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Duke Nukem 3D: 20th Anniversary World Tour

#1938

 Dr_Proton, on 15 October 2016 - 10:49 AM, said:

Well we could revive the old thread and start working on it again. What do you think ?

I think that would be a great idea. High quality Sound + the new duke talk + eduke32 would be a fantastic experience. I've tried playing the fifth episode a few times, but the audio and FOV just kill the entire game for me. Also the movement and mouselook issues in the new engine don't help the experience at all.

This post has been edited by icecoldduke: 15 October 2016 - 11:13 AM

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User is offline   Richard Shead 

  • "Dick Nasty"

#1939

 AdrenalinDragon, on 15 October 2016 - 06:19 AM, said:

To be honest, anything would be an improvement over what we've got, even especially if it was Randy Pitchford as the boss. :D


Fixed it for ya. ;)
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#1940

Maybe the Pitch Lord is his own recolor original character (do not steal) for the franchise? He made sure the boss is as dangerous as he is irl.
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User is offline   neznam 

#1941

 PsychoGoatee, on 15 October 2016 - 10:20 AM, said:

That is wacky indeed. I mentioned that earlier too, since I had to fix Groovy Street which had this problem in World Tour, blue mini-battlelords being full battlelords (pal 17, changed it to 21 to fix).

Speaking of audio, could anybody who has Fox's rips of Total Meltdown audio post a link?


http://www.mediafire...o/GuessWhat.zip
2

User is offline   Dr_Proton 

#1942

 neznam, on 15 October 2016 - 11:44 AM, said:



So are these sounds just higher quality ? If so i'll rename them to their Duke3D counterpart and someone can convert them correctly.
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User is offline   neznam 

#1943

 Dr_Proton, on 15 October 2016 - 12:08 PM, said:

So are these sounds just higher quality ? If so i'll rename them to their Duke3D counterpart and someone can convert them correctly.


Yes.
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User is offline   Dr_Proton 

#1944

http://www.mediafire...d1m/DUKE+VOC.7z The original VOC files without the Duke lines. Just as a backup.
1

User is online   NightFright 

  • The Truth is in here

#1945

I had also posted the soundfiles on the HRP website. They are the ones in voc format, converted by LeoD.

This post has been edited by NightFright: 15 October 2016 - 02:17 PM

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User is offline   trustn0! 

#1946

On paper, World Tour is the best thing to happen to Duke in a long ass while.
In practice, it comes out as an odd duck.

JSJ new line readings range from great to mediocre(looking at you "Where is it?")
Levels are a fun bag with the lone exception of Hollywood Inferno. Better than what Stadium was back in 96 but it comes off as needing more gimmicks.
Also, the boss is the drizzling shits. Seriously guys? A close quarters flame thrower? That's all you got? Come on, you're better than this.
I cannot stress enough how anticlimactic this guy feels.

Besides that, my favorite is probably Golden Carnage. Looking at these levels gives me hope for the inevitable proper entry into the series.
They've shown that they understood what great games do. They don't drop you into a level. They drop you into a place. DN3D at its high points understood that and it's rightly celebrated for doing so.

My biggest problem however lies with the sound quality on the overall effects. What the balls happened here Nerve and Gearbox? How in balls can you miss THIS?
It's also a gripe that the expansions aren't included but those are superfluous to me so while they bug me in principal, they don't do so as part of the package.

I'd like to see what the future has for DN3D and the franchise. It looks a little brighter now.
1

User is offline   Dan 

#1947

 MetHy, on 15 October 2016 - 01:18 AM, said:

Posted Image
That isn't a new Assault Trooper variant is it?
0

User is offline   Mblackwell 

  • Evil Overlord

#1948

They are palette-swapped to green when the game is run, unless they are set to pal 21/red.
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User is offline   Jimmy 

  • Outta jail, back in rehab

#1949

 Micky C, on 15 October 2016 - 02:26 AM, said:

The only thing I can think of would be if they released some other stuff like Duke64, Plug n Prey, and possibly even the other console games like Zero Hour and Time to Kill, but then they'd be treading into HTTK territory which makes me feel sad for Voidpoint.

I wouldn't count on Zero Hour and Time to Kill. It'd be a lot of work for little pay off.

 HMNuke93, on 15 October 2016 - 04:14 AM, said:

SLOWLY working on at least a sprite replacement for the final boss. I call him "The Immolator". If someone has a better name, let me know it ;)

You're awesome, dude.

 MetHy, on 15 October 2016 - 06:24 AM, said:

EDIT :
Posted Image
I just realized got it wrong with the pillar that gave me doubts!! i'll fix it right now!!
Posted Image

Upvoted for this hilarious gif. I love you.
0

User is offline   Hendricks266 

  • Weaponized Autism

  #1950

 Dr_Proton, on 15 October 2016 - 01:02 PM, said:

The original VOC files without the Duke lines. Just as a backup.

They're all present in the DUKE3D.GRP that comes with World Tour.
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#1951

By the way Lunick, I'm the one who made those new Wiki pages on Duke Nukem Wikia, so I wasn't sure if "Tour De Nukem" had a lowercase for "de" or not. Sorry about that mistake if it can't be corrected.
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User is offline   Lunick 

#1952

 AdrenalinDragon, on 15 October 2016 - 06:55 PM, said:

By the way Lunick, I'm the one who made those new Wiki pages on Duke Nukem Wikia, so I wasn't sure if "Tour De Nukem" had a lowercase for "de" or not. Sorry about that mistake if it can't be corrected.

I have no idea either, I guess it doesn't matter too much since you can't tell the difference in-game.
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#1953

 Hendricks266, on 15 October 2016 - 06:13 PM, said:

They're all present in the DUKE3D.GRP that comes with World Tour.


I've mentioned in a couple posts that grpX isn't working for me in Windows 10, are there other programs that can extract grps?


 NightFright, on 15 October 2016 - 02:17 PM, said:

I had also posted the soundfiles on the HRP website. They are the ones in voc format, converted by LeoD.


Thanks for putting this together, it's not working for me though. Any tips on making it work? If this doesn't fit in here I have a couple other recent topics about audio replacement issues open. I extracted the files into the autoload folder, but eDuke isn't using any of them. Using eduke 5775 (the one recommended for your addons comp, though another copy of that folder).

I have enable autoload folder selected, and I've tried deleting the sc55 music that was in there (which has def files) just to experiment, etc. I've moved some of the unused folder ones (that differ from originals) in with the rest in the autoload folder like the pistol one so it's easier to tell that it's not working. Seems def files would be helpful, since as I've noticed otherwise earlier, just having something named pistol.voc for example in the root or autoload directory doesn't mean eDuke is going to use it. Tested in 5888 also.

This post has been edited by PsychoGoatee: 15 October 2016 - 09:34 PM

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User is offline   Steve 64 

#1954

Is that suppose to happen on world tour when aliens don't count as kills when you ran them over with cart?
here is a video of what I am talking about as you can see I ran them over with the cart and the kills didn't count I know if they get killed by there own allies it counts even if I smash there dead bodies in doors it count as a kill

This post has been edited by Demon Duke: 15 October 2016 - 10:12 PM

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User is offline   FistMarine 

#1955

 Demon Duke, on 15 October 2016 - 10:03 PM, said:

Is that suppose to happen on world tour when aliens don't count as kills when you ran them over with cart?
here is a video of what I am talking about as you can see I ran them over with the cart and the kills didn't count I know if they get killed by there own allies it counts even if I smash there dead bodies in doors it count as a kill

That's a bug in original Duke3D as well. I noticed that some time ago when playing some user maps in EDuke32 that had trains and killed monsters, they didn't count as kill and because of that, you won't reach all kills unless you kill some monsters that aren't counted as enemy but still count as killed, such as eggs and sharks I think.
1

User is offline   Danukem 

  • Duke Plus Developer

#1956

 FistMarine, on 15 October 2016 - 10:19 PM, said:

That's a bug in original Duke3D as well. I noticed that some time ago when playing some user maps in EDuke32 that had trains and killed monsters, they didn't count as kill and because of that, you won't reach all kills unless you kill some monsters that aren't counted as enemy but still count as killed, such as eggs and sharks I think.


Yeah it's because the addkills scripting command is what is responsible for counting a monster kill, but when monsters are killed by trains, they are immediately deleted before the script has a chance to work. We can do workarounds in EDuke32 mods, but it would have been better if train kills were treated like door squishings (which are detected by scripting). EDIT: They may have done it that way because allowing the scripting system to handle it would have created a 1/30th of a second delay, which could result in visual glitches (e.g. a monster appearing inside the train before getting squished) or the monster surviving unintentionally.

This post has been edited by Trooper Dan: 15 October 2016 - 10:30 PM

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#1957

On World Tour sound replacement, for the record (for science), while the pistol.voc that I got from a Sixty Four map works in World Tour when renamed to pistol.ogg, doing the same for the pistol.voc from that PSX audio pack doesn't work, pistol fires silent. Seems odd predicting which files will or won't be read by these games. But on the other hand, renaming the pistol.wav (from the wav version of PSX audio posted) to pistol.ogg does work. (my fav pistol sound is the n64 version for the record, nice smoothness to it)

It seems possible that renaming all those wavs to oggs will make a suitable audio fix pack for people in World Tour. To make sure I've renamed a few more of those SOUND003.wav PSX files to their right .ogg names and popped them into World Tour, they've all worked so far.

I notice both that PSX wav pack and NightFright/LeoD's PSX voc pack don't include sound 393, bang1, for example. This sound stuff sure is confusing. Comparing a bunch of sound effects is kind of a good way to wind down for the night though. ;)

[To answer a previous mystery, I think the pistol.voc from Sixty Four's ForeverDoom map is actually a re-named .wav file, since it has the same number of bytes as the PSX wav version. Also it plays in Foobar2000 when renamed to wav, where as voc files don't play in Foobar2000 for me.]

This post has been edited by PsychoGoatee: 15 October 2016 - 10:57 PM

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#1958

Obviously the Total Meltdown sounds aren't complete since it doesn't include Atomic edition.
It also doesn't have some of the Duke talk from 1.3D for whatever reason.

I'm working on a pack to restore the audio quality. I've got the PSX sounds identified already, but I think some of the ones you hear ingame in eduke32 still sound better, most notably the pistol reload sounds.

What kind of magic does the DOS executable and eduke use anyways to make the .voc files sound so much better than when extracted?
0

User is offline   MetHy 

#1959

 NightFright, on 15 October 2016 - 08:22 AM, said:

Actually I had already wondered if something was missing in that map, even without listening to the developer commentary. That area with the collapsed wall was obviously leading somewhere. Now it all makes sense.


You know I'm actually wondering the same about two other places in Levelord maps : the apartment building corridor upstairs in Red Ruckus; and that small path in Bloody Hell in the first area, that one near the blue keycard door leading up, exactly where the Enforcer is.

On the topic of beta version of NWO maps and potential cut things, another thing I'd love to see would be the TROR version of Golden Carnage. In the dev commentary Allen Blum mentions that's how it used to be but it got taken out because "nobody noticed the difference and it wasn't that big of a deal", personally I think the main reason is probably because Nerve probably wouldn't be able (or couldn't be arsed) to recreate TROR but whatever.
Sadly that's an example of the design mentality of this episode, in which they did things by re-using existing effects in an awesome way (the usermap way), rather than coming up with new effects. I think officially having TROR in DN3D would have been great.

It's funny because Blum mentions EDuke32's TROR is like what they used to have in Shadow Warrior. I know he's only saying this because there is no need to get too technical as most people wouldn't care and it's not even a feature that's in the final game, but technically speaking I can tell you you'd have a hard time doing something the scale of Golden Carnage with SW's RoR, it may even be impossible, and if it is it'd probably have aweful framerate even on modern computers.

But that's beside the point, the point is I'd love to see that version of the map, but I know it's very unlikely, but it could make for a very fun map to play with the jetpack. This being said I do love the final version of the map.

 Jimmy Gnosis, on 15 October 2016 - 05:37 PM, said:

Upvoted for this hilarious gif. I love you.


I saved it from this very forum but I don't remember who made it, actually I thought it was you.

This post has been edited by MetHy: 16 October 2016 - 01:35 AM

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#1960

Spoiler

3

User is offline   LkMax 

#1961

 hismasterplan, on 16 October 2016 - 03:02 AM, said:

Spoiler


I wouldn't get my hopes up. (of course I'd love a PC port, but, you know...)
1

User is offline   The Kins 

#1962

 hismasterplan, on 16 October 2016 - 03:02 AM, said:

Spoiler

I don't know if it plays in-game, but there's a line of dialogue that's actually a set up for the punchline that the ending tries to be.
Spoiler

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User is offline   Lunick 

#1963

 The Kins, on 16 October 2016 - 04:57 AM, said:

I don't know if it plays in-game, but there's a line of dialogue that's actually a set up for the punchline that the ending tries to be.
Spoiler


It plays when BOSS5 is seen by the player.
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#1964

Has Gearbox acknowledged the bugs?
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User is offline   HulkNukem 

#1965

I don't think Gearbox cares about the bugs
1

User is offline   Wolf 

#1966

I guess World Tour wasn't always gonna be World Tour?

Posted Image
5

User is offline   MetHy 

#1967

View PostMetHy, on 16 October 2016 - 01:23 AM, said:

You know I'm actually wondering the same about two other places in Levelord maps : the apartment building corridor upstairs in Red Ruckus; and that small path in Bloody Hell in the first area, that one near the blue keycard door leading up, exactly where the Enforcer is.


I just had a look at the map in Mapster, and there is actually a path there, except it only opens with a PAL3 Touchplate at the start of the room on the scene, so it's DM only.

This post has been edited by MetHy: 16 October 2016 - 08:43 AM

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