[RELEASE] Duke Nukem: Total Meltdown TC - v1.0
#61 Posted 04 March 2018 - 12:42 PM
#62 Posted 04 March 2018 - 02:23 PM
Nancsi, on 04 March 2018 - 12:42 PM, said:
Maybe now, on the PC... But, no, back then? On the original hardware? Fuck that level.
Though, to be totally fair. I never much cared for Total Meltdown at all. I liked a lot of the music tracks, I liked the updated cinematics, but the rest of it was kinda... Hot garbage. The awful frame-rate just made a lot of the game not nearly as fun. Comparing it to Duke Nukem 64, yeah, Total Meltdown is tonally closer to the PC game, but the N64 version simply plays way better.
#63 Posted 04 March 2018 - 03:10 PM
Commando Nukem, on 04 March 2018 - 02:23 PM, said:
Though, to be totally fair. I never much cared for Total Meltdown at all. I liked a lot of the music tracks, I liked the updated cinematics, but the rest of it was kinda... Hot garbage. The awful frame-rate just made a lot of the game not nearly as fun. Comparing it to Duke Nukem 64, yeah, Total Meltdown is tonally closer to the PC game, but the N64 version simply plays way better.
That's why I said the levels needed to be untrapped from that version.
I haven't played the thing yet, busy with exploring Ion Maiden, but my memories tell they are pretty good, certainly better than Methy gave them credits.
#64 Posted 04 March 2018 - 04:00 PM
#66 Posted 07 March 2018 - 04:55 AM
Nancsi, on 04 March 2018 - 12:42 PM, said:
Trackside Tragedy is the most memorable IMO, along with the final level but that one is a bit too mazey. Which applies to a lot of the levels, really.
I never realized it before, but it seems quite clear the strip club in Duke Royale is based on the one from From Dusk Till Dawn (written by and starring Quentin Tarantino).
#67 Posted 07 March 2018 - 04:40 PM
#68 Posted 07 March 2018 - 05:20 PM
#69 Posted 07 March 2018 - 06:40 PM
Phredreeke, on 07 March 2018 - 05:20 PM, said:
Hmm. Then let is be so I can't recall all bugs, I've fixed two and that's too little to call it "a fork".
Another problem with FLAME (2271) and FLAME2 (2311) actors: they are defined as "actor" and doesn't execute their code when have no line of sight with a player (but when player can still see them). The example is e1l1, a burning dumpster on the street. I don't know if it was intended or not to make them like that. I have fixed it but it a very "cheesy" way (defining them as "useractor notenemy" doesn't work).
#71 Posted 07 March 2018 - 09:48 PM
Mere_Duke, on 07 March 2018 - 06:40 PM, said:
In this version, most actors enter sleep state as soon as the player is out of sight. This is also why they removed the fourth skill, as this prevent the enemies respawn counter from incrementing.
There's no difference between "actor" and "useractor notenemy", these are interchangeable.
=== // === // ===
v1.0.2: UPDATE: Fix the problem with gibbing speeches being mixed with pick-up speeches.
http://www.moddb.com...n-tc-v102-patch
This post has been edited by Fox: 07 March 2018 - 10:00 PM
#72 Posted 07 March 2018 - 11:51 PM
I'm not a coder myself at all but I nevertheless have tried to mess with your GAME.CON to make the new pig variants play their respective recog sounds upon noticing the player for the first time (that was quite easy actually, and not one bit of their intended AI behavior seems to have broken). Now I'd like to know whether I can code them so that they play the recog sounds once again after going to sleep mode and noticing the player once more.
The hardcoded actors (like, say, Pig Cops or Enforcers) seem to possess this feature; guess it must be hard coded as well?
I'm not asking for direct instructions as to which lines of code to apply, just if there's a possibility to do so.
P.S.: Hey, and thanks for addressing the speech lines mess problem
This post has been edited by Polunka: 08 March 2018 - 12:03 AM
#74 Posted 08 March 2018 - 08:12 AM
It's still a shame tho that we ain't got HQ sfx for Fat Commander (well, if you can consider the PSX sounds high-quality compared to Duke3D ones).
This post has been edited by Polunka: 08 March 2018 - 08:15 AM
#75 Posted 08 March 2018 - 02:09 PM
Iam already at Duke Royale level, only a few more to go but been awesome so far, way better than the first try i tried playing on the PS1 emulator
On another note, whats next Fox? maybe try to convert the Genesis or GameBoyAdvance versions of Duke3d to PC?
#76 Posted 08 March 2018 - 02:14 PM
BR4ZIL, on 08 March 2018 - 02:09 PM, said:
Iam already at Duke Royale level, only a few more to go but been awesome so far, way better than the first try i tried playing on the PS1 emulator
On another note, whats next Fox? maybe try to convert the Genesis or GameBoyAdvance versions of Duke3d to PC?
Even better: if Fox made an EDuke32 conversion of Zero Hour. THAT would be awesome!
This post has been edited by Major Tom: 08 March 2018 - 02:14 PM
#77 Posted 08 March 2018 - 03:31 PM
#78 Posted 09 March 2018 - 08:18 AM
Alot of secret walls and doors just wont work at certain times, i started noticing this on Gates Motel, where i was actually stuck on the map for quite a while before giving up, on the next day the 2 doors that lead to one of the keycards (the one thats below a hole in the ground, protected by zombie pigcops) "magically" started working again, allowing me to go through them and finnaly get the keycard.
On Duke Royale, the bathroom stall secret wall refused to open for me, but when i came back to it after finishing the map, it did open.
I did notice that alot of seemly "random" actions trigger some "Unlocked!" prompts... are the maps really this intricate? I dont remember the normal duke3d maps being this weird (or i am just getting too old and not remembering this stuff anymore?).
Right now i am at Alien Rendezvous (had to redo all levels after the 1.02 patch).
#79 Posted 09 March 2018 - 12:45 PM
Speaking of, there are unused or broken effectors in the game:
E4L1: Deathmatch-only switch
E4L2: The blue keycard switch unlocks the door before the battlelord encounter
Which perhaps exists to prevent the player from using this multiplayer-only jetpack as a shortcut in co-operative...
E4L3: If you could break the mirrors in the game, this one would reveal a red wall behind it
E4L3: Unused lizman respawns
E4L4: The safe box lock also unlocks one of the doors on the near passage, however it's useless because you can always open the other one
E4L6: Entering the boss room should also block the red keycard passage, however the activator doesn't work because it has a hi-tag of 1
This post has been edited by Fox: 09 March 2018 - 12:45 PM
#80 Posted 09 March 2018 - 04:48 PM
#81 Posted 09 March 2018 - 07:42 PM
VGA, on 09 March 2018 - 04:48 PM, said:
Maybe a HRP for this with maphacks and improved textures for any unique textures in this?
#82 Posted 10 March 2018 - 04:08 PM
#83 Posted 10 March 2018 - 05:53 PM
Sgt Nate V, on 10 March 2018 - 04:08 PM, said:
The PSX maps are actually located in the /maps sub directory of the TC (but the map files are still named in the same manner as the Duke3D ones). It confused the hell outta me first time as well.
#84 Posted 10 March 2018 - 06:02 PM
Sgt Nate V, on 10 March 2018 - 04:08 PM, said:
Open up the console, type CHANGELEVEL X Y
#85 Posted 11 March 2018 - 03:31 AM
VGA, on 09 March 2018 - 04:48 PM, said:
So, a full fledged remake then?
#86 Posted 11 March 2018 - 10:01 AM
Is there a chance of playing this on JFDuke? I just finished playing Wanton Destruction and Platoon TC on my classic Xbox. And I really, REALLY wish to play this on the console.
This post has been edited by LAW: 11 March 2018 - 10:02 AM
#87 Posted 11 March 2018 - 11:17 AM
Fox, on 01 March 2018 - 09:09 AM, said:
#89 Posted 11 March 2018 - 05:09 PM
It's happening during music too: I'm at Gates Motel now, in that song it's very noticeable and kinda annoying.
This post has been edited by Zaxx: 11 March 2018 - 05:15 PM