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Frequently Asked Questions
- Contact: resurgence@dukenukem.com.br
What are the main differences between the mod and Nintendo's original game?
Code:
- The screen resolution is default from PC version;
- The menus are unchanged from Eduke32;
- Texture detail is not reduced;
- Textures retain their offsets;
- Expander weapons assigned as multiplayer-only are now corrected to not appear in single player mode (bug fix);
- The weapon bar won't scroll if you change from Pipebomb trigger to Pipebomb weapon (bug fix);
- Vaporized enemies won't inherit sector tint (bug fix);
- Sprites drawn over other sprites (i.e. glow effect from missiles) won't clip (bug fix);
- Vaporized enemies keep their current animation before disappearing;
- More apropriate grenade and heat-seeking missiles projectile code (with some bug fixes);
Levels:
- Mirrors have been restored (optional);
- Level music (you can disable it through the menu if you desire);
- Additional start points to support 8 players;
Renderer:
- Sector lighting is interpretated differently in Build;
- The choice of which sector to render is differently in Build;
- Eduke32 yet doesn't support alteration of underwater or nightvision tint;
- The console game doesn't display sector tints underwater;
Can I use Hi-Res Pack?
Yes, you can. Edit the lines in the DUKE3D.DEF file to enable it.
I don't like Nintendo's censoring. I like the levels and weapons, but the censoring is frustating.
Join the club. To restore the adult content, just extract everything from the UNCENSOR.ZIP file into the mod directory. This will give you a new perspective on the gameplay too, babes can be killed if you don't take caution (and then you would be unable to complete the score) and you can save the hanging babe, too.
Is there an option to remove the mirrors? I want it to be exactly like the original console game.
Yes, you can edit such values in the USER2.CON file. You can choose whether you desire to display mirrors, or enable the babe-activated monster respawns, etc.
There are glitches whenever I see an explosion model over another. Is it going to be fixed?
That's related to the Eduke32 renderer engine. We are not able to fix this.
Are the levels extracted from the ROM, or are they re-created?
The levels have been re-created by estimation. We have no idea how they are encrypted in the ROM.
Why are some level areas different, are they incomplete? I.e. behind the demolished building in Gun Crazy the buildings have additional sections.
The rendered of Nintendo is different, this is, even if we re-create the maps, Build engine won't read them the same.
For example, the section in Gun Crazy looks different because the console won't render those sectors. Although using no-clip cheat those areas can be analyzed.
What the hell is that "Cheet!!!" line that appers when I enter God Mode? And what are "Gas Grenades" and "Rubber Bullets" in USER.CON?
While we cannot hack the ROM properly, many text strings can be easily identified by opening the ROM in a text/hex editor (this guaranteed that the game could be translated in some foreign countries as required by law).
Those lines are directly from the ROM. We just left them as they are.
Does the new tile positions are in the same place of the console?
Not really. They are ordered as they appear in the levels sequence.
Fortunately, a method was found in the ROM that allows the replacement of certain textures with other textures below #256. It may be possible to hack beyond texture #256, but in the meantime we have only been able to verify the true positions of the new sub-ammo textures.
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