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Duke Nukem 3D: 20th Anniversary World Tour

User is offline   Robman 

  • Asswhipe [sic]

#1681

This is the best Egypt level, stop kidding yourselves ;)

Posted Image

Teehee... on another note, I definitely value Methy's opinion.

This post has been edited by Robman: 12 October 2016 - 01:03 PM

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User is offline   HMNuke93 

#1682

 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. :D


Me neither :dukewhistle: 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

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User is offline   Tea Monster 

  • Polymancer

#1683

I found Sam.
0

User is offline   Sem 

#1684

 Tea Monster, on 12 October 2016 - 01:12 PM, said:

I found Sam.

Are you serious, Sam? Which map did you find him?
0

User is offline   Robman 

  • Asswhipe [sic]

#1685

 Sem, on 12 October 2016 - 01:37 PM, said:

Are you serious, Sam? Which map did you find him?

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.
-2

#1686

 MetHy, on 12 October 2016 - 12:39 PM, said:

Ha! You know what's funny about their fabulous skyboxes ? It looks like any workshop map that doesn't use any of the skies used in the original game will have a non functional sky (read : pink box surrounding the level), unless played in the original renderer obviously.

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

0

#1687

Does anybody else think that the mouse aiming resembles the movement of an analog stick on a controller?

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

0

User is offline   Sem 

#1688

 Robman, on 12 October 2016 - 01:40 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.

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,,,
2

User is offline   Hendricks266 

  • Weaponized Autism

  #1689

 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 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. :D

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.
5

#1690

Still though, it's very cool to hear NightFright got to play the game this way. Skills. ;)

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

0

User is offline   NightFright 

  • The Truth is in here

#1691

I just checked the first map for like one minute. This doesn't mean everything works in general. Without EDuke32 adding native support, this isn't much more than aimlessly messing around. And even then, I guess it is.
0

#1692

 PsychoGoatee, on 12 October 2016 - 02:29 PM, said:

Does the custom lighting for Alien World Order work in eDuke, say in Polymer?

The new lights do display in Polymer, and they seem to be fairly close in appearance (I didn't set up the normalmaps yet):

Posted Image

Posted Image

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.
1

User is offline   Daedolon 

  • Ancient Blood God

#1693

 NightFright, on 12 October 2016 - 12:57 PM, said:

- The automap is kinda blurry, even if you choose classic renderer mode.


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:

- Where's the jetpack? Is it even available at all?


I guess the Duff Beer zeppelin is your only option.
0

User is offline   Micky C 

  • Honored Donor

#1694

 Robman, on 12 October 2016 - 01:02 PM, said:

This is the best Egypt level, stop kidding yourselves ;)

Posted Image


Don't make me laugh.

Posted Image
4

User is offline   Sem 

#1695

I found a jetpack on the secret level, inside one of the many steel lockers...
1

#1696

Is the DNKROZ cheat not working with anyone else, here? DNCORNHOLIO seems to work for God Mode, though.

This post has been edited by AdrenalinDragon: 12 October 2016 - 02:56 PM

0

#1697

Looks like Jon St. John actually misquotes himself in 'BOOBY04.ogg', saying

Quote

I should have known those Alien bastards booby-trapped the sub


instead of

Quote

I should have known those Alien maggots booby-trapped the sub


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

0

User is offline   Loke 

#1698

 NightFright, on 12 October 2016 - 12:57 PM, said:

- Where's the jetpack? Is it even available at all?


Yeah, it's in the secret level.
0

User is offline   MusicallyInspired 

  • The Sarien Encounter

#1699

I haven't bought the game (yet), but I feel like I want to just for the new music by Lee alone. ;) I know I will enjoy them, Lee, and I hope you do more such work in the future for games! You are clearly the highlight of this release, judging from everyone's reactions and what I've heard so far being any indication.

 Lee Jackson, on 12 October 2016 - 03:52 AM, said:

Oh, and to clarify an earlier question: the songs for the new level were done in Cakewalk SONAR Platinum, using virtual instruments out the wazoo in addition to the Mighty SC-88Pro and the Kawai K5000R. I used some of Cakewalk's built-in instruments, Native Instruments Komplete 10, and lots of other virtual libraries (including one set of samples from a drum corps drumline). There's no way to distribute the MIDI files for the episode since, in essence, there aren't any. Just Cakewalk project files.


Cheers! I use Cakewalk Sonar Platinum myself! :dukewhistle: 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. :D

 Lee Jackson, on 12 October 2016 - 09:00 AM, said:

Other than that, they're the real thing, complete with loop points.


Yeeeeesssssssssssss!


Quote

Thanks for the compliment, and I agree with you—I hope it's not my last Duke project, too!


:dukecigar:

This post has been edited by MusicallyInspired: 12 October 2016 - 04:16 PM

1

User is offline   NUKEMDAVE 

#1700

Ah, much better.

Posted Image

Posted Image
0

User is offline   Robman 

  • Asswhipe [sic]

#1701

 Micky C, on 12 October 2016 - 02:53 PM, said:

Don't make me laugh.

Don't you flap your Build penis at me Mr!
1

User is offline   Striker 

  • Auramancer

#1702

TX, think you could convince Gearbox to use the original sound ideas sounds the Duke3D used in full quality for World Tour? Even if it means getting some assistance from Perkristan or something? Having these garbage, horribly-converted OGGs included with the game currently is a bloody sacrilege.
0

User is offline   MusicallyInspired 

  • The Sarien Encounter

#1703

Why in the world did they choose to convert them to OGG anyway? Too lazy to program VOC decoding or something? Or is that another royalty they don't want to pay?
0

User is offline   Mblackwell 

  • Evil Overlord

#1704

VOC files are just PCM
1

User is offline   MusicallyInspired 

  • The Sarien Encounter

#1705

Ok, so again, why?
0

User is offline   HulkNukem 

#1706

I wish there was more commentary :/
0

User is offline   stumppy84 

#1707

I agree! I was so excited for that!! There needs to be more!!
0

User is offline   Lunick 

#1708

http://steamcommunit...92787750610705/

Faces of Death is now accessible in The Abyss and has a nuke button placed in it
Posted Image
5

User is offline   Striker 

  • Auramancer

#1709

Needs some commentary from George Broussard and Todd Replogle.
1

User is offline   Lunick 

#1710

Critical Mass also has been patched with the multiplayer fix.
4

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