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DN3D World Tour: Alien World Order Level Improvement Patches  "Level improvement patches for the Alien World Order episode."

User is offline   NUKEMDAVE 

#1

Posted Image

I really didn't plan on doing anymore map fixes after working on the expansion packs for Megaton Edition, but I discovered a few issues in the Alien World Order episode while playing it and had some time to spare. I can't say that everything has been found and touched-up yet. I'm sure more things will be discovered that can be improved. The biggest, noticeable thing I changed in the maps was adding the beep sound effect to all of the keycard locks. If I remember correctly, a large majority of the keycard locks in the maps of L.A. Meltdown, Lunar Apocalypse, Shrapnel City, and The Birth, had the beep sound effect added to them. I'm sure they would've done the same with the Alien World Order maps, but maybe it just didn't cross their mind. One map in the episode did have the beep sound effect added, however.

NOTICE: BE SURE TO BACKUP YOUR ORIGINAL, UNPATCHED MAPS BEFORE PATCHING THEM. IN THE EVENT OF RE-PATCHING YOUR MAPS WITH ANY FUTURE, UPDATED PATCHES, YOU WILL NEED YOUR ORIGINAL MAPS IN PLACE TO APPLY THE PATCHES TO. DO NOT ATTEMPT TO RE-PATCH AN ALREADY PATCHED MAP WITH ANY FUTURE, UPDATED PATCHES. I'M CERTAIN THIS WILL PROBABLY CAUSE PROBLEMS.

Download (Updated: October 27, 2016)

Instructions:

Unzip DN3D_WT_AWO_Level_Improvement_Patches.zip, double-click each IPS patch file individually and apply each IPS patch file to the matching map located
in your: "\Steam\steamapps\common\Duke Nukem 3D Twentieth Anniversary World Tour\maps" folder. Note: After you double-click
an IPS patch file, you will see in the bottom right corner, "Most Common ROM Files". You'll want to switch that to "All Files"
instead. Otherwise, your map files will not show. Also, ignore the "lips102" folder and its contents, but don't delete it.

Enjoy!


Comparison Screenshots:

http://imgur.com/0yNCv4Y
http://imgur.com/2jRRUK5

http://imgur.com/AKat76R
http://imgur.com/gaY7MRv

http://imgur.com/3erIeSu
http://imgur.com/y3mSSes

http://imgur.com/XHmJF0b
http://imgur.com/VlHz3IA

http://imgur.com/Fd2JI8g
http://imgur.com/3Ti4fNg

http://imgur.com/R5Eqsd2
http://imgur.com/4DKDet3

http://imgur.com/NI02WeB
http://imgur.com/IE3HvFp

http://imgur.com/fAvnMHq
http://imgur.com/tByRT3Y

http://imgur.com/dxyCt1o
http://imgur.com/uQt7I71

This post has been edited by NUKEMDAVE: 26 October 2016 - 10:16 PM

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User is offline   Hendricks266 

  • Weaponized Autism

  #2

Sure, let's pirate the entire episode. ;)
3

User is offline   Jimmy 

  • Let's go Brandon!

#3

Sounds good to me.
1

User is offline   Jimmy 

  • Let's go Brandon!

#4

LunarIPS is a good lightweight patching utility.
1

User is offline   NUKEMDAVE 

#5

View PostHendricks266, on 21 October 2016 - 10:00 PM, said:

Sure, let's pirate the entire episode. ;)


But MetHy's edited Prima Arena map on Workshop is alright, along with the Duke's Nightmare maps? These maps aren't even visually complete without having the game's assets. I literally provided download links to the maps of all three of the Megaton Edition expansion packs on these forums back when I was working on them. There was no issue then.

View PostJimmy Gnosis, on 21 October 2016 - 10:26 PM, said:

LunarIPS is a good lightweight patching utility.


I gave it a try, but it didn't seem to work for me. I'm pretty sure I did everything correctly, though. I created the patch and applied it to the original map, but my changes weren't there. I'd remove the maps from my pack and include these patches if I could get it working.
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User is offline   Lunick 

#6

View PostNUKEMDAVE, on 21 October 2016 - 11:05 PM, said:

But MetHy's edited Prima Arena map on Workshop is alright, along with the Duke's Nightmare maps? These maps aren't even visually complete without having the game's assets. I literally provided download links to the maps of all three of the Megaton Edition expansion packs on these forums back when I was working on them. There was no issue then.

Prima Arena Uncut is only downloadable from the workshop though, you have to own the game to get that download. I can't even use Steam Workshop Downloader to grab that file. Duke's Nightmare maps probably are "different" enough from the base maps and the content is rather old, I'm not a fan of sharing any of those levels outside of the grp files.

Plus World Tour is very new, we don't want Gearbox chasing us around here.
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User is offline   NUKEMDAVE 

#7

View PostLunick, on 21 October 2016 - 11:12 PM, said:

Plus World Tour is very new, we don't want Gearbox chasing us around here.


Yeah, Gearbox was sadly the first thing that came to mind when my link was removed. I almost didn't even want to fool with the maps to begin with anyway. I'm a bigger fan of Megaton Edition than I am of World Tour. Not to put down the efforts of Allen Blum, Levelord and Lee Jackson, though. I would've much rather seen them involved with 3DR, General Arcade and Devolver adding this episode to Megaton Edition.

As for LunarIPS, it's telling me that both map files are identical, which I know they're not. Maybe they're not different enough from each other, I'm not sure. If I can't get it solved eventually, you can delete this thread if you want.
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User is offline   MetHy 

#8

I answered in the other thread before seeing this one.

Obviously you can use Prima Arena Uncut, but you can also re-connect the map's part yourself as it only takes a couple of seconds (all the cut parts fit perfectly where they used to be without anyother user side change).
Please don't use my name if you upload the map files somewhere other than the Workshop.

But patching, you can probably try other ways than Lunar's.

But more importantly do you have a list of all the changes you made?

I don't understanding why the sky is misaligned in the 2nd screenshot for instance, as it looks fine when I look at the original map in mapster and in game.

View PostNUKEMDAVE, on 21 October 2016 - 11:05 PM, said:

I literally provided download links to the maps of all three of the Megaton Edition expansion packs on these forums back when I was working on them. There was no issue then.


The issue is that Pitchford kept specifying the 20bucks are for the new maps and the rest is just bonus.
If you upload the maps under the excuse that it can't be played without the assets, someone will upload the assets under the excuse that they can't be used without the maps.

This post has been edited by MetHy: 22 October 2016 - 12:53 AM

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User is offline   NUKEMDAVE 

#9

View PostMetHy, on 22 October 2016 - 12:41 AM, said:

I answered in the other thread before seeing this one.

Obviously you can use Prima Arena Uncut, but you can also re-connect the map's part yourself as it only takes a couple of seconds (all the cut parts fit perfectly where they used to be without anyother user side change).
Please don't use my name if you upload the map files somewhere other than the Workshop.

But patching, you can probably try other ways than Lunar's.

But more importantly do you have a list of all the changes you made?

I don't understanding why the sky is misaligned in the 2nd screenshot for instance, as it looks fine when I look at the original map in mapster and in game.


I read your other post. Yeah, I noticed the sky being different shades, but didn't do anything with that yet. I didn't notice the sky being misaligned... other than how it displays for me in Mapster32. And I didn't change blocking on any bottles or ladders yet either. However, at the beginning of High Times where you start, there's a small ledge on each side of you on the buildings that were blocked. I didn't see any reasonable point as to why those should have been blocked, so I unblocked them. You can now jump up there. I did knock out a lot of texture issues, though. Adding beeps to all the keycard locks and correcting textures makes up most of what I've done so far. Unfortunately, I didn't keep track of everything I did. I was, but then I realized the version of Mapster32 I was using wasn't taking screenshots until a little later on. I can memorize most of the things I did, though.

Yeah, I'll look more into patching. I've actually never tried it until now.
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User is offline   MetHy 

#10

View PostNUKEMDAVE, on 22 October 2016 - 01:06 AM, said:

I didn't notice the sky being misaligned... other than how it displays for me in Mapster32.


Looks like you're not using Hendricks compatibility stopgap.

Quote

However, at the beginning of High Times where you start, there's a small ledge on each side of you on the buildings that were blocked. I didn't see any reasonable point as to why those should have been blocked, so I unblocked them. You can now jump up there


They are there to prevent the player from walking on the ledges, because in DN3D (unlike in SW, for instance) you can stand on ledges which are incredibly small. if you use third person mode you'll see that it looks like Duke is standing on thin air.

The more sensible fix would be block the few that aren't blocked, except that the reason why SOME ledges are not blocked is because of the secret places on the rooftops, so I only see a couple of very small ledges which should be blocked and which aren't.

Please try to make a list of all the changes.
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User is offline   NUKEMDAVE 

#11

I actually have been using Stopgap. I just haven't paid that close attention to it yet.

Well, you can walk along the edge of any ledge and it will look that way. I understand what you're saying, though. It really wasn't necessary to unblock those ledges, but at the same time, it gives you a little more freedom. I guess I can probably block it back.

I can't seem to apply a successful patch, so I'm kind of unmotivated at this point. I tried another program, but it's still saying both map files are identical. Due to that and the fact that I won't be allowed to post the map files here, I'm probably not going to go too public with the project now. I might stick to sharing it among a few close friends until further notice. Besides, I could probably see Gearbox ordering me to cease and desist if I uploaded the maps elsewhere and they caught wind of it. I wouldn't put it past them. Regardless, I will do my best to keep track of all the future changes I make, though.
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User is offline   MetHy 

#12

View PostNUKEMDAVE, on 22 October 2016 - 02:57 AM, said:

I actually have been using Stopgap. I just haven't paid that close attention to it yet.


In your screenshosts ITT and in the other thread the skies look completely wrong, which shouldn't happen if you use Hendricks compatibility stopgap. Either you're missing the stopgap files, or you're not using EDuke32 r5899, or at least you're missing something. You should make sure you're using a compatible version before doing any fix.

Quote

Well, you can walk along the edge of any ledge and it will look that way.


Well, for one thing I don't think it's something they thought of at the time, I don't think you're supposed to use the ledge to jump to the exit in E1L1 for instance.
But more importantly, the more detailed your maps are, the bigger of an issue it becomes.

If you look at the maps, it seems to be an issue they tried to prevent. For instance in E5L2, everywhere possible, Levelord lowered the top part from the ceiling rather than making the ground level higher, which means no ledge at all (hard to explain, but you'll understand if you look at it). Due to the way the buildings are in E5L1 this can't be done, hence the blocking walls.
Besides, as far as invisible walls go, they're no big deal. They prevent a behaviour that looks like a glitchy one. Plus anyone that isn't a hardcore DN3D player who tries to jump on those ledge will just think "the ledge is too small to do that", they won't even notice the invisible blocking wall. Also I don't see what benefit there is to unblocking them.
I mean, it's no big deal, but I don't see any reason to mess with them.

This post has been edited by MetHy: 22 October 2016 - 03:32 AM

1

#13

Gearbox could be all over your arse on this. I also had the idea of adding locked door sounds on all the decorative doors in the 5th episode, but decided it might be a bad idea to release it to the public. It really sucks, I know. ;)
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User is offline   NUKEMDAVE 

#14

I figured out why I'm unable to create a successful patch. I'm using the 64 bit EDuke32 Stopgap package. When I load the maps in Mapster32, all my changes are present, but the actual map files in the folder have not been changed. I've even tried saving the maps under new filenames. They appear in the file selector in Mapster32, but they are nowhere to be found in the folder. I have no idea what's causing that.

This post has been edited by NUKEMDAVE: 22 October 2016 - 04:26 PM

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User is offline   NUKEMDAVE 

#15

I lost my work and had to start over due to the problem I was having, but I have it all sorted out now. I already have patches done for 3 of the maps. I started with 3 maps with the least work to do. When I'm finished with them all, I'll update my first post with a download link.
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User is offline   HMNuke93 

#16

View PostNUKEMDAVE, on 23 October 2016 - 04:51 AM, said:

I lost my work and had to start over due to the problem I was having, but I have it all sorted out now. I already have patches done for 3 of the maps. I started with 3 maps with the least work to do. When I'm finished with them all, I'll update my first post with a download link.


Thanks for your work man.
1

User is offline   Dan 

#17

Have you tried to get Gearbox to include these fixes in an official patch?
1

User is offline   Hendricks266 

  • Weaponized Autism

  #18

View PostNUKEMDAVE, on 22 October 2016 - 02:57 AM, said:

I actually have been using Stopgap. I just haven't paid that close attention to it yet.

You may have it in the folder but it's not getting loaded by the editor. You'll need to manually launch with: -h e32wt.def -x E32WT.CON
1

User is offline   NUKEMDAVE 

#19

View PostDan, on 23 October 2016 - 10:55 AM, said:

Have you tried to get Gearbox to include these fixes in an official patch?


No. I have a feeling it wouldn't be as easy as to make it happen as it was for me to convince General Arcade to add my expansion pack fixes to Megaton Edition. I didn't start working on these maps with the intent of getting the fixes added to the game. I did it for myself and the community. Even if they did add them, I kind of doubt I'd be credited for the work.

View PostHendricks266, on 23 October 2016 - 01:41 PM, said:

You may have it in the folder but it's not getting loaded by the editor. You'll need to manually launch with: -h e32wt.def -x E32WT.CON


Do I type that into the CFG file or where?


Here are a couple of things I corrected:

High Times
Posted Image
Posted Image

Red Ruckus
Posted Image
Posted Image
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User is offline   NUKEMDAVE 

#20

I went ahead and uploaded what I've done so far. I knocked out a lot of texture misalignments, etc. I decided not to unblock any bottle sprites or anything. At least for now. I did correct the sky in one area in the Bloody Hell map. The shading wasn't matching the rest of the sky.

Download (Check first post of this thread for download link, and read carefully.)

Instructions:

Unzip DN3D_WT_AWO_Level_Improvement_Patches.zip, double-click each IPS patch file individually and apply each IPS patch file to the matching map located
in your: "\Steam\steamapps\common\Duke Nukem 3D Twentieth Anniversary World Tour\maps" folder. Note: After you double-click
an IPS patch file, you will see in the bottom right corner, "Most Common ROM Files". You'll want to switch that to "All Files"
instead. Otherwise, your map files will not show. Also, ignore the "lips102" folder and its contents, but don't delete it.

Enjoy!

This post has been edited by NUKEMDAVE: 24 October 2016 - 05:03 AM

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User is offline   NightFright 

  • The Truth is in here

#21

I have to confess, I didn't notice any of these glitches while playing the new episode. The original levels surely also have mistakes like these, nobody ever corrected them or felt the need to do so. Personally, I can absolutely live with that.
2

User is offline   NUKEMDAVE 

#22

Adding the beep to the keycard locks was my main priority when I started fixing the maps. I just decided to correct some things on the side. It wasn't necessary, but there's no harm in it I guess. It made things look a little better and it's optional for people who want to give it a try.

This post has been edited by NUKEMDAVE: 24 October 2016 - 01:59 AM

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User is offline   MetHy 

#23

The main issues I had throughout the episode were door sounds, and blocking sprites that shouldn't be blocking (like cracks etc)

This could be a nice start but it doesn't feel complete to me, also having to start over would have been a good opportunity for you to make a full list of changes.... I know it takes time, listing fixes takesd longer than doing the fixes themselves, but I think it's important if you want people to understand what this patch does and if you want them to trust you to use it.

This post has been edited by MetHy: 24 October 2016 - 02:15 AM

1

User is offline   NUKEMDAVE 

#24

I have well over 100 screenshots of things I've done throughout the maps. Even I were to give up on it as it is, plenty has been improved. I'm sure I'll probably do more, but to anyone who patches their maps with these patches, be sure to back up your original maps first. If I update the patches, you're probably going to want the original map files in place to patch again because I'm certain it will cause issues if you patch a map that's already been patched.

Comparison screenshots:

http://imgur.com/0yNCv4Y
http://imgur.com/2jRRUK5

http://imgur.com/AKat76R
http://imgur.com/gaY7MRv

http://imgur.com/3erIeSu
http://imgur.com/y3mSSes

http://imgur.com/XHmJF0b
http://imgur.com/VlHz3IA

http://imgur.com/NI02WeB
http://imgur.com/IE3HvFp

http://imgur.com/fAvnMHq
http://imgur.com/tByRT3Y

http://imgur.com/dxyCt1o
http://imgur.com/uQt7I71

This post has been edited by NUKEMDAVE: 24 October 2016 - 03:04 AM

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User is offline   MetHy 

#25

View PostNUKEMDAVE, on 24 October 2016 - 02:45 AM, said:



Copy pasting the sky to the faulty one also changes the visibility of the sector, and therefore the wall stands out more than it should. See joined pics (original on the left, your version on the right).
I think you should also reduce the shading of the wall, at least from 11 to 16, which is the shade value of the other walls around angled similarly. Actually maybe it should even be darker than the other walls angled similarly, as I am pretty sure that the sky issue exists only because Levelord wanted to make this particular wall darker than the others and did it in a way that didn't take the classic renderer into account.

Quote



Would have been a good opportunity to also fix the marble textures on the left

Attached thumbnail(s)

  • Attached Image: capt0004.png
  • Attached Image: capt0005.png


This post has been edited by MetHy: 24 October 2016 - 03:29 AM

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User is offline   NUKEMDAVE 

#26

View PostMetHy, on 24 October 2016 - 03:25 AM, said:

Copy pasting the sky to the faulty one also changes the visibility of the sector, and therefore the wall stands out more than it should. See joined pics (original on the left, your version on the right).
I think you should also reduce the shading of the wall, at least from 11 to 16, which is the shade value of the other walls around angled similarly. Actually maybe it should even be darker than the other walls angled similarly, as I am pretty sure that the sky issue exists only because Levelord wanted to make this particular wall darker than the others and did it in a way that didn't take the classic renderer into account.


Alright, I just brought it down to 16.

View PostMetHy, on 24 October 2016 - 03:25 AM, said:

Would have been a good opportunity to also fix the marble textures on the left


I took care of that immediately after that screenshot was taken. I didn't notice it was in that screenshot until now. LOL.


A few more comparison screenshots taken in Duke3D: World Tour:

http://imgur.com/Fd2JI8g
http://imgur.com/3Ti4fNg

http://imgur.com/R5Eqsd2
http://imgur.com/4DKDet3

This post has been edited by NUKEMDAVE: 24 October 2016 - 03:55 AM

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User is offline   NightFright 

  • The Truth is in here

#27

Out of curiosity, does this patch turn E5L8 into MetHy's "uncut" version, or doesn't it change anything regarding the architecture at all?

*EDIT*
Nevermind, just compared the maps and realized that it does indeed.

*EDIT Oct 25*
Have you checked what your patches are actually doing to the maps? I have testplayed E5L1 and there are switches and texts missing. Tested in EDuke32 x64 r5916, 8-bit.

This post has been edited by NightFright: 24 October 2016 - 11:35 PM

1

User is offline   NUKEMDAVE 

#28

View PostNightFright, on 24 October 2016 - 03:54 AM, said:

*EDIT Oct 25*
Have you checked what your patches are actually doing to the maps? I have testplayed E5L1 and there are switches and texts missing. Tested in EDuke32 x64 r5916, 8-bit.


Yes, I've been checking. I've actually been moving lots of sprites away from the walls because of this problem. They were clipping into the wall in EDuke32, but that issue isn't present in the Steam version. The two nuke buttons at the end of E5L4 is one case I corrected. Those were clipping into the wall in EDuke32 for me before I even modified that map.

Anyway, I moved those switches and letters away from the wall just now. I have no idea what caused that, but it should be fixed now. I just updated that patch if you still have your original map to apply it to. I actually went over all of the maps last night and found a couple more things to fix, so all of the patches have been updated. I feel I've done enough cosmetic improvement now, so as long as no more problems like these sprites disappearing or clipping into the walls is discovered, or something else that seriously needs to be addressed, I'm satisfied with what I've done. Like I said, that sprite issue isn't happening in the Steam version, so nobody playing the Steam version should be affected. However, I will continue to fix those problems anyway for the sake of EDuke32 if more is discovered. Just everyone be sure to keep the original maps saved somewhere to re-apply the updated patches to if you're keeping up with the updates.

A couple more improvements:

http://i.imgur.com/dd2C4T2.png
http://i.imgur.com/kNz3rxR.png

http://i.imgur.com/gA5yG6w.png
http://i.imgur.com/8EmDKYo.png

This post has been edited by NUKEMDAVE: 25 October 2016 - 07:40 PM

1

User is offline   NightFright 

  • The Truth is in here

#29

Very well, the new patches don't seem to remove anything - at least not at the spots in E5L1 that I had pointed out. Will playtest the whole episode one of these days to see if everything looks the way it should.
1

User is offline   NUKEMDAVE 

#30

Apparently, re-saving the map files somehow caused those issues with some sprites that were placed directly on a sector line. I discovered a serious issue near the end of E5L5, but it's now fixed and the patch is updated. The last, destructible wall before you reach the nuke button wasn't functioning. It was because a sector effector and masterswitch sprite was placed directly on a sector line. I guess that re-saving problem caused this, but this needed to be fixed, regardless, as you can see:

Posted Image

I just played through all of the maps in EDuke32 with my latest patches applied and there were no issues that I noticed.
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