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[RELEASE] Duke Nukem: Total Meltdown TC - v1.0

User is offline   Forge 

#181

View Postnukemania, on 02 April 2018 - 07:01 PM, said:

Where is that spot, if you happen to know?
I'm not big on this type of secret (though it doesn't count as a secret). It reminds me of the bar secret in Duke Royale.

Spoiler

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User is offline   nukemania 

#182

Thanks for that. At least the trigger is still within the maze area.
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#183

Sorry for bumping it any chance of it being coopable still in Megaton?
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#184

I should have made a DOS-compatible GRP, but I have been procrastinating...
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User is online   Phredreeke 

#185

I got sick of Polymost skies, so I edited Fox's skyboxes to match the colors used in Total Meltdown

https://imgur.com/a/eSHG3rP

https://files.fm/f/ytjycaff
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User is offline   failbasket 

#186

I'd never heard of this TC until lately, didn't even know there was a PS1 release with a different episode.

I looked for a good secrets FAQ online and found nothing. I found quite a few videos showing the playthroughs and secrets, but so many low-fps videos hurt my eyes. Finally, though, I wrote up a full Plug N Pray secrets FAQ. Tried to upload it to GameFAQs, file wouldn't take, so I put it up in their formatted editor. It's not showing yet, but I'll attach it here.

Attached File(s)


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User is offline   Mav3r1ck 

#187

So I have a question about the cyberkeef and it's odd behavior.

I know that the Cyberkeep itself will jump up and down rapidly when firing it's chaingun or the morter. I know that it's due to the sprite X and Y offsets. That being said, is it suppose to behave that way intentionally? or was this due to bed offset coding?
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#188

It is bad offsets. The same happens to the Battlelord only in E4L5 and E4L7 levels (the TC doesn't have per-level offsets, so they are fixed).
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User is offline   Mav3r1ck 

#189

Thought so, I know the Cyberkeef is a reference to Flavor Flav and thought that it's firing offsets were also a reference. BTW, you wouldn't happen to have the correct offsets available would you?

I have been modding duke 3d to have Plug'n Pray additions in my spare time and have recently added the Cyberkeef. So that's why I asked.
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#190

I love Nightmare Zone. It is one of my top 10 favourite non-Blum level.

This post has been edited by The Watchtower: 03 October 2019 - 11:05 AM

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#191

The offsets in the mod are what have ever existed.
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User is offline   Mav3r1ck 

#192

Hmm, I guess I'll do the offsets myself then which shouldn't be any problem. Is there a way to get the TM's palette as a DAT? or a way to convert it into a DAT?
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User is online   Phredreeke 

#193

There's no single palette for Total Meltdown. Each sprite has its own palette (usually 16 or 64 colors)

There is a fallback palette used for the software renderer, it looks like the regular Duke3D palette except the magenta fullbright and transparency colors are black.
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User is offline   oasiz 

  • Dr. Effector

#194

I think the EP4 (new EP) textures have their own custom palette as well that goes to 256c, I can't remember specifics but I remember It being much higher than other textures.
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User is offline   Mav3r1ck 

#195

I got the stuff coded in and added to an art file so it works but the colors are off. I noticed this to in the TM MOD.
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User is online   Phredreeke 

#196

that's the thing, if you add it to an ART file it is limited to the Duke3D palette. if you want to load them with the correct colors you have to load as texture in def file.
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User is offline   Mav3r1ck 

#197

I see, so the textures and sprites are using the Duke 3D palette. Well, it doesn't look bad anyway.
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