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Old 09-11-2008, 04:45 AM   #41
The Commander

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Re: Duke Theft Auto
Quote:
Originally Posted by kenia View Post
nice work, you really catched the atmosphere (at least visually) of GTA.

If you need any help regarding vehicle controls (coding related) just ask me or just take dukearmy code :P
I looked through your vehicle code and it was quite messy/hard to look at for me so im doing this code as I go,

Quote:
Originally Posted by kenia View Post
and please, keep the game as "spriteish" as possible, and most important thing: include the radio "system" when inside car and I NEED the possibility to fart and burp :P
These are already their, did you not watch the two youtube videos? I dont want cars as sprites, they will be the only things modeled.

Quote:
Originally Posted by kenia View Post
ah and just to attach: I believe that would be the first TC for duke after StarShip Troopers I want to play
Thats a pretty good thing to read.
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Old 09-12-2008, 05:32 AM   #42
kenia
Re: Duke Theft Auto
I was watching it at office (without sound )

I loved GTA (the very first), please hurry with your mod :P
And, please make it multiplayer capable, and again if you need help (multiplayer coding related) ask me ^^ I know that not many people play duke3d online, but I do, at least when I "play" it and not testing something :P
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Old 09-12-2008, 06:44 AM   #43
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Re: Duke Theft Auto
Quote:
Originally Posted by kenia View Post
I was watching it at office (without sound )

I loved GTA (the very first), please hurry with your mod :P
And, please make it multiplayer capable, and again if you need help (multiplayer coding related) ask me ^^ I know that not many people play duke3d online, but I do, at least when I "play" it and not testing something :P
its the otherwise,don't let him hurry

the less bugs we will have and then we will have a better game
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Old 09-13-2008, 01:03 AM   #44
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Re: Duke Theft Auto
This will be the basic layout of the first map,
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Old 09-13-2008, 08:58 AM   #45
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Re: Duke Theft Auto
looks good. We can walk up to the roof of the buildings, right?
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Old 09-13-2008, 12:08 PM   #46
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Re: Duke Theft Auto
IIRC, you can't. You shouldn't be doing it at all, unless a mission involves entering a building and then requiring you to go to the rooftop of a building... Which I don't think it is possible
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Old 09-13-2008, 06:47 PM   #47
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Re: Duke Theft Auto
Well, you could in the original game and that's why i'm asking.
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Old 09-13-2008, 10:24 PM   #48
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Re: Duke Theft Auto
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Well, you could in the original game and that's why i'm asking.
Some roofs/buildings yes. But not all, if I let the player get to the roof of the highest building the frame rate would drop to like 10 FPS...
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Old 09-15-2008, 02:11 AM   #49
kenia
Re: Duke Theft Auto
not on every machine :P
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Old 09-15-2008, 05:14 AM   #50
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Re: Duke Theft Auto
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Originally Posted by kenia View Post
not on every machine :P
I get 20-25 FPS looking over my whole map, and I have a decent rig.
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Old 09-15-2008, 06:55 AM   #51
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Re: Duke Theft Auto
My impressionable self cannot wait to play and learn how to jack people's cars because without playing this I could not figure out how. XD

Yeah, I'm glad you cannot go into every building THANK YOU The Commander. ^_^

My PC would not be able to take that. lol.

GTA and Manhunt 2
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Old 09-15-2008, 08:06 AM   #52
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Re: Duke Theft Auto
Just about done with this map I think, just need to add the traffic routes and edit some roof textures ect
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Old 09-15-2008, 09:07 AM   #53
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Re: Duke Theft Auto
Ooh really cool, the twin Towers are really cool. *munches some freedom fries*

That pistol is looking really badass too.
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Old 09-15-2008, 09:15 AM   #54
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Re: Duke Theft Auto
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Ooh really cool, the twin Towers are really cool. *munches some freedom fries*
I think for "obvious" reasons we better not call them that, I wasn't to sure if I wanted to include them but then I thought I would as some sort of tribute. I will do as R* does and refer to them as something else. Maybe the "Liberty Towers" ?
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Old 09-15-2008, 09:17 AM   #55
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Re: Duke Theft Auto
Quote:
Originally Posted by The Commander View Post
I think for "obvious" reasons we better not call them that, I wasn't to sure if I wanted to include them but then I thought I would as some sort of tribute. I will do as R* does and refer to them as something else. Maybe the "Liberty Towers" ?
Ah, I see I see. I just liked the little nod to them. ^_^

Well, lol, if you really want to be a double tribute you could call them the Tolkein Towers. XD Then you could Reference Lord of the Rings and 9/11.
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Old 09-15-2008, 09:22 AM   #56
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Re: Duke Theft Auto
Quote:
Originally Posted by Jinroh View Post
Ah, I see I see. I just liked the little nod to them. ^_^

Well, lol, if you really want to be a double tribute you could call them the Tolkein Towers. XD Then you could Reference Lord of the Rings and 9/11.
I maybe from New Zealand but I dont think I really need to refrence one of our movies in this mod... I am open for names on the towers, but nothing to silly something related to NYC or ect.

What I really need that I am still been hunting for ages is a City looking skybox, Its like none exist. I did manage to find one but it was set at night time and that was no good.
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Old 09-15-2008, 11:04 AM   #57
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Re: Duke Theft Auto
Its looking good

BTW are there possibly glitches where you can get out the map ?
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Old 09-15-2008, 11:38 PM   #58
kenia
Re: Duke Theft Auto
commander, are you going to change the respawn code? I mean the "resetplayer" command would reset the whole level in single player, unless you dont run fake multiplayer. Already solved that problem? ^^
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Old 09-16-2008, 12:03 AM   #59
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Re: Duke Theft Auto
Im getting there,

Consider this download an ALPHA only. What I want to know is how many people are going to have trouble running this mod. I dont want to know about things like, Oh the cars do this that ect. I allready know these things. Im wanting to know about performance issues.

http://rapidshare.com/files/14567092...lpha1.rar.html

Basic installation setup.

Extract "DTA_Alpha1.rar" to a New directory and place a copy of "DUKE3D.GRP" in this folder and run "DTA.bat"
I have included my own duke3d.cfg file with the video and key settings that are nessacery to run this mod as it should you might have to delete this if it wont run. If you can't run Duke and the HRP on the highest settings possible you wont have any luck with this. If you are seeing white boxes at the start this means that you dont have your "High Res Texture Quality" on full.

EDIT: The only map available is Liberty City from the Episode screen select.

TAB is horn/special effect
Pageup is Map
Use Key is to enter cars, Only Police, Ambulance and red Corvette are usable at the moment.
Press crouch to get out of car.

EDIT II:
This version contains all the texures, so if any one wanted to make a map or something then they are more then welcome to.
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Last edited by The Commander; 09-16-2008 at 08:32 AM.
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Old 09-16-2008, 07:01 AM   #60
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Re: Duke Theft Auto
Quote:
Originally Posted by The Commander View Post
What I really need that I am still been hunting for ages is a City looking skybox, Its like none exist. I did manage to find one but it was set at night time and that was no good.
I may have one or two in one of my game programming books, any particular size?
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Old 09-16-2008, 08:31 AM   #61
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Re: Duke Theft Auto
Also forgot to mention that this version contains all the texures, so if any one wanted to make a map or something then they are more then welcome to.
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Old 09-16-2008, 11:46 AM   #62
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Re: Duke Theft Auto
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Originally Posted by The Commander View Post
Also forgot to mention that this version contains all the texures, so if any one wanted to make a map or something then they are more then welcome to.
Woow didn't expect it to release so fast
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Old 09-16-2008, 11:53 AM   #63
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Re: Duke Theft Auto
Its an Alpha, no where near a proper release.
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Old 09-16-2008, 12:28 PM   #64
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Re: Duke Theft Auto
Quote:
Originally Posted by The Commander View Post
Its an Alpha, no where near a proper release.
nevermind, there are still many bugs in this release but thats why this is an alpha

i see an good TC for Duke Nukem

BTW can there be more people/cars etc ?
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Old 09-16-2008, 09:06 PM   #65
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Re: Duke Theft Auto
Yes, im going to upload a small con fix plus newer map to prove that.
The con fixes a major problem that the cars cant be destroyed and fixes some waypoint bugs.
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Old 09-17-2008, 05:03 AM   #66
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Re: Duke Theft Auto
Quote:
Originally Posted by The Commander View Post
Yes, im going to upload a small con fix plus newer map to prove that.
The con fixes a major problem that the cars cant be destroyed and fixes some waypoint bugs.
there are many glitches too, example that Parking place, there are a few cars through the gate.

but those are things you gotta worry later about
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Old 09-17-2008, 02:59 PM   #67
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Re: Duke Theft Auto
Well like he said it's an unfinished Alpha that he released. You could write down and post all the glitches and bugs so he can try to recreate and fix them.
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Old 09-18-2008, 12:40 AM   #68
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Re: Duke Theft Auto
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You could write down and post all the glitches and bugs so he can try to recreate and fix them.
I know about all the bugs ect, I even said that lol. This was just to see if people had performace issues running this mod. If I released it as a Beta then I would want to know about bugs.
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Old 09-18-2008, 12:58 AM   #69
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Re: Duke Theft Auto
It runs ok on my rig, sometimes when I turn it's sluggish though.
I've got a P4 2.6ghz 1gb ram GF FX 5900XT, so I guess I should be happy with the
performance.

Maybe it's the car models, how many polys does each car model have?
 
Old 09-18-2008, 03:30 AM   #70
The Commander

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Re: Duke Theft Auto
Your rig isnt that much diff from mine,

P4 2.66 Ghz
1280 MB Ram (I do have more)
Radeon X1650 Pro

Generaly the second run of the game is more smoother if you have the texchaching enabled.

About the poly count, im not sure on numbers but they shouldnt be that low, maybe the cop car or ambulance has the highest.
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Old 09-18-2008, 10:27 AM   #71
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Re: Duke Theft Auto
Quote:
Originally Posted by Hudson View Post
Well like he said it's an unfinished Alpha that he released. You could write down and post all the glitches and bugs so he can try to recreate and fix them.
that would be too much ( no offence )

BTW i got no performance issues at all
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Old 09-18-2008, 11:00 PM   #72
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Re: Duke Theft Auto
well it loads but everything is all black for some reason, not white as you were saying. idk if it's my comp or if i did something wrong while installing it
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Old 09-19-2008, 12:51 AM   #73
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Re: Duke Theft Auto
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well it loads but everything is all black for some reason, not white as you were saying. idk if it's my comp or if i did something wrong while installing it
Because it only works on 32bit not 8bit, if you cant run the HRP then you can't play this.

Follow my install directions carefully as well.

Extract "DTA_Alpha1.rar" to a New directory and place a copy of "DUKE3D.GRP" in this folder and run "DTA.bat"
I have included my own duke3d.cfg file with the video and key settings that are nessacery to run this mod as it should you might have to delete this if it wont run. If you can't run Duke and the HRP on the highest settings possible you wont have any luck with this. If you are seeing white boxes at the start this means that you dont have your "High Res Texture Quality" on full.
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Old 09-19-2008, 12:31 PM   #74
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Re: Duke Theft Auto
Quote:
Originally Posted by The Commander View Post
Because it only works on 32bit not 8bit, if you cant run the HRP then you can't play this.

Follow my install directions carefully as well.

Extract "DTA_Alpha1.rar" to a New directory and place a copy of "DUKE3D.GRP" in this folder and run "DTA.bat"
I have included my own duke3d.cfg file with the video and key settings that are nessacery to run this mod as it should you might have to delete this if it wont run. If you can't run Duke and the HRP on the highest settings possible you wont have any luck with this. If you are seeing white boxes at the start this means that you dont have your "High Res Texture Quality" on full.
New release yet ?

if so, when ?
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Old 09-19-2008, 02:48 PM   #75
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Re: Duke Theft Auto
Oh right, I didn't pay attention when trying to use it. my computer can handle the hrp just fine with no problems. It has with all Edukes up until the latest snapshot (so I'm stuck with the older versions. Guess I can't catch up yet), and unlike the other ones it forces me to play in 8-bit even if I try every option possible (game menu, launcher menu, setup menu). I'm not quite sure why it forces that upon my computer when before it's had little to no problems doing anything with hrp.
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Old 09-25-2008, 02:35 AM   #76
kenia
Re: Duke Theft Auto
seems strange to me, the thing is to figure out if its a DTA related problem or Eduke32. Since you say any other mod works out nicely, it only could be DTA related, but I have absolutely no idea what could cause it
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Old 09-25-2008, 03:27 AM   #77
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Re: Duke Theft Auto
Quote:
Originally Posted by The Commander View Post
Another video, Not as good as the first one IMO.

http://www.youtube.com/watch?v=rA30Dv6Qa1U
Reminds me of Metal Head for Sega 32X. Whether this was intentional or not, I think a hidden mech you can find and pilot would make for a great easter egg.
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Old 09-25-2008, 08:35 AM   #78
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Re: Duke Theft Auto
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I think a hidden mech you can find and pilot would make for a great easter egg.
There will be many easter eggs just like the GTA games are full of them mainly the newer ones though, but mine will be based mainly on Duke related things, well you will see what I mean. But a mech might be a little over the top...
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Old 09-28-2008, 02:54 PM   #79
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Re: Duke Theft Auto
Quote:
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There will be many easter eggs just like the GTA games are full of them mainly the newer ones though, but mine will be based mainly on Duke related things, well you will see what I mean. But a mech might be a little over the top...
any progress yet ?
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Old 09-28-2008, 11:59 PM   #80
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Re: Duke Theft Auto
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Originally Posted by themaniacboy View Post
any progress yet ?
Just because im not posting something everyday doesn't mean nothing is happing. Why spend all my time updating websites/fourms with info when it can be better spent working on my mod?
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