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Duke Nukem 3D: 20th Anniversary World Tour

User is offline   necroslut 

#2041

View PostLunick, on 18 October 2016 - 09:26 PM, said:

A lot of the first videos and previews that came out before release had people struggling to work out that effect

Not surprising at all. It should have been saved for a secret level IMO, or even a secret area.
0

User is offline   Tea Monster 

  • Polymancer

#2042

View PostHendricks266, on 18 October 2016 - 01:34 PM, said:

Using a blue uniform. How typical.


Fixed that for you ;)

http://i153.photobuc...opbackgreen.jpg
http://i153.photobuc...roopbackred.jpg
3

User is offline   Hendricks266 

  • Weaponized Autism

  #2043

I just realized there are now three entries for Duke Nukem 3D on Steam.

Spoiler

3

User is offline   MetHy 

#2044

Yeah those backgrounds do look nice.

For the sake of science I decided to try out the original episode's map versions of World Tour into DOS DN3D v1.3.

They work, including the nukebutton to Faces of Death, and point lights are completely ignored without a single error or warning showing up.

However it's dev commentary sprites that fuck up:
Posted Image

A few more quick tries led to this:

Posted Image

Which made me realize that textures got changed here, the reason they don't show up is because 1.4 textures were used in a 1.3 map and I was playing using a 1.3 GRP.

Comparison in M32, original :
Posted Image

WT :
Posted Image
How it looks in game

Notice also how shading on the floor and door got changed to accomodate for a point light (unseen in the picture is a light texture texture added on the ceiling near the door).
The good thing here, is that the point light isn't just for cosmetic value and point out an important locked door.

Edit: Notice how the transition to the concrete road texture is now different; also the original metallic texture was kept on the other side

Original for comparison

WT

Edit 2: btw - This would have been the perfect opportunity to fix the misaligned floor texture, the grey square tile pavement we see in the first Fahreinheit screenshot. It only takes a few seconds, too. This the kind of things I was referring to in my review.

This post has been edited by MetHy: 19 October 2016 - 02:42 AM

7

User is offline   NightFright 

  • The Truth is in here

#2045

Has anyone checked if there is any difference between the external tiles009.art and the one inside of duke3d.grp of WT? I didn't see any and suspect it's a leftover that could have been deleted. When checking both files externally, they have different MD5 checksums, so something has to be different. But what?

This post has been edited by NightFright: 19 October 2016 - 03:18 AM

0

User is offline   Player Lin 

#2046

View PostLkMax, on 18 October 2016 - 08:06 AM, said:

Nah, it's just a cheat code and GOD indeed is more intuitive to a godmode than k-something. They could've kept both codes though.


View Postfuegerstef, on 18 October 2016 - 09:05 AM, said:

So, yes, it is more intuitive. :D


Yes, but...seriously...

View PostDaedolon, on 18 October 2016 - 06:50 AM, said:

Having to unlearn stuff you've used for 20 years is a pretty bad decision to force upon fans.


;)

I already know DNKROZ for ****ing 20 years...and now I have to remember if I fired WT port up, I have to use DNGOD in it...

Both of code works should be best idea for me. :(





View PostHendricks266, on 19 October 2016 - 02:19 AM, said:

I just realized there are now three entries for Duke Nukem 3D on Steam.

Spoiler



Spoiler


This post has been edited by Player Lin: 19 October 2016 - 03:53 AM

0

#2047

View PostMetHy, on 19 October 2016 - 02:25 AM, said:

Yeah those backgrounds do look nice.

For the sake of science I decided to try out the original episode's map versions of World Tour into DOS DN3D v1.3.

They work, including the nukebutton to Faces of Death, and point lights are completely ignored without a single error or warning showing up.

However it's dev commentary sprites that fuck up:
Posted Image

A few more quick tries led to this:

Posted Image

Which made me realize that textures got changed here, the reason they don't show up is because 1.4 textures were used in a 1.3 map and I was playing using a 1.3 GRP.

Comparison in M32, original :
Posted Image

WT :
Posted Image
How it looks in game

Notice also how shading on the floor and door got changed to accomodate for a point light (unseen in the picture is a light texture texture added on the ceiling near the door).
The good thing here, is that the point light isn't just for cosmetic value and point out an important locked door.

Edit: Notice how the transition to the concrete road texture is now different; also the original metallic texture was kept on the other side

Original for comparison

WT

Edit 2: btw - This would have been the perfect opportunity to fix the misaligned floor texture, the grey square tile pavement we see in the first Fahreinheit screenshot. It only takes a few seconds, too. This the kind of things I was referring to in my review.

Wow... they changed the shading and textures of the original levels? Wow... just... wow. Gotta make sure I keep hold of my Kill-A-Ton CD and Megaton files now.
-1

User is offline   MetHy 

#2048

View PostAdrenalinDragon, on 19 October 2016 - 03:55 AM, said:

Wow... they changed the shading and textures of the original levels? Wow... just... wow. Gotta make sure I keep hold of my Kill-A-Ton CD and Megaton files now.


The changes are minimal and it seems that most of them are to accomodate for point lights. Some of the changes can easily be considered improvements, even when playing with the classic renderer, like with the lights/ceilings in Rabid Transist.

I don't consider the original game an untouchable messiah. Besides, theses changes were done by Levelord and Allen Blum, it could be more probelmatic were they done by Nerve or someone else. So, only some maps in The Birth may be concerned with changes not done by their original mappers, and even then Randy probably played the whole thing before giving it a pass so that only leaves stuff originally done by Keith Schuler and Broussard, which is pretty minimal.

In fact like I said I would have liked to see more changes, more fixes. The original game is full of misaligned textures or minor level glitches that could be easily fixed.
This being said, I don't think we have spotted everything's that been changed. I think Hendricks has a script or program that can compare two mapfiles and list all the differences, that would be an interesting thing to see.

This post has been edited by MetHy: 19 October 2016 - 04:07 AM

5

#2049

View PostNightFright, on 19 October 2016 - 03:06 AM, said:

Has anyone checked if there is any difference between the external tiles009.art and the one inside of duke3d.grp of WT?

As Hendricks mentioned, the only difference between the packaged and loose TILES009.ART file is the tile for the lower half of the Chaingun Cannon's first person weapon sprite. In the loose ART file, the tile has had some extra pixels from the top half appended to it to fix the seam problem with texture filtering enabled.

GRP tile on the left, loose tile on the right:
Posted Image Posted Image
2

User is offline   NightFright 

  • The Truth is in here

#2050

Makes sense. People had reported this issue after watching trailers and screenshots. Guess they added this after they had compiled the groupfile already and didn't want to open it up any more. At least it proves they listened to what TerminX forwarded to them. ;)
0

User is offline   Jolteon 

#2051

View PostMetHy, on 19 October 2016 - 02:25 AM, said:


Which made me realize that textures got changed here, the reason they don't show up is because 1.4 textures were used in a 1.3 map and I was playing using a 1.3 GRP.

Comparison in M32, original :
Posted Image

WT :
Posted Image




Out of all the small changes that they made in the original maps, I never noticed this one. Nice find.
0

User is offline   LkMax 

#2052

View PostShadow Jolteon, on 19 October 2016 - 10:24 AM, said:

Out of all the small changes that they made in the original maps, I never noticed this one. Nice find.

I gotta admit this one is actually a welcome change. The texture usually associated with garbage dumps doesn't make sense on a ramp.
Not that those small changes make that much of a difference though, specially compared to how much better it would be if they provided decent sound quality, a correctly animated firefly and a new boss that's at least not more retarded than a protozoid slimer and isn't just a lazy recolor of the Empreror.
0

User is offline   HiPolyBash 

#2053

Posted Image
Dick Penis
9

#2054

For some reason, in the separate folder for Duke sounds of World Tour, AMESS06.ogg was renamed to AMESS06_1.ogg.

Also, the following sounds originally included a small delay to give them better comedic timing after blowing up an enemy:

Quote

  • AMESS06.voc
  • BITCHN04.voc
  • BLOWIT01.voc
  • EATSHT01.voc
  • FACE01.voc
  • GOTHRT01.voc
  • HOLYCW01.voc
  • HOLYSH02.voc
  • IMGOOD12.voc
  • INHELL01.voc
  • MDEVL01.voc
  • PIECE02.voc
  • SMACK02.voc


Predictably, these delays are absent from the re-recorded versions.
5

User is offline   NightFright 

  • The Truth is in here

#2055

Really good find! This made me update the PSX sound pack on the HRP website to change the name of AMESS06.ogg so it will work properly with WT. Thanks a lot for this and keep digging!

This post has been edited by NightFright: 20 October 2016 - 01:49 AM

0

User is offline   Striker 

  • Auramancer

#2056

There's some game-breaking bugs that are driving me fucking postal and would like to report, but gearbox doesn't have some place to report bugs and take feedback. They need to be solved, somehow.
0

#2057

I like how they translated certain unused (and cheat) strings like "will always have no future", "Buy Major Stryker" and "Register Cosmo Today!" into other languages.
0

User is offline   petrus 

#2058

Any idea if this will be released on GOG? No GOG, no buy from me.
0

#2059

View Postpetrus, on 20 October 2016 - 05:09 AM, said:

Any idea if this will be released on GOG? No GOG, no buy from me.

Probably never, as it uses Steamworks features.
0

User is offline   Lunick 

#2060

View PostAdrenalinDragon, on 20 October 2016 - 05:41 AM, said:

Probably never, as it uses Steamworks features.

I wouldn't say never, Steamworks stuff can be stripped out and replaced with GOG Galaxy stuff. I don't think the game has sold enough to warrant another platform release though.
0

User is offline   HulkNukem 

#2061

View PostHiPolyBash, on 19 October 2016 - 09:03 PM, said:



But what if your finger goes in the other direction?
1

User is offline   Kyanos 

#2062

View PostHulkNukem, on 20 October 2016 - 08:05 AM, said:

But what if your finger goes in the other direction?

Come on, we have a half dozen other threads for social justice banter. ;)
0

#2063

People's reception to the new episode got me thinking; if a brand new episode by the original level designers got mixed reception, then what will get a mostly positive one? Will a "true return to classic BUILD FPS style levels" that I see everyone here wanting still be appreciated and loved even though they can never capture the spirit of the original four episodes when we first played them?

This post has been edited by PikaCommando: 20 October 2016 - 08:42 AM

0

User is offline   Kathy 

#2064

View PostLunick, on 20 October 2016 - 05:48 AM, said:

I don't think the game has sold enough to warrant another platform release though.

The least the could do is to give GOG the version they were selling before - Atomic Edition. Nothing needs to be done about that one.
0

User is offline   Striker 

  • Auramancer

#2065

Posted Image
Looks like the weirdness with the tiles wasn't the bump mapping, but the ambient occlusion. Turning SSAO off makes a huge difference.
3

User is offline   Jolteon 

#2066

A floating window?

Attached Image: window.png

It's not even attached to anything. It's just floating there (This was easy to miss, since I noticed it is one sided).
3

User is offline   XThX2 

#2067

View PostHMNuke93, on 15 October 2016 - 04:14 AM, said:

Posted Image

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 ;)


Holy shit dude, that's SEXY AF! Don't give up!
0

#2068

Well, here we go again, more fucked up stuff in the sound system:

Alright, first of all, a sharp-eyed user on Steam that goes by the name of "Dr4Wm4N" pointed out to me that the filenames in the "sounds" folder aren't completely identical to the ones in "Legacy_DukeTalk_OGG".
Namely, it turns out that 5 of the taunts from DUKE.RTS contained in "Legacy_DukeTalk_OGG" have not been renamed to what they are now called in the parent folder, namely:

  • BCNTRL01.ogg (New Name: BIRTHCONTROL.ogg)
  • DIEFO002.ogg (New Name: GONNADIE.ogg)
  • LUCKY02.ogg (New Name: SONOFABITCH.ogg)
  • SCUM01.ogg (New Name: ALGAEEATER.ogg)
  • WASTE003.ogg (New Name: WASTED.ogg)


On the other hand, "HURTS000.voc", "PAYBK003.voc", "UGLY01.voc" and "YOUSUK01.voc" HAVE been renamed to "HURTSTOBEYOU.ogg", "PAYBACKTIME.ogg", "YOURUGLY.ogg" and "YOUSUCK.ogg" respectively.

However, that is not all.
Because those five sounds were never renamed to their re-recorded counterparts, it turns out that, if you toggle the Legacy Duke Talk button in the options menu, then those 5 sounds, in addition to AAAHHH.ogg which is missing altogether from the Legacy_DukeTalk_OGG folder, will actually play their modern versions instead of the old ones.

And this actually reveals how the classic voice toggle works.
It simply shifts the target folder from "\sounds\" to "\sounds\Legacy_DukeTalk_OGG\" for the purpose of loading any and all sound effects, and if it cannot find the sound there (as is the case for all of the sound effects that aren't Duke Talk) then it will simply load them from the parent folder.
This means that if you, for example, take YOURUGLY.ogg, rename it to PREDRG.ogg and then put that into the Legacy_DukeTalk_OGG folder, then by toggling the button on the menu, you will actually hear that sound being played by the Troopers instead of the normal one.

Additionally, they also included LANIDUK2.ogg in both the Legacy_DukeTalk_OGG, and the parent folder, despite the sound being exactly the same recording in both cases. This means that if you want to replace it globally, you'll have to do so in both folders, due to how the classic toggle button works.

(Why they renamed the remote ridicule taunts despite obviously having extracted them straight from the DUKE.RTS, and then also managed to delete that very file, well that remains an enigma to be solved another day)

This post has been edited by Doom64hunter: 22 October 2016 - 02:28 AM

0

User is offline   TerminX 

  • el fundador

  #2069

One of the guys I have contact with at Gearbox has agreed to add DUKE.RTS in an update.
5

User is offline   NightFright 

  • The Truth is in here

#2070

I never understood why they put the remote ridicule sounds into an external file in the first place, to be honest...
0

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