Duke Nukem 3D: 20th Anniversary World Tour
#1951 Posted 15 October 2016 - 06:55 PM
#1952 Posted 15 October 2016 - 07:41 PM
AdrenalinDragon, on 15 October 2016 - 06:55 PM, said:
I have no idea either, I guess it doesn't matter too much since you can't tell the difference in-game.
#1953 Posted 15 October 2016 - 08:59 PM
Hendricks266, on 15 October 2016 - 06:13 PM, said:
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:
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
#1954 Posted 15 October 2016 - 10:03 PM
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
#1955 Posted 15 October 2016 - 10:19 PM
Demon Duke, on 15 October 2016 - 10:03 PM, said:
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.
#1956 Posted 15 October 2016 - 10:26 PM
FistMarine, on 15 October 2016 - 10:19 PM, said:
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
#1957 Posted 15 October 2016 - 10:53 PM
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
#1958 Posted 15 October 2016 - 11:08 PM
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?
#1959 Posted 16 October 2016 - 01:23 AM
NightFright, on 15 October 2016 - 08:22 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.
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:
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
#1961 Posted 16 October 2016 - 04:24 AM
hismasterplan, on 16 October 2016 - 03:02 AM, said:
I wouldn't get my hopes up. (of course I'd love a PC port, but, you know...)
#1962 Posted 16 October 2016 - 04:57 AM
hismasterplan, on 16 October 2016 - 03:02 AM, said:
#1963 Posted 16 October 2016 - 05:12 AM
The Kins, on 16 October 2016 - 04:57 AM, said:
It plays when BOSS5 is seen by the player.
#1967 Posted 16 October 2016 - 07:48 AM
MetHy, on 16 October 2016 - 01:23 AM, said:
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
#1968 Posted 16 October 2016 - 09:09 AM
I can't wait to start adding lights!
#1969 Posted 16 October 2016 - 09:17 AM
Also earlier I mentionned seeing a small texture#0 when a Firefly exploded, well I just witnessed something similar with a red liztroop. My RPG rocket hit it while he was teleporting (instead of going right through him, which I think is the regular behaviour), it exploded and one of the gibs was texture#0.
This post has been edited by MetHy: 16 October 2016 - 09:17 AM
#1970 Posted 16 October 2016 - 09:31 AM
It really isn't harder than The Birth; in fact, the Incinerator made most things a piece of cake. The only difficult parts I think are Prima Arena and close-range encounters with Fireflies. Personally, I liked the Fireflies because the old Trooper poses are cooler than the LizTroop's.
There's a part in the last level where the dual Mini Cycloids kill themselves by blasting the cars. Also, I think they got the placements wrong; shouldn't the mini Overlords be where the mini Cycloids are and vice versa? I got a feeling they switched places because of the BOSS2/BOSS3 thing.
Also, anyone know how to get into park that has Protozoid Slimer Eggs in Bloody Hell?
#1971 Posted 16 October 2016 - 09:37 AM
PikaCommando, on 16 October 2016 - 09:31 AM, said:
No joke: Jump over the fence.
EDIT:
No, really, try it. It looks too high, but you can jump over it.
This post has been edited by fuegerstef: 16 October 2016 - 09:39 AM
#1972 Posted 16 October 2016 - 09:41 AM
PikaCommando, on 16 October 2016 - 09:31 AM, said:
That's an interesting thought, but it doesn't really work. The Overlords rockets do seem to have an easier time going over the cars, however as long as you stay directly behind the cars, they won't fire anything at all and instead keep walking against the cars or try to find a way to get to you.
The thing is, for them to shoot at you normally, some enemies in the game need to have clear path at their feet (and not at their eyes, or at where the projectiles come from), so the cars are trouble due to that behaviour. The Cycloid is fine there, but not the Overlord.
This post has been edited by MetHy: 16 October 2016 - 09:43 AM
#1973 Posted 16 October 2016 - 09:52 AM
MetHy, on 16 October 2016 - 09:41 AM, said:
The thing is, for them to shoot at you normally, some enemies in the game need to have clear path at their feet (and not at their eyes, or at where the projectiles come from), so the cars are trouble due to that behaviour. The Cycloid is fine there, but not the Overlord.
The Overlord also kills himself in Prima Arena as well. They really messed up the programming in this game.
Also PikaCommando, that's why I like Prima Arena as well. It's actually genuinely challenging without constantly bombarding you with Mini-bosses.
This post has been edited by AdrenalinDragon: 16 October 2016 - 09:53 AM
#1974 Posted 16 October 2016 - 10:12 AM
#1975 Posted 16 October 2016 - 10:19 AM
This post has been edited by MetHy: 16 October 2016 - 10:19 AM
#1976 Posted 16 October 2016 - 10:44 AM
Wolf, on 16 October 2016 - 09:09 AM, said:
Are you saying that TC works with the World Tour? Besides the current bugs of World Tour, is it playable?
#1977 Posted 16 October 2016 - 10:49 AM
I wish they would further expand on the Duke lore. Could be some really interesting shit.
Also, since this is a 20th anniversary game, shouldn't they include all the concept art and 3D renders for the game? I'd like to see the rationale behind the Slimers and why they eat up other aliens, or even what LameDuke's plot was going to be.
#1978 Posted 16 October 2016 - 10:51 AM
Hank, on 16 October 2016 - 10:44 AM, said:
Yes, but I can't for the life of me figure out which one specific thing was causing the constant errors. WT doesn't have an output log so you won't ever see anything other than "Error in GAME.CON" and a forced quit, even if you scan the executable's memory.
So, I just went through and fixed errors/bugs and cleaned up the code so it wasn't throwing any warnings when loaded in eD32, and after a while I got it to work with WT.
Really, the only thing WT seems to require is an extra value for "gamestartup" at the end for the maximum amount of incinerator ammo.
The opening movie and menus don't work, but thankfully WT's menu system is incredibly robust. It's also tied with the HUD, so you can customize your hud however you want! You can add markers for keycards or level stats - stuff like that.
So, I'm creating new menus for the mod in HD, with all the cool bells and whistles WT will be able to afford me.
---------
Oh, and the other part of your question - yes, it's completely playable. I thought for sure the audio engine would have a fit with it, but it's all worked entirely flawlessly so far. No stacking ambient sounds, no random cut-outs, nothin'!
This post has been edited by Wolf: 16 October 2016 - 10:54 AM
#1980 Posted 16 October 2016 - 11:01 AM
Wolf, on 16 October 2016 - 10:51 AM, said:
So, I just went through and fixed errors/bugs and cleaned up the code so it wasn't throwing any warnings when loaded in eD32, and after a while I got it to work with WT.
Really, the only thing WT seems to require is an extra value for "gamestartup" at the end for the maximum amount of incinerator ammo.
The opening movie and menus don't work, but thankfully WT's menu system is incredibly robust. It's also tied with the HUD, so you can customize your hud however you want! You can add markers for keycards or level stats - stuff like that.
So, I'm creating new menus for the mod in HD, with all the cool bells and whistles WT will be able to afford me.
---------
Oh, and the other part of your question - yes, it's completely playable. I thought for sure the audio engine would have a fit with it, but it's all worked entirely flawlessly so far. No stacking ambient sounds, no random cut-outs, nothin'!
Well, this made my day. I wish I had the ability to give +100. For now accept my simple thanks.