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#1 |
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Duke Nukem Zero Hour Mod....
I remember a few years back (ok I'm kidding) AGES back, there was a web-site with a few modders who were going to do a Duke Nukem Zero Hour Mod for the PC game (based upon the Nintendo 64 version of the game).
1) Whatever happened to it??? Does anyone know??? 2) Would anybody be interested in making a Zero Hour Mod for the PC??? Most of the textures are used in the original Duke Game, and only a few models and textures might need to be made.... 3) Is it legal to make a Zero Hour mod... if we are doing this for the fun of it.. and not making any profit??? - Like those doing the High resolution stuff??? |
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#2 |
Re: Duke Nukem Zero Hour Mod....
well some duke nukem zero hour maps aren't too too complicated
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"I hereby nominate 'DUDE!! Huge bag of cheetos!' for 'Best Topic Title of the Year, 2006.'"-ZzTX "I vote oak man for supreme leader of the 3DR boards."-Tang Lung >>My flickr page<< |
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#3 |
Re: Duke Nukem Zero Hour Mod....
I've actually paid attention to a lot of the details in Zero Hour. If I didn't know any better, I'd almost be inclined to say it was a super-enhanced version of Build. There are few room-over-room instances, and the few that are could easily be done with models- in fact, the roof bits in the western levels appear to be models because you walk on a level surface when you're on them. Some, though, like that bridge in the building toward the end of the game and the multiple appearances of dynamic, translucent water, would seem to prove the contrary.
Now... 1. There was a "Zero Hour" mod, but it was terrible. It wasn't based on the DN:ZH N64 game, either. 2. I'd consider it if my time weren't already invested in my own mod. 3. I don't think it's legal. You'd have to ask 3DR staff about the legalities.
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#4 | |
Re: Duke Nukem Zero Hour Mod....
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"I hereby nominate 'DUDE!! Huge bag of cheetos!' for 'Best Topic Title of the Year, 2006.'"-ZzTX "I vote oak man for supreme leader of the 3DR boards."-Tang Lung >>My flickr page<< |
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#5 |
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Re: Duke Nukem Zero Hour Mod....
It had room over room??? You sure??? It's been years since I played it, and I know it was similar to the original build becuase of it's use of teleporters between rooms... eg in the second level - liberty or dead I think... When you fall through the grate and pick up the atomic health - Use of teleporters...
The only difference I remember was that it was capable of using models, but I think the overall build engine was the same, just slightly enhanced. Bridges can be done with sprites very easily and the translucent water can be done in build as well. It's just clever use of sprite work. |
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#6 |
Re: Duke Nukem Zero Hour Mod....
Yeah but you cant have actual water thats made of sprites, you NEED a teleporter for that no?
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"I hereby nominate 'DUDE!! Huge bag of cheetos!' for 'Best Topic Title of the Year, 2006.'"-ZzTX "I vote oak man for supreme leader of the 3DR boards."-Tang Lung >>My flickr page<< |
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#7 |
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Re: Duke Nukem Zero Hour Mod....
You can use Sprites and still use teleporters... I saw it done in a Roch map by Pascal Rouard I think.
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#8 |
Re: Duke Nukem Zero Hour Mod....
The Titanic level has water that flows all the way from the bottom of the level up to the top with multiple floors, and the water is translucent. I kind of doubt that they went through the hassle of copying every single detail of the ship and used timed rising floors with water sectors whose ceilings dissipated once they hit the solid ceiling. As for room over room, the instance of it I mentioned (in the alternate present) would sustain weapon decals.
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#9 |
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Re: Duke Nukem Zero Hour Mod....
DN:ZH was never made into a Duke3D mod. Though, there was a mod with the same name, which is what youre probably thinking about.
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#10 |
Re: Duke Nukem Zero Hour Mod....
It was actually titled "Duke, its Zero Hour!" Beyond the fact that it said Zero Hour it wasn't meant to be similar to DN:ZH.
I love the idea of doing one though! ![]()
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#11 |
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Re: Duke Nukem Zero Hour Mod....
Yes, but it was shortened to Duke Nukem Zero Hour and just Zero Hour. In fact, it was made in the 1995-1996 era. IIRC DN:ZH was made in about 1997 early 1998
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#12 |
Re: Duke Nukem Zero Hour Mod....
I would love to, but I'm in the same situation as Roger. I have a mod I am working on.
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Smoker incapacitated Telee |
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#13 |
Re: Duke Nukem Zero Hour Mod....
It was 98
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"I hereby nominate 'DUDE!! Huge bag of cheetos!' for 'Best Topic Title of the Year, 2006.'"-ZzTX "I vote oak man for supreme leader of the 3DR boards."-Tang Lung >>My flickr page<< |
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#14 |
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Re: Duke Nukem Zero Hour Mod....
Yeah, DN:ZH could easily be ported into DN3D. I cant imagine any difficulties other than good old fashioned hard work.
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#15 |
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Re: Duke Nukem Zero Hour Mod....
Here's a couple of problems I can see with importing DUke Nukem Zero Hour into Duke 3D Build engine....
1) Duke Nukem ZH is 3rd person view... would the game have the same effect putting it into 1st person view??? 2) Duke Nukem ZH has about 20 different weapons... DN 3d only has technically 9 if you don't count the boot. Some of these 20 weapons could easily be categorised into 9 possible categories... but can DN3D handle 20 different weapons??? Also - some weapons have power ups like Sniper - Armour piercing Rounds, Magnum ROunds for the peacekeeper.... they wouldn't work I dont think. 3) A lot of the game is dependant on a new type of instruction - eg in DN3D, you have touchplates that can spawn enemies... In DN ZH a enemy is sometimes spawned immediately after killing another enemy, or a door is opened only after killing certain enemies.... How would that work in DN 3D??? 4) I have the DN ZH rom on my hard drive and I can play it on my computer... However, is there a way to extract mp3's, sound files, textures and models from a ROM file??? If not, we won't have a lot of sound. 5) The Havok Multilauncher in DNZH - when it has heat seeking missiles, obviously the projectile bends and doesn't fly in a straight line.... I presume there would be no way to alter a projectiles path and to lock onto aliens??? 6) In Duke Nukem ZH you have characters that help duke beat the aliens... is it possible to build characters (eg the EDF Soldiers) to help kill the aliens??? Is that programmable??? 7) anything else??? Most of the textures in DN ZH are almost the same as DN 3D, so thats not a problem... The only other thing would be is it possible to change the holoduke in DN 3D to the gas mask in DN ZH???
Last edited by Piano Man; 07-23-2006 at 10:16 PM.
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There a solution to everyone of your problems ![]()
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"I hereby nominate 'DUDE!! Huge bag of cheetos!' for 'Best Topic Title of the Year, 2006.'"-ZzTX "I vote oak man for supreme leader of the 3DR boards."-Tang Lung >>My flickr page<< |
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#17 |
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Re: Duke Nukem Zero Hour Mod....
1) Yeah, that is true, but in DN 3D, the 3rd Person view doesn't let you see where you are aiming because the camera is directly behind you, and duke blocks the view... plus the fact that DN ZH didn't really have proper 1st person view - you couldn't see the gun or anything.
2) I know in DN 3D - You can select both the shrinker and the expander from the same key (7)... can this be applied to the other key numbers??? Is it possible to be able to switch through 4 different weapons using the same key? 4) SOUNDS... not music... Most of the sounds in DN ZH.... Like the weapons firing, like the voice of duke... those things.... I presume it's not legal to borrow them??? I don't mind about the MP3 thing... people can play whatever they want... but the sounds are needed for the mod. 5) Does anyone know of a mod in which the projectile doesn't fly in a straight line???? I didn't think it was possible? Also - Duke Nukem ZH uses a lot of movies... eg... the very beginning, and the beginning of each level... Is there any way that Movies can be played at the beginning of each level, and then have a touchplate that can trigger movies??? |
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#18 |
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Re: Duke Nukem Zero Hour Mod....
All of it could be done. Or atleast faked.
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#19 |
Re: Duke Nukem Zero Hour Mod....
Yes, It shouldn't be too hard, do not under estemate the build engine
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"I hereby nominate 'DUDE!! Huge bag of cheetos!' for 'Best Topic Title of the Year, 2006.'"-ZzTX "I vote oak man for supreme leader of the 3DR boards."-Tang Lung >>My flickr page<< |
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#20 |
Re: Duke Nukem Zero Hour Mod....
I'm sure it's possible, I can't think of anything really hard to put in...
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Smoker incapacitated Telee |
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#21 | |
Re: Duke Nukem Zero Hour Mod....
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![]() As for Piano_Man: 1. Non-engine. It can be done, though. 2. Non-engine. These also can be done in EDuke32, though. 3. Non-engine. Can be done in EDuke32. 4. Nope. 5. Non-engine. One can directly control the projectile via EVENT_GAME in EDuke32 now. 6. Non-engine. DeeperThought did it with more complex bots. 7. Non-engine. With EDuke32, yeah, it can be done.
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#22 | |
Re: Duke Nukem Zero Hour Mod....
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Anyway, a good imitation of Zero Hour would be possible with EDuke32, but it wouldn't really be a port, because it would have none of the original code. It many ways, it would be easier to make a new game from scratch.
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DUKE PLUS 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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#23 |
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Re: Duke Nukem Zero Hour Mod....
Like I said, Roger, it could be done. You could possibly fake the water rising bit.
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#24 |
Re: Duke Nukem Zero Hour Mod....
Yeah we don't need clear water to rise
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__________________
"I hereby nominate 'DUDE!! Huge bag of cheetos!' for 'Best Topic Title of the Year, 2006.'"-ZzTX "I vote oak man for supreme leader of the 3DR boards."-Tang Lung >>My flickr page<< |
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#25 |
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Re: Duke Nukem Zero Hour Mod....
OK.... I need a show of hands who would be interested in making a Duke Nukem Zero Hour Mod for Duke Nukem 3D??? We would need a couple of moddelers for some of the enemies... and a few texture artists....
Is it possible to extract the sounds from the Duke Nukem Zero Hour Rom... I could do some of the mapping and the Music stuff.... I'll send Joe a PM??? Would he be the best person to send the message to?
Last edited by Piano Man; 12-06-2006 at 03:37 AM.
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#26 |
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Re: Duke Nukem Zero Hour Mod....
Well.... sadly enough as I thought... It wouldn't be legal to create a Zero hour mod for Duke.... which I kind of suspected, but thought it was too good to pass up the chance to ask....
So I guess I'll just stick to making my own maps... possibly - if I get free time. |
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