Duke Nukem 3D: 20th Anniversary World Tour
#1681 Posted 12 October 2016 - 01:02 PM
Teehee... on another note, I definitely value Methy's opinion.
This post has been edited by Robman: 12 October 2016 - 01:03 PM
#1682 Posted 12 October 2016 - 01:11 PM
NightFright, on 12 October 2016 - 12:57 PM, said:
I gave it the same treatment as I did with the addons in the EDuke32 Addon Compilation: I isolated the new content, wrote a new con file with all the changed entries (plus fixing a few warnings along the way), converted the new music to a lower sampling rate (originals would crash EDuke32, at least its current build), converted the skyboxes from TGA to PNG and integrated them with a def file and a separate zipfile that is loaded along with the new groupfile I created (around 40 MB in size).
The result is (hopefully) a groupfile that will run with Duke3D Atomic assets (i.e. the unaltered health packs, fonts etc) while being able to run the new episode and its contents without issues. However, some adjustments to EDuke32 will still be needed (such as the aforementioned issue with gamestartup not supporting the new Flamethrower variable).
Maybe I can provide a diff patch that will only work with the duke3d.grp file that comes with World Tour, creating an addon groupfile for Duke Atomic. However, first it needs to be determined if this is even allowed - and if so, I would need to make sure everything is working properly. If the EDuke32 coding team was willing to assist me with this, I wouldn't be unhappy.
Me neither my dream : Alien World Order and Plug and Pray selectable through the Eduke32 menu
This post has been edited by HMNuke93: 12 October 2016 - 01:12 PM
#1684 Posted 12 October 2016 - 01:37 PM
Tea Monster, on 12 October 2016 - 01:12 PM, said:
Are you serious, Sam? Which map did you find him?
#1685 Posted 12 October 2016 - 01:40 PM
Sem, on 12 October 2016 - 01:37 PM, said:
I don't have the friggin' new thingy... but have you not watched any videos about it?
And you call yourself a fan... pfffftt. pfft. heh.. pft, fart.
#1686 Posted 12 October 2016 - 01:49 PM
MetHy, on 12 October 2016 - 12:39 PM, said:
I should stop this is killing myself.
Thanks for the info on how to get the workshop thing working (renaming the uploader to Duke3D.exe and launching from steam), now I've got my ol map Groovy Street on there. For me at least the map has a black skybox in "true 3D" mode, so it just looks like it's pitch black night out, and isn't too distracting. It is odd that the standard skybox I picked doesn't show up, might be a visibility setting thing. Also the map crashes if you switch to classic renderer. Another quirk is my map had blue mini-battlelords, but now they have as much health as full on battlelords. Changing the pal from 17 to 21 made them back to mini-bosses.
Speaking of visibility range, is that in any of the config files? Being able to see further / things getting dark less close? Also is vsync in one of the config files?
This post has been edited by PsychoGoatee: 12 October 2016 - 01:52 PM
#1687 Posted 12 October 2016 - 02:00 PM
I mean, it's definitely not normal mouse smoothing. I've been able to deal with and adjust to that and mouse acceleration perfectly fine over the years, but this is something entirely different, and it's honestly keeping me from playing through the maps.
If you make quick sudden movements with your mouse, it feels like the aim keeps moving for a few fractions of a second after the mouse has already stopped, kind of how it feels when you quickly push the analog stick of a controller to one side and then let go.
It's absolutely unnatural for a FPS on PC to behave like this. There's plenty of PC games that have precise, crisp movement, most importantly every game based on the Quake engine and its derivates.
Does Gearbox or Nerve soft just have no fucking idea how a mouse is supposed to feel?
This post has been edited by Doom64hunter: 12 October 2016 - 02:01 PM
#1688 Posted 12 October 2016 - 02:11 PM
Robman, on 12 October 2016 - 01:40 PM, said:
And you call yourself a fan... pfffftt. pfft. heh.. pft, fart.
B-but ... I found Sam... (spoilers) On egypt!
I wonder how Serious Sam developers shall take it after they did Serious Sam 2's DNF joke,,,
#1689 Posted 12 October 2016 - 02:12 PM
NightFright, on 12 October 2016 - 12:57 PM, said:
The result is (hopefully) a groupfile that will run with Duke3D Atomic assets (i.e. the unaltered health packs, fonts etc) while being able to run the new episode and its contents without issues. However, some adjustments to EDuke32 will still be needed (such as the aforementioned issue with gamestartup not supporting the new Flamethrower variable).
Maybe I can provide a diff patch that would ONLY work with the duke3d.grp file that comes with World Tour (and really only that one), creating an addon groupfile for Duke Atomic. However, first it needs to be determined if this is even allowed - and if so, I would need to make sure everything is working properly. If the EDuke32 coding team was willing to assist me with this, I wouldn't be unhappy. I have actually come quite far with it already.
I disagree with several aspects of your approach, and have been planning and prototyping my own as a stopgap for internal support.
Overall, I envision a set of files that you drop into your World Tour directory along with EDuke32 so that you can run both ports side by side, ideally without any modifications to WT data. I would not feel comfortable redistributing anything more from WT than the text from locale/english/strings.txt paired with the right commands as normally found in USER.CON. I will write a script to accomplish this.
I need to figure out why these Oggs cause problems. They don't cause a crash or a conventional infinite loop as far as I can tell. Reencoding lossy audio is a sin.
We support TGA images directly. All a mod needs is def code to load the files. There are tokens that I need to investigate (xflip and yflip).
I agree that our parser should recognize the gamestartup parameters. I already have a commit staged to implement ifplaybackon.
I disagree with modifying the CONs, even if only to fix warnings. Bugfixing the game can be another layer on top.
Diff patches are too user-unfriendly.
Don't forget that there is a significant amount of new hardcoded behavior that would need implementation.
#1690 Posted 12 October 2016 - 02:29 PM
Mentioned the Incinerator, does even the firefly enemy work in eduke? Does the custom lighting for Alien World Order work in eDuke, say in Polymer? I'd assume maps like the big bridge one might get a lot of slowdown in Polymer?
Even without that extra lighting and ambient occlusion, would be cool to have these maps available for people to play in Polymost or classic either way. New maps would be a bit dark/dull lighting wise though, fans might want to edit those.
This post has been edited by PsychoGoatee: 12 October 2016 - 02:32 PM
#1691 Posted 12 October 2016 - 02:44 PM
#1692 Posted 12 October 2016 - 02:46 PM
PsychoGoatee, on 12 October 2016 - 02:29 PM, said:
The new lights do display in Polymer, and they seem to be fairly close in appearance (I didn't set up the normalmaps yet):
Also, another problem I've just noticed now in World Tour: full bright pixels like the Pig Cops' eyes don't render as full bright in the new renderer. They work fine when you switch to the classic renderer, however.
#1693 Posted 12 October 2016 - 02:48 PM
NightFright, on 12 October 2016 - 12:57 PM, said:
For some reason the zoom levels are also different between the overlaid wireframe one and the fullscreen one.
NightFright, on 12 October 2016 - 12:57 PM, said:
I guess the Duff Beer zeppelin is your only option.
#1694 Posted 12 October 2016 - 02:53 PM
Robman, on 12 October 2016 - 01:02 PM, said:
Don't make me laugh.
#1695 Posted 12 October 2016 - 02:53 PM
#1696 Posted 12 October 2016 - 02:55 PM
This post has been edited by AdrenalinDragon: 12 October 2016 - 02:56 PM
#1697 Posted 12 October 2016 - 03:01 PM
Quote
instead of
Quote
as it was in the original version.
That's pretty much definitive proof that they didn't really focus on recreating the lines totally accurately. As if the general monotony wasn't enough of a clue.
Some of them are especially bad, AAAHHH.ogg, DSCREM38.ogg and BORN01.ogg being the worst offenders apart from this.
But what permeates the entire re-recording is that Jon's voice is just really monotonous throughout the entire thing. It sounds exactly like TerminX said it would when the whole feud was still going on - like Jon's felt dead inside or something.
He doesn't sound so low energy in Rad Rodgers so what gives?
This post has been edited by Doom64hunter: 12 October 2016 - 03:02 PM
#1698 Posted 12 October 2016 - 03:16 PM
NightFright, on 12 October 2016 - 12:57 PM, said:
Yeah, it's in the secret level.
#1699 Posted 12 October 2016 - 04:14 PM
Lee Jackson, on 12 October 2016 - 03:52 AM, said:
Cheers! I use Cakewalk Sonar Platinum myself! Been using Sonar since version 4.
Also, and I know this would be no small amount of work and is quite selfish on my part, but I'd be quite interested in Sound Canvas-compatible MIDI conversions of your soundtrack.
Lee Jackson, on 12 October 2016 - 09:00 AM, said:
Yeeeeesssssssssssss!
Quote
This post has been edited by MusicallyInspired: 12 October 2016 - 04:16 PM
#1701 Posted 12 October 2016 - 04:44 PM
Micky C, on 12 October 2016 - 02:53 PM, said:
Don't you flap your Build penis at me Mr!
#1702 Posted 12 October 2016 - 05:01 PM
#1703 Posted 12 October 2016 - 05:09 PM
#1707 Posted 12 October 2016 - 06:28 PM
#1708 Posted 12 October 2016 - 07:58 PM
Faces of Death is now accessible in The Abyss and has a nuke button placed in it