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Old 09-03-2006, 07:09 AM   #41
PeteB

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Re: Nuclear Winter HRP
Great guys, I'm pleased to finally see some work getting done on NW, it was my favourite Duke add-on pack. I dont mind doing the music for NW but thats pretty much all I can do.

Are there any plans to do HRP's of the other official add-on packs? Like Duke Xtreme and Duke!ZONE II? (i dont think Duke Zone 1 was an addon but more like a collection of maps).

Somebody should make a list of all the official add-ons that got released, its hard to keep track of them all.
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Old 09-03-2006, 12:34 PM   #42
Hendricks266

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Re: Nuclear Winter HRP
Well, so far we have:
  • Duke It Out In D.C. HRP by NightFright: This one has the most progress so far, but it is also the easiest, requiring no UnDEF code (except for the title screen, fonts, and end of level screen).
  • Duke Caribbean HRP by Parkar(?): Not much is done, but it does have some basic maphacks and UnDEF code.
  • Nuclear Winter HRP by Hendricks266: Work is being done, but I don't plan to release it until I check over the UnDEF code. We also need a maphacker. The first two levels should be easy because they are clones\rip-offs of E1L1 and E1L2.

Duke!ZONE II is basically Duke!ZONE I, but with more maps. Duke Xtreme and Duke!ZONE I\II didn't really have any story or background. They are really just DM maps with a few SP thrown in. I don't have them, so they might not even have any extra art.

I think that there should also be HRPs for Wanton Destruction and Twin Dragon (and Deadly Kiss if it was finished) for SW.
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Old 09-03-2006, 12:59 PM   #43
GodBlitZor
 

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Re: Nuclear Winter HRP
Duke Xtreme had two new enemies and some new weapons. Duke Zone 2 had a few extra sprites and some art.

Deadly Kiss has never been released. (Publicly)
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Old 09-03-2006, 01:36 PM   #44
Hendricks266

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Re: Nuclear Winter HRP
I know about Deadly Kiss. I was just saying that if it was released it should have an HRP.
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Old 09-03-2006, 04:46 PM   #45
Pete B
Re: Nuclear Winter HRP
Deadky Kiss??? Well there you go, I've never even heard of it and I have most of the TCs that were hosted on DukeWorld. Please, somebody make a list.
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Old 09-03-2006, 04:49 PM   #46
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Re: Nuclear Winter HRP
My god, I just realised I logged into my old account by accident! Guess I didn't have to re register at all.
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Old 09-03-2006, 05:11 PM   #47
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Re: Nuclear Winter HRP
Deadly Kiss was a modification for Shadow Warrior. Publicly released info states that there isnt even a beta.
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Old 09-07-2006, 03:42 PM   #48
Hendricks266

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Re: Nuclear Winter HRP
Here is what each of the songs are to save you some trouble:
  • NW1.mid - Frosty the Snowman
  • NW2.mid - Sleigh Ride
  • NW3.mid - Jingle Bell Rock
  • NW4.mid - Rudolph the Red Nosed Reindeer
  • NW5.mid - Walkin' in a Winter Wonderland
  • NW6.mid - Same as NW2.mid
  • NW7.mid - Here Comes Santa Claus
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Old 09-08-2006, 03:09 PM   #49
PeteB

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Re: Nuclear Winter HRP
Lol i'm still going to have to extract them all to get the notation so I can re-record each of the parts.
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Old 09-08-2006, 03:25 PM   #50
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Re: Nuclear Winter HRP
Arent all those real songs though (Before NW came out)?
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Old 09-08-2006, 04:47 PM   #51
Hendricks266

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Re: Nuclear Winter HRP
Yes, but each of them is slightly different than the original song. NW2.mid has an intro from Jingle Bells and and outro (sp?) from something...

Sorry I didn't say this earlier, but I'm glad someone besides me likes Nuclear Winter. (Pete B)

In case anyone wonders where I'm going to host the file, I have a website already. See sig.
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Old 09-15-2006, 04:08 PM   #52
Hendricks266

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Re: Nuclear Winter HRP
I have finished checking through the UnDEF code. I plan to make a release as soon as Parkar and BlitZ are finished with tiles #3245-3249.

We still need a maphacker.
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Old 09-17-2006, 07:15 PM   #53
Hendricks266

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Re: Nuclear Winter HRP
Update: I have finished writing the readme. Still waiting...
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Old 09-25-2006, 06:38 PM   #54
Hendricks266

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Re: Nuclear Winter HRP
v1.0 release time!

Download Link
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Old 09-26-2006, 12:57 PM   #55
NightFright

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Re: Nuclear Winter HRP
Wow! What a large file! I will mirror it on my site, if I may say so. Oh, who may I name as project leader/author there? Hendricks266?

As I see, your readme got inspired by my DukeDC HRP readme... hehehe.
Last edited by NightFright; 09-26-2006 at 01:00 PM.
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Old 09-26-2006, 07:53 PM   #56
Hendricks266

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Re: Nuclear Winter HRP
Yes, Hendricks266 is good.

The reason I complained about the skin for the antennas was that that image alone was 336 KB. This is an archive.
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Old 09-27-2006, 03:44 AM   #57
NightFright

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Re: Nuclear Winter HRP
Errr... I have had a look at your undef.def. If I understand everything correctly, you are also excluding the stuff you have added in your NW HRP! *LOL* You must admit that's not very sensible.

I have added a modified undef.def which undefines everything EXCEPT the stuff thatīs currently in NW HRP (remove .txt extension before adding it). I advise you to always check this file as new contents get released and edit it accordingly.

Besides that, it appears my new def also fixes a problem with the NW replacements for the Commander/Pig Tank models (Floating Snowman and Snowman Tank) which were still shown as Commander/Pig Tank models ingame. This resulted in buggy enemy attack patterns etc.

As soon as you have added the attached undef.def, I suggest a v1.0a release is definitely in order.

Otherwise, I am willing to do the NW maphacks (after I have finished my 1st review of DukeDC maphacks).
Attached Files
File Type: txt undef.def.txt (2.6 KB, 14 views)
Last edited by NightFright; 09-27-2006 at 04:31 AM.
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Old 09-27-2006, 03:14 PM   #58
Hendricks266

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Re: Nuclear Winter HRP
Someone doesn't understand.

If I'm right, the undef.def comes before everything else, in case someone had a custom TILES014.ART or TILES015.ART that had .def code for it. Thus, you must have edited it incorrectly to have the undef.def after everything else.

If you're right, then the way undefs work is by disabling all highres stuff for that tile number, before and after. That doesn't seem like a good way to have it work, though, IMO.

The thing is, I had undef code for the Nuclear Winter insignia and the end of level screen, and they both worked on my end. The only other thing in there is #3830, and I didn't test that in-game.
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Old 09-27-2006, 04:29 PM   #59
NightFright

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Re: Nuclear Winter HRP
I must admit I donīt know shit about undefining stuff. I just excluded everything you currently have in the pack so that its highres version can be used, at least thatīs what I think it does.

Parkar just explained to me it mattered in which sequence def files are loaded, and since your nwinter_hrp.def reads

include nwinter/undef.def
include nwinter/copies.def
include nwinter/sprites.def
include nwinter/screen.def

I guess it should work your way. Anyway, thereīs too much contents to really check if the pack works (I didnīt play through any level to see the end screen). What I did is not wrong, nevertheless - and might avoid problems that could come up with your pack.

However, you should check the Commander/Pig Cop Tank replacements with your version of the pack. When I started it the way it was, they were screwed up.
Last edited by NightFright; 09-27-2006 at 04:42 PM.
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Old 09-27-2006, 05:01 PM   #60
Hendricks266

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Re: Nuclear Winter HRP
Did you follow the instuctions in the readme? Try loading it like this:

EDuke32.exe /xNWINTER.CON /gNWINTER.grp /gduke3d_xtr.zip /gxtr_update202.zip /gnwinter_hrp.zip

I'm not sure if the XTR Update Pack is spelled correctly. I don't override it, I manually edit it.

I'm not sure why it wouldn't work. Remember that you cannot load the XXX Pack (the babes are different), the SD_Duke mod, Maphacks Reloaded, or the DukeDC or Caribbean HRPs, although I don't know why you would.

It works great on my computer. The 4 images currently added work, the undef.def works, and the copies.def is working too.

NightFright, the link to my site on your site is wrong. It is "http://www.freewebtown.com/hendricks266/index.html", not "http://www.freewebtown.org/hendricks266/index.html".

We all make mistakes!
Last edited by Hendricks266; 09-27-2006 at 05:31 PM.
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Old 09-27-2006, 06:00 PM   #61
NightFright

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Re: Nuclear Winter HRP
OK, link is fixed. I changed nothing in your pack on my part, thatīs all your job. And if you say it works, it probably does.

Will see what I can do about those maphacks ASAP.
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Old 09-27-2006, 06:11 PM   #62
Hendricks266

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Re: Nuclear Winter HRP
Ok!
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Old 09-27-2006, 08:06 PM   #63
Ras

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Re: Nuclear Winter HRP
What are some new things to look for in this new release?
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Old 09-28-2006, 03:06 PM   #64
Hendricks266

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Re: Nuclear Winter HRP
What new release? v1.0? I'm not going to release v1.0a until someone else has problems.

Well, here are the things in v1.0:
  • Undefinition code so that you can see the modified art even if there is no highres replacement
  • A .def file that enables art that has been copied from the original .ART files to the extra .ART files to have their highres replacements by using the existing models\textures in their original directory to save space unless they need a new skin, in which the skin will be in the pack, but not the original model. We haven't had any skin replacement models yet, though.
  • Tile #3240\3245: The end of level screen. This is defined for both Episode 1 & 3+, and Episode 2. Only the left side has changed, so there is no need to include the original animation frames, as they are already in the vanilla HRP.
  • Tile #2502-2503: The Nuclear Winter insignia in place of the Atomic signs. Note that these were done by me, and if anyone thinks they can do better, please do so! I personally think mine could be better, but I'm still a beginner.
  • Tile #3830: Sloppy Red Naughty that I fussed unnecessarily about so much for no reason.

Are there any WIPs other than the better end of level screen?
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Old 10-02-2006, 01:45 PM   #65
Alexander Filippov

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Duke Nukem Re: Nuclear Winter HRP
Hi!
My work for Nuclear Winter:
ArtTile 3695 was found in:
E2L3.MAP as a wall texture
E2L1.MAP as a wall texture

In-Game:

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Old 10-02-2006, 05:48 PM   #66
Hendricks266

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Re: Nuclear Winter HRP
Very good!

Is that the exact same tile for standard Duke3D v1.5? If it is, I will add it into copies.def. It is very nice for work to be done on the NWHRP!
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Old 10-02-2006, 06:59 PM   #67
Telee

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Re: Nuclear Winter HRP
I'll try to contribute to this, I can't promise that I'll be any good though

BTW: Very nice work, Alexander Filippov!
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Old 10-02-2006, 10:27 PM   #68
Alexander Filippov

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Re: Nuclear Winter HRP
Quote:
Originally Posted by Hendricks266 View Post
Is that the exact same tile for standard Duke3D v1.5?
Yes...
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Old 10-03-2006, 05:01 PM   #69
Alexander Filippov

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Duke Nukem Re: Nuclear Winter HRP
ArtTile 3671 was found in:
E2L1.MAP as a sprite
http://i94.photobucket.com/albums/l8...stuff/3671.png (This big)
In-Game Screen:
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Old 10-03-2006, 07:06 PM   #70
Hendricks266

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Re: Nuclear Winter HRP
(I can't have more than five images!)

Got it. It turns out that #3695 is almost the exact same thing. In the original tile, the background is black, while in the new one, it is transparent. I will add both of those to textures.def (please correct me if I'm that's the wrong folder\def).
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Old 10-03-2006, 11:18 PM   #71
Alexander Filippov

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Re: Nuclear Winter HRP
I have registered 3695 so:
texture 3695 {pal 0 {file "nwinter/sprites/3695.png"}} in a file sings.def
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Old 10-04-2006, 02:52 PM   #72
Hendricks266

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Re: Nuclear Winter HRP
signs.def... Alright. To signs.def it is!

I guess that there won't be any new end of level screen now that GodBlitZor got banned, unless Parkar has it.

I will be making a to-do list of the NW content soon.
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Old 10-04-2006, 04:55 PM   #73
DeeperThought

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Re: Nuclear Winter HRP
Quote:
Originally Posted by Hendricks266 View Post
I guess that there won't be any new end of level screen now that GodBlitZor got banned, unless Parkar has it.
Not necessarily...he might still be willing to do it if you contact him via e-mail. Possibly.

Sheesh, I wonder what happened. GodBlizZor has always been feisty...
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New map effects and various optional extras for Duke 3D.

DUKE NUKEM: ATTRITION
XP based weapon upgrades, progressive difficulty, and more.
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Old 10-04-2006, 05:01 PM   #74
Hendricks266

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Re: Nuclear Winter HRP
If you look at his user page it says that he is only 13 (possibly the youngest on the boards).
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Old 10-04-2006, 05:05 PM   #75
Telee

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Re: Nuclear Winter HRP
Quote:
Originally Posted by Hendricks266 View Post
If you look at his user page it says that he is only 13 (possibly the youngest on the boards).
Me and d3ad are 13 as well.
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Old 10-04-2006, 05:32 PM   #76
Hendricks266

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Re: Nuclear Winter HRP
What are you working on currently, Telee? I think the most used texture is the snow-on-ground one. It should be the main priority, unless you are doing a model.
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Old 10-04-2006, 06:10 PM   #77
Telee

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Re: Nuclear Winter HRP
Quote:
Originally Posted by Hendricks266 View Post
What are you working on currently, Telee? I think the most used texture is the snow-on-ground one. It should be the main priority, unless you are doing a model.
I'm doing the snow-on-ground one. Sorry I haven't worked on it at all, I've been getting loads of homework
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Old 10-05-2006, 05:37 PM   #78
Hendricks266

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Re: Nuclear Winter HRP
Quote:
Originally Posted by Telee View Post
I'm doing the snow-on-ground one. Sorry I haven't worked on it at all, I've been getting loads of homework
Don't feel bad. Everyone has gone through the phenomenon called lots\loads-of-homework.
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Old 10-14-2006, 08:29 AM   #79
Alexander Filippov

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Arrow Re: Nuclear Winter HRP
My sample for you just in case.



Use on health. )
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Old 10-14-2006, 12:00 PM   #80
Hendricks266

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Re: Nuclear Winter HRP
Alexander, do you know how to use PNGOUT? It decreases the size of .png files losslessly so that it does not take as long to upload\download. I recommend this command line parameter:

Code:
PNGOUT.exe <filename> /f5 /v /y
You can also use IrfanView because it has a version of PNGOUT built in. It is a bit faster than the DOS version.
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