Duke4.net Forums: E3 2001 Trailer: 4K Remake - Duke4.net Forums

Jump to content

Page 1 of 1
  • You cannot start a new topic
  • You cannot reply to this topic

E3 2001 Trailer: 4K Remake

#1

Phew, done! I remade the entire E3 2001 trailer of Duke Nukem Forever with the leaked 2001 build. More details in the description box on YouTube. I'm going to catch some sleep now. XD


25

#2

View PostBurning Fish, on 22 May 2022 - 02:27 AM, said:

Phew, done! I remade the entire E3 2001 trailer of Duke Nukem Forever with the leaked 2001 build. More details in the description box on YouTube. I'm going to catch some sleep now. XD

Said it earlier on YT, but awesome shit my man!
1

#3

Awesome : D
Well done good job sir!
0

#4

Wow, this is REALLY fucking good!

I left a comment on the video where I left some info for a fixed version since you mentioned wanting to do one later, but I think it got eaten by the spam filter. Here's a basic rundown:

  • The proper E3 version of the guy being chased by the Octabrain into the tripmines is present in the build, in the SC_E3_TurretStrat map. It has a single tripmine instead of several, just like the trailer.
  • If you use the August build, that guy shouldn't be randomly infected by a snatcher either.
  • The worm facility shuttle sequence has some transparency bugs in the October build (note the green screen panels), they work fine in the August build.
  • I think there's a fix for the broken face and chest textures on the mechanic in the DNF Discord, I could be misremembering but there are two models with that issue and I know at least one got fixed.
  • The road texture on the toll booth map is missing, as is the office door on the "man at door" map, but I probably didn't need to point those out. Hopefully fixes for those will come soon.
  • You can prevent the bleeding-out EDF soldier from randomly turning his body to face you by using the "invisible 1" cheat code before getting near him (I assume that's why the camera has him out of shot)


This post has been edited by TheZombieKiller: 22 May 2022 - 04:57 AM

4

User is offline   Malgon 

#5

I was actually thinking about this a few days ago and wondering how long it would take for someone to do it, and obviously not long at all! Really great work! B)
0

#6

Thank you! This is exactly the kind of information I was looking for. I'm going to recapture some scenes already. :)

  • The man chased by the Octabrain is also infected for me in the August build. Is it random where I can load the map multiple times and he won't be infected by chance?
  • Do you have a link to the Discord server for me?




View PostTheZombieKiller, on 22 May 2022 - 04:40 AM, said:

Wow, this is REALLY fucking good!

I left a comment on the video where I left some info for a fixed version since you mentioned wanting to do one later, but I think it got eaten by the spam filter. Here's a basic rundown:

  • The proper E3 version of the guy being chased by the Octabrain into the tripmines is present in the build, in the SC_E3_TurretStrat map. It has a single tripmine instead of several, just like the trailer.
  • If you use the August build, that guy shouldn't be randomly infected by a snatcher either.
  • The worm facility shuttle sequence has some transparency bugs in the October build (note the green screen panels), they work fine in the August build.
  • I think there's a fix for the broken face and chest textures on the mechanic in the DNF Discord, I could be misremembering but there are two models with that issue and I know at least one got fixed.
  • The road texture on the toll booth map is missing, as is the office door on the "man at door" map, but I probably didn't need to point those out. Hopefully fixes for those will come soon.
  • You can prevent the bleeding-out EDF soldier from randomly turning his body to face you by using the "invisible 1" cheat code before getting near him (I assume that's why the camera has him out of shot)


0

#7

View PostBurning Fish, on 22 May 2022 - 05:01 AM, said:

Is it random where I can load the map multiple times and he won't be infected by chance?

It's deterministic. He'll always be infected in the October build, never infected in the August build. If he's infected you might be accidentally running the October build still.

View PostBurning Fish, on 22 May 2022 - 05:01 AM, said:

Do you have a link to the Discord server for me?

https://discord.gg/eRWJPe2WTx

This post has been edited by TheZombieKiller: 22 May 2022 - 05:14 AM

0

User is offline   nino76 

#8

At the end of the video, you could change "When its done" to "2022" and ... send the video to the past, to 2001, so the fans would be surprised
0

#9

View PostTheZombieKiller, on 22 May 2022 - 05:10 AM, said:

It's deterministic. He'll always be infected in the October build, never infected in the August build. If he's infected you might be accidentally running the October build still.


Yes, I just had the August hack installed instead of the actual build.
He's uninfected now, but now I have this issue with transparency. I tried the D3D8Wrapper and DXVK and the issue persists. Do you have any ideas perhaps?

Attached thumbnail(s)

  • Attached Image: Transp.jpg

0

#10

View PostBurning Fish, on 22 May 2022 - 06:50 AM, said:

Yes, I just had the August hack installed instead of the actual build.
He's uninfected now, but now I have this issue with transparency. I tried the D3D8Wrapper and DXVK and the issue persists. Do you have any ideas perhaps?

Unfortunately I don't think there's any fix for the transparency issues with decals in the August build, however I did manage to fix the map so that he's no longer snatched in the October build: SC_E3_TurretStrat.dnf
0

#11

View PostTheZombieKiller, on 22 May 2022 - 07:15 AM, said:

Unfortunately I don't think there's any fix for the transparency issues with decals in the August build, however I did manage to fix the map so that he's no longer snatched in the October build: SC_E3_TurretStrat.dnf


Awesome! Thanks!
0

User is online   Phredreeke 

#12

Hi, I wondered how long it would take for someone to remake the trailer using the leaked build.

The first thing that stood out to me was the fake widescreen effect on the nuke logo, I’d suggest manually editing it to be more seamless
Second, I’d suggest resizing the HUD in the Duke3D footage until it fits the width of the screen
Third, I feel certain scenes like the one with the trapped casino girl have a bit too much of a blue cast. For that particular shot I’d also suggest overlaying a heavily blurred image at low opacity to simulate a heat effect. Here’s a mock-up I did

https://media.discordapp.net/attachments/974189682130837544/977955715815735346/IMG_0521.jpg

This post has been edited by Phredreeke: 22 May 2022 - 07:33 AM

0

#13

View PostPhredreeke, on 22 May 2022 - 07:28 AM, said:

Hi, I wondered how long it would take for someone to remake the trailer using the leaked build.

The first thing that stood out to me was the fake widescreen effect on the nuke logo, I’d suggest manually editing it to be more seamless
Second, I’d suggest resizing the HUD in the Duke3D footage until it fits the width of the screen
Third, I feel certain scenes like the one with the trapped casino girl have a bit too much of a blue cast. For that particular shot I’d also suggest overlaying a heavily blurred image at low opacity to simulate a heat effect. Here’s a mock-up I did

https://media.discordapp.net/attachments/974189682130837544/977955715815735346/IMG_0521.jpg


Good suggestions, thanks!
3

User is offline   Yatta 

  • Pizza Lawyer

  #14

This is the greatest thing I have seen come out of the leak so far. Just amazing, amazing work. Great job Burning Fish.
3

#15

View PostYatta, on 22 May 2022 - 04:41 PM, said:

This is the greatest thing I have seen come out of the leak so far. Just amazing, amazing work. Great job Burning Fish.


Thank you! :)
0

User is offline   zwieback 

#16

This is impressive! Very nice work :) Thank you for your hard work on that!
1

#17

Thank you all for the kind words!
I need some help. I'm working on a v1.1 version of the trailer where I try to fix the most obvious, if not all, graphical glitches.

As you can see in the screenshots, this is the segment where Duke shoots an enemy sniper's head off. The map is AB_Sniper.
When I hit the trigger, the snipers always appear without a visible weapon for me. If you look closely at the screenshots, you can also see their laser sights aiming in a completely different direction. I tried giving the snipers other weapons in the editor but this didn't help.

Is there someone here who can help me with this issue? It's one of the most glaring (no pun intended) errors in the trailer right now.

Attached thumbnail(s)

  • Attached Image: Sniper1.jpg
  • Attached Image: Sniper2.jpg

1

User is offline   TerminX 

  • el fundador

  #18

Do they spawn with a weapon in the August build? Unfortunately, some of these issues are probably related to various things being at an interim point of development when these snapshots of the game were taken. Another issue is with the scene where the pig cop breaks down the door that the police officer is trying to hold closed--the most glaring issue is the texturing on the guy's nose, but the door itself is missing its texture entirely, displaying the default UE1 texture in its place.

I wonder if this NPC's weapon was removed when she was reused in that control room before the talk show segment... I think this is fixable as far as making it work for your trailer recreation goes, but it's something someone will have to mod in.

Btw, thank you so much for putting the effort into recreating the trailer. It seriously almost brought a tear to my eye. Man I miss being a kid.
2

#19

View PostTerminX, on 24 May 2022 - 11:58 AM, said:

Do they spawn with a weapon in the August build? Unfortunately, some of these issues are probably related to various things being at an interim point of development when these snapshots of the game were taken. Another issue is with the scene where the pig cop breaks down the door that the police officer is trying to hold closed--the most glaring issue is the texturing on the guy's nose, but the door itself is missing its texture entirely, displaying the default UE1 texture in its place.

I wonder if this NPC's weapon was removed when she was reused in that control room before the talk show segment... I think this is fixable as far as making it work for your trailer recreation goes, but it's something someone will have to mod in.

Btw, thank you so much for putting the effort into recreating the trailer. It seriously almost brought a tear to my eye. Man I miss being a kid.



You're ever so welcome!
Yeah, they do the same thing in the August build.

This one and the issue with the untextured door and the mechanic's face are the ones I would love to get fixed. The door in that map has a complicated (at least, to me) system to change the door's state when the pig cop is bashing it. So it's not just selecting the surface and applying the texture, alas.
I'm trying to get in contact with Shivaxi on the DNF discord. He has done some mods on DNF2001 already and most likely has the knowledge to fix these things.
Thanks for the reply!
0

#20

Aight! I fixed the most obvious graphical glitches (with some help from Shivaxi with that untextured door) and I'm ready to release v1.1 of my remake. I consider this my definitive version.



V1.1 CHANGELOG
OPENING TITLES
- Fake widescreen in Nuke logo removed.
- Duke Nukem 3D widescreen HUD now horizontally fills the whole screen.

BOAT THROUGH BUILDING
- Turret-fire now more in sync with soundtrack.

SHUTTLE RIDE
- Computer screens are properly rendered.

TOLLBOOTH SCENES
- Road is textured.

SNIPER
- Target now holds a weapon.

FLASHLIGHT SCENE
- Hair zombiegirl and flashlight bug fixed.

CASINO GIRL SCENE
- Casino girl doesn't blink anymore when saying "We're all gonna die". She doesn't blink in the original trailer and this hides a rendering bug in her right eye.
- Door textured and rendering bugs security guard fixed.

GENERAL TALK
- No more extreme camera shake during alien mothership destroying building.

HEY PAL
- Character against the wall is no longer staring at the player.

MOTORCYCLE SLIDE
- Slightly more spectacular now.

MAN CHASED BY OCTABRAIN
- Number of laser-tripmines is one (like in the original trailer) instead of three in v1.0.
- The man is no longer possessed.

EDF COMBAT THROUGH SHELF
- Hit feedback (red screen) no longer there.

MINE CART RIDE
- No more extreme camera shake.
- Hit feedback (red screen) no longer there.

SHIP BOMBING LADY KILLER
- No more extreme camera shake.

SOLDIER STANDING UP
- He is now properly possessed.

LAST JETSKI'S SCENE
- Now zooms in like in the original trailer.

GUS IN STRIPCLUB
- Laser lights are now visible.
- Stripper's boob now properly clips through her arm. An essential feature sorely missed by Joe Siegler in v1.0.
5

Share this topic:


Page 1 of 1
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks not owned by Voidpoint, LLC are the sole property of their respective owners. Play Ion Fury! ;) © Voidpoint, LLC

Enter your sign in name and password


Sign in options