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What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#1441 Posted 05 September 2010 - 06:21 AM
#1442 Posted 05 September 2010 - 06:59 AM
DanM, on Sep 5 2010, 07:21 AM, said:
AFAIK, DNF uses Unreal tech, so it should be like modding any other game based on that engine. But it would require learning it from scratch, and people who have worked with that engine before would have a big advantage until we got up to speed.
I don't mind continuing to work with Build, as long as I still have a niche. I'm sure there is nothing DNF will offer that makes mods like Attrition or WGR2 obsolete (or for that matter, the Sonic TC and lots of other stuff). But if we are trying to do something similar to DNF, that's when I have a problem. For example, I would not be enthusiastic about spending a lot of time creating vehicles, when DNF will have vastly superior ones right out of the box.
Another concern is, even if we do spend the time and make a modern Duke episode using Build, will anyone want to play it? Without DNF around, I'm pretty sure that people would. With DNF, I'm not so sure. The best move would be to release a completed version of DNE before DNF comes out, thereby capitalizing on the increased interest in Duke generated by DNF and giving people something to play while waiting for it.
#1443 Posted 05 September 2010 - 07:47 AM
DeeperThought, on Sep 5 2010, 04:13 PM, said:
I'm sure it will. Otherwise this subforum would have died quite some time ago. And I still doubt that DNF will be the game we all have been hoping for. There is still a chance that everything will be messed up once more IMHO.
DeeperThought, on Sep 5 2010, 04:59 PM, said:
Yess! Count me in.
DeeperThought, on Sep 5 2010, 04:59 PM, said:
I hope that the Imperium guys consider this as well...
DanM, on Sep 5 2010, 04:21 PM, said:
I'm looking forward to it. I'm especially hoping for some new outdoor/canyon stuff.
This post has been edited by LeoD: 09 July 2012 - 02:27 PM
#1444 Posted 05 September 2010 - 08:36 AM
LeoD, on Sep 5 2010, 08:47 AM, said:
Yeah, I'm afraid that DNF will be for Duke what Kingdom of the Crystal Skull was to Indiana Jones. And that would be BAD for Duke 3D modding, because his image would be so tarnished that people would lose interest.
#1445 Posted 05 September 2010 - 08:42 AM
DeeperThought, on Sep 5 2010, 01:36 PM, said:
Don't remind me of the movie, i wish it never existed.
#1446 Posted 05 September 2010 - 09:08 AM
#1447 Posted 05 September 2010 - 09:57 AM
#1449 Posted 05 September 2010 - 01:14 PM
@ LeoD there is a bit of canyon , your leaving the city in this one
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#1450 Posted 05 September 2010 - 01:48 PM
Geoffrey, on Sep 5 2010, 01:57 PM, said:
Exactly, this is evidenced by the fact there are TONS of Doom mods trying to replicate the feel and look of Doom3.
#1451 Posted 05 September 2010 - 02:29 PM
Speaking of Doom I'd like to see the original Doom games given the same sort of treatment as Duke3D with Polymer. Their HRP isn't anywhere near polymer. It would be awesome if there was a HRP for Doom that had assets that looked sort of like this.
Heck, the doom spaced marine easter egg in the Polymer HRP needs a model like the doom marine model in that.
This post has been edited by Tetsuo: 05 September 2010 - 02:32 PM
#1452 Posted 05 September 2010 - 02:53 PM
#1454 Posted 06 September 2010 - 04:57 AM
Tetsuo, on Sep 6 2010, 08:29 AM, said:
Heck, the doom spaced marine easter egg in the Polymer HRP needs a model like the doom marine model in that.
Doom HRP is pointless now, since the release of Doom 3.
There are Doom 3 mods like "Doom 3 classic" or "Doom reborn" which brings the Classic Doom levels etc, to the Doom 3 engine ...
beats the hell out of the Doom HRP.
not sure if the mod is still going though.
http://www.youtube.c...h?v=YTXNRDa8cJg
This post has been edited by ozz: 06 September 2010 - 05:13 AM
#1455 Posted 06 September 2010 - 05:33 AM
#1456 Posted 06 September 2010 - 07:06 AM
Mblackwell, on Sep 6 2010, 06:33 AM, said:
This is right, I tried those mods for Doom 3 and it just isn't the same. So I would still like to see a Polymer style Doom 1 & 2.
#1457 Posted 06 September 2010 - 07:56 AM
Tetsuo, on Sep 7 2010, 01:06 AM, said:
Well yeah it is different, but when you think about it you have to take it away from its originality in some degree, otherwise it would look well odd graphic wise.
Not only that this mod was never finished. it would probably feel more oldschool if the HUD models were remade.
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Anyway this has nothing to do with Duke so who cares lol
This post has been edited by ozz: 06 September 2010 - 07:57 AM
#1458 Posted 06 September 2010 - 11:17 AM
I would like to have some more advanced animations for the alien, like how you see the alien descend with its tail from the cooling towers in Alien and others where they climb into airducts and stuff. If you have the time, talent and will - drop me a line at drfritzon@gmail.com !
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#1461 Posted 07 September 2010 - 05:16 AM
Tetsuo, on Sep 6 2010, 05:06 PM, said:
One can only wish, it'd probably take someone as good as Plagman to even attempt that kind of thing for GZDoom..
#1462 Posted 07 September 2010 - 10:35 PM
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#1463 Posted 08 September 2010 - 01:49 AM
Hopefully NightFright will add it to the DC HRP.
#1464 Posted 08 September 2010 - 06:38 AM
Ryan Cordell, on Sep 7 2010, 06:16 AM, said:
I'd like it in doomsday thanks... more cross platform.
#1465 Posted 08 September 2010 - 09:03 AM
Tetsuo, on Sep 8 2010, 04:38 PM, said:
But far less flexible for modification, IMO.
#1466 Posted 08 September 2010 - 10:25 AM
Ryan Cordell, on Sep 8 2010, 01:03 PM, said:
Agreed. o.o Having been dabbling in ZDoom/GZDoom the last month and a half or so, I do honestly see it as the closest thing Classic Doom1/2 has to EDuke32 in terms of editing and modification capability.
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#1467 Posted 08 September 2010 - 10:41 AM
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#1469 Posted 08 September 2010 - 01:44 PM
Ryan Cordell, on Sep 8 2010, 10:03 AM, said:
Well it is under heavy development at the moment and the next release is still in beta. But I'm sure it'll get there.
#1470 Posted 08 September 2010 - 09:24 PM
TX, on Sep 8 2010, 02:41 PM, said:
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For G/ZDoom users, "Wait for Doomscript" is probably the next incarnation of Duke Nukem Forever, if you get what I mean. >.>;
I hope I'm proven wrong by randy and the other coders on that, but at this point, I can't be too sure. <.<
Although to be fair on them, I was able to work with some RPG-ish elements on the small project I did for it and learned some things about ACS scripting while I was at it.
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This post has been edited by Lord Misfit: 08 September 2010 - 09:26 PM