simply been built in the same style, but the distant silhouetted mountains in the above Interplay logo certainly look similar to the mountains seen behind this guy in the left shot, and the swampy ground in the Interplay logo could be a match for the green environment texture shown on the right, but there's little visual information to work from. No trees are visible at all in the Starhunters trailer, however.
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And most obviously, the explosions in the Starhunters trailer are the same stock explosion effects used throughout RR.
I tried to determine if any of the textures visible in the Starhunters trailer may have been reused for the sci-fi stuff seen in RR, but nothing stood out to me. I should add that I also examined the RR:RA cutscenes, but the new stuff there looks pretty different. I imagine Xatrix was pretty far removed from reusing Starhunters assets by that point.
This post has been edited by Marphy Black: 27 March 2021 - 03:24 AM