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Rigel Engine - Duke Nukem II engine recreation project

User is offline   MrFlibble 

#1

Here's what I just found posted by a user in an old gaming forum a couple days ago:

Yup, that's a project similar to ReDuke but for Duke Nukem II. The GitHub project page has some downloadable beta builds and source code. Currently, the shareware episode is supported (registered levels might work too but not for granted).

Also here's an article about the project:
https://hackaday.com...gineering-duke/
5

User is offline   MusicallyInspired 

  • The Sarien Encounter

#2

I saw that on Twitter a little while ago and retweeted it. I for some reason thought it was already known here. Apparently not. My bad.

Among the future plans is support for replacement graphics assets. I went ahead and added a comment requesting features for supporting multiple music formats as well (with metadata loop tags) including MODs.

This post has been edited by MusicallyInspired: 12 June 2019 - 10:28 AM

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User is offline   Hendricks266 

  • Weaponized Autism

  #3

As I mentioned on the 3D Realms Discord server, this project looks cool, but mention of "analyzing video captures from DosBox" as part of the fundamental development strategy concerns me. It sounds like this is primarily a by-sight recreation and I'm not a fan of those. The mention of Episode 1 being playable and the rest not (yet) adds to my concern. It suggests an approach of recreating things as one goes along, rather than actually reproducing the game's systems.
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User is offline   WolfmanFP 

#4

Just to be fair, the full sentence is "A mix of reading assembly and analyzing video captures from DosBox", as NY00123 mentioned on Discord.
0

User is offline   Hendricks266 

  • Weaponized Autism

  #5

By-sight recreations often include some extent of direct REing, often just in terms of loading file formats, but don't apply the approach as widely as they should. Mentioning "reading assembly" does not counter my concerns.
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User is offline   Lunick 

#6

So I recently rediscovered this on Twitter and didn't realise this had been posted on the forum before.

It looks like now that the Registered Version is supported and even interestingly supports Widescreen now

Posted Image
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User is offline   MrFlibble 

#7

TBH I haven't gotten around to check this out myself yet, and completely forgot there were downloadable beta versions already. Thanks for the heads up!
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User is offline   t800 

#8

Well, it would be nice if I could find a way to enable that widescreen mode. I downloaded latest released build (v0.5.3) from its Github page. But if I try to enter Game options in menu, it just goes crashing down immediately.
Maybe it is because I am using Win 7 64bit? I also got error at launching game for first time and had to provide vcruntime140_1.dll file for it to run.
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User is offline   Master O 

#9

View PostMrFlibble, on 12 June 2019 - 10:17 AM, said:

Here's what I just found posted by a user in an old gaming forum a couple days ago:

Yup, that's a project similar to ReDuke but for Duke Nukem II. The GitHub project page has some downloadable beta builds and source code. Currently, the shareware episode is supported (registered levels might work too but not for granted).

Also here's an article about the project:
https://hackaday.com...gineering-duke/


How is ReDuke? The site says the game was not reverse engineered, so I'm not sure how accurately the gameplay has been recreated.
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User is offline   MrFlibble 

#10

View PostMaster O, on 17 October 2021 - 06:48 AM, said:

How is ReDuke? The site says the game was not reverse engineered, so I'm not sure how accurately the gameplay has been recreated.

It is my understanding that K1n9_Duk3 managed to recreate gameplay mechanics pretty accurately by way of observing how the game plays in DOSBox.
0

#11

This is cool!! Always liked the old duke 2 especially the rockin soundtrack. i die alot tho
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User is offline   Lunick 

#12

https://github.com/l...ases/tag/v0.8.2

Added a smooth scrolling and movement mode. When this is enabled, the game is taking full advantage of the display framerate (60 FPS or higher) by interpolating object and camera movement during rendering (internal game logic is still running at 15 FPS). This is currently still work in progress, see known issues.
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