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What are you working on for Duke right now?  "Post about whatever Duke related stuff you're doing"

User is offline   Stabs 

#1441

kinda, i still feel compelled to at least wrap it all up but also it all depends if they want to let you mod in DNF, otherwise ill keep it going for as long as possible, i love the build engine to much, and i have such a huge kit of extra resources now it will be hard to let go.
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User is offline   Danukem 

  • Duke Plus Developer

#1442

View PostDanM, on Sep 5 2010, 07:21 AM, said:

kinda, i still feel compelled to at least wrap it all up but also it all depends if they want to let you mod in DNF, otherwise ill keep it going for as long as possible, i love the build engine to much, and i have such a huge kit of extra resources now it will be hard to let go.


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.
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User is offline   LeoD 

  • Duke4.net topic/3513

#1443

View PostDeeperThought, on Sep 5 2010, 04:13 PM, said:

That looks great. Keep up the good work! Is your enthusiasm for making a modern looking Duke episode diminished by the prospect of DNF finally being released? I'm wondering if the modern Duke 3D stuff will still have a niche.

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.

View PostDeeperThought, on Sep 5 2010, 04:59 PM, said:

Another concern is, even if we do spend the time and make a modern Duke episode using Build, will anyone want to play it?

Yess! Count me in.

View PostDeeperThought, on Sep 5 2010, 04:59 PM, said:

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.

I hope that the Imperium guys consider this as well...

View PostDanM, on Sep 5 2010, 04:21 PM, said:

kinda, i still feel compelled to at least wrap it all up but also it all depends if they want to let you mod in DNF, otherwise ill keep it going for as long as possible, i love the build engine to much, and i have such a huge kit of extra resources now it will be hard to let go.

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

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User is offline   Danukem 

  • Duke Plus Developer

#1444

View PostLeoD, on Sep 5 2010, 08:47 AM, said:

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 fucked up once more IMHO.


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.
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User is offline   ReaperMan 

#1445

View PostDeeperThought, on Sep 5 2010, 01:36 PM, said:

Yeah, I'm afraid that DNF will be for Duke what Kingdom of the Crystal Skull was to Indiana Jones.


Don't remind me of the movie, i wish it never existed.
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User is offline   Jimmy 

  • Let's go Brandon!

#1446

I feel that Duke3D's community will only grow with the release of DNF.
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User is offline   Geoffrey 

#1447

Same here. Doom3 had no negative effect on the Doom community, if anything it seems that the overall interest in the vintage look of the game got increased because, if you'd want something cool and 3d, you could just play doom3.
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User is offline   Danukem 

  • Duke Plus Developer

#1448

Yeah, but Doom 3 was a really good game.
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User is offline   Stabs 

#1449

I get where your coming from DT, i'll make the most of my time but doubt ill hit 6 maps,maybe 5 max, I always have 50 shells in hell to fallback on if there is no need for DNE (id just love to do that as my own game)

@ LeoD there is a bit of canyon , your leaving the city in this one :D
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User is offline   Jimmy 

  • Let's go Brandon!

#1450

View PostGeoffrey, on Sep 5 2010, 01:57 PM, said:

Same here. Doom3 had no negative effect on the Doom community, if anything it seems that the overall interest in the vintage look of the game got increased because, if you'd want something cool and 3d, you could just play doom3.

Exactly, this is evidenced by the fact there are TONS of Doom mods trying to replicate the feel and look of Doom3.
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User is offline   Tetsuo 

#1451

I for one still look forward to the Polymer HRP being completed even though DNF is on its way.

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

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User is offline   Jimmy 

  • Let's go Brandon!

#1452

I doubt that'll happen. For the most part, most people in the Doom community are over the whole high resolution jazz.
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User is offline   Skulldog 

#1453

If 2K Games keeps their 2 cents out it just might.
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User is offline   Night Wolf 

#1454

View PostTetsuo, on Sep 6 2010, 08:29 AM, said:

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.


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

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User is offline   Mblackwell 

  • Evil Overlord

#1455

Doom has a completely different feel from Doom 3, level mods or no.
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User is offline   Tetsuo 

#1456

View PostMblackwell, on Sep 6 2010, 06:33 AM, said:

Doom has a completely different feel from Doom 3, level mods or no.

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.
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User is offline   Night Wolf 

#1457

View PostTetsuo, on Sep 7 2010, 01:06 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.


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. :D
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

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User is offline   Sebastian 

#1458

Another shot from Starbeast.
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 !

Posted Image
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User is offline   Lunick 

#1459

I cant wait for that mod
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User is offline   Sebastian 

#1460

Well I can't wait to be finished with it. :D
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#1461

View PostTetsuo, on Sep 6 2010, 05:06 PM, 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.


One can only wish, it'd probably take someone as good as Plagman to even attempt that kind of thing for GZDoom..
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User is offline   Geoffrey 

#1462

Cool shot Rusty! I can't wait for you to release it and for people to realize how awesome that mod is :D
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User is offline   Micky C 

  • Honored Donor

#1463

Finished adding polymer lights to the first level of Duke it Out in DC: http://www.youtube.com/watch?v=IfX8QZ1H5QU...e=youtube_gdata

Hopefully NightFright will add it to the DC HRP.
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User is offline   Tetsuo 

#1464

View PostRyan Cordell, on Sep 7 2010, 06:16 AM, said:

One can only wish, it'd probably take someone as good as Plagman to even attempt that kind of thing for GZDoom..

I'd like it in doomsday thanks... more cross platform.
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#1465

View PostTetsuo, on Sep 8 2010, 04:38 PM, said:

I'd like it in doomsday thanks... more cross platform.


But far less flexible for modification, IMO.
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#1466

View PostRyan Cordell, on Sep 8 2010, 01:03 PM, said:

But far less flexible for modification, IMO.


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. :D
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User is offline   TerminX 

  • el fundador

  #1467

It is the closest thing Doom has to EDuke32... and it's still light years away. I guess it's good for EDuke32 that anytime anyone requests any kind of advanced modification feature in ZDoom the answer is always "wait for Doom script," ZDoom's perpetually never materializing answer to things like Duke's CON files and QuakeC. :D
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User is offline   kenia 

#1468

@Rusty Nails: looks really cool
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User is offline   Tetsuo 

#1469

View PostRyan Cordell, on Sep 8 2010, 10:03 AM, said:

But far less flexible for modification, IMO.


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.
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#1470

View PostTX, on Sep 8 2010, 02:41 PM, said:

It is the closest thing Doom has to EDuke32... and it's still light years away. I guess it's good for EDuke32 that anytime anyone requests any kind of advanced modification feature in ZDoom the answer is always "wait for Doom script," ZDoom's perpetually never materializing answer to things like Duke's CON files and QuakeC. :D

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. :D

This post has been edited by Lord Misfit: 08 September 2010 - 09:26 PM

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