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Duke3d - Build2 project  "announcement on the start"

User is offline   Devastator 

#1

Hey all! its absolutely amazing to see forum still alive (after what 15 years break?)
As i was living under the rock, only now i found that Ken has released Build2 in 2011

so far i was able to update its source to later direct X version and make it compilable.
Turned out it has innate support for duke3d maps, with few tweaks.

So im starting it as public project to remake duke3d on top of build2, spice it up with better scripts and etc.
LINKS:
Github
Discord

Ken's Build2

Whats also important - ive overcome my social avoidance and sent letter to Ken to aid the effort, but if you have direct contact with him, please ping him somehow, ty!
Everyone is more than welcome to join, as time is quite a luxury nowadays, project demands more hands and brains.

Here are few screens to start the saliva secretion:
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User is offline   MrFlibble 

#2

Good luck!
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User is offline   Phobos 

#3

Damn the lighting looks awesome!
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User is online   Phredreeke 

#4

I like the fact that you are doing this yourself, as opposed to dropping the idea for someone else to do it.

I recall Ken used a fair amount of assembly optimizations, are you refactoring those to C code?
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User is offline   Devastator 

#5

View PostPhredreeke, on 11 October 2025 - 05:53 AM, said:

I like the fact that you are doing this yourself, as opposed to dropping the idea for someone else to do it.

I recall Ken used a fair amount of assembly optimizations, are you refactoring those to C code?


Hey, thanks)
Surprisingly they do still work, and i only needed to update some directx definitions to get it going on windows 11.
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User is offline   Dan 

#6

So what's the advantage of playing Duke 3D on Build2?
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User is offline   Devastator 

#7

 Dan, on 11 October 2025 - 05:49 PM, said:

So what's the advantage of playing Duke 3D on Build2?

As i see it:
1. Lighting and sector over sector support
2. possibility to make game scripts more easily as game will be ported to evaldraw scripting
to me it will be extension of game engine allowing to make much more interesting maps - thats my motivation here.
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User is offline   JAB4 

#8

Hello, can you please create a source copy of the engine? Ken's Site is down sometimes.
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User is offline   Devastator 

#9

 JAB4, on 16 October 2025 - 07:07 AM, said:

Hello, can you please create a source copy of the engine? Ken's Site is down sometimes.

Hey! Its already in git)
Im slowly working on it, now it can import original duke maps with missing data, like tags and sprite angles.
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User is offline   JAB4 

#10

View PostDevastator, on 16 October 2025 - 11:51 AM, said:

Hey! Its already in git)
Im slowly working on it, now it can import original duke maps with missing data, like tags and sprite angles.

I want to join the project. Sended you a pm.
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User is offline   Devastator 

#11

Project update 10/23/2025

After few weeks playing around with evaldraw, it prooved to be very suboptimal choice to make a runnable game.
For that reason i was fiddling with raylib and 'ta-da!' got very small working proto based on build2 map core.
what i have now is much better in future but a couple of step backwards since it will take some time to set up rest of rendering.

Raylib + Imgui + Build2 mini video

jic, join discord to chat, im there most of the time: Discord
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#12

May I ask you a question? Is this user here, Spider-Man/Anthony Marelli (not dox, he spammed his name when he was involved with DNF Restoration Project before he was unceremoniously kicked off) involved with Build 2 at all?
https://x.com/MannyC...409232098529535

I ask because he was and stlll is one of the biggest pests to ever grace the duke community as a whole and you'd be well advised to remove him from your team immediately.
Anthony was kicked off DNFRP when he repeatedly kept insisting to put open world style sidequests while doing no effort of his own and then later repeatedly getting into fights with nu3dr staff by reposting leaked dms.
After that, he went to the duke4 discord server and spammed a leak of the dnfrp story script while also threatening to kill himself claiming harassment from dnfrp that likely never happened (anthony has been noted to be a liar as well, as you'll see below)
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and even faking his own suicide on twitter (he posted an image of him with a medical tag which was likely tied to a brain mri he needed to do, if you atempt suicide, medical staff are obligated to remove EVERYTHING from you, so there's no way in hell he took a mobile picture of himself):
https://x.com/MannyC...681415565709769

He's also used the death of HL2's art director, Viktor Antonov to shill his own asset flip HL2 ripoff called Chemical Burn, evidence:
https://vxtwitter.co...509289114157479

Generally was an asshole overall, harassing New Blood, Duke4, DNFRP, been banned from multiple communities due to his behavior, says he's creating content but actually is just telling people what to do, etc. The list is rather long.
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User is offline   Reaper_Man 

  • Once and Future King

#13

Yeah that guy is a psycho, I remember the name from that Chemical Burn thing earlier this year. It's safe to assume he isn't officially involved with any project on any capacity.

This post has been edited by Reaper_Man: 26 October 2025 - 08:24 PM

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User is offline   oasiz 

  • Dr. Effector

#14

Hey, a familiar name!

Good luck with the project! :)

I think with Duke it's probably a good idea to also not aim for 1:1 faithful accuracy and just aim to get it working well with the real experience intact.
Duke is so full of hacks that re-creating it all in another scripting engine is just asking for trouble.. kind of like emulation speed hacks which get you 75% there but anything more will enter the territory of perpetual regression.
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User is offline   Devastator 

#15

Hey all!
Thank you for support, i responded in private to some latest messages; - i judge people by consistency of their words and actions, if there will be trouble, it will be dealt with.
You can join discord as well)
But today im here to tease for a bit and show you what i got.
1. Dumb map renderer - not a Ken's one, but one that renders everything correctly.
2. ported old duke code to be compilable with modern C, and seems like game core WITH CONS is working.
(i know that maybe this was already done by someone, but that sweet coding experience won't grind itself)

That means that all the mods that were done over the years should be able to run in new engine.

I also got reply from Ken, and he confirmed that having evaldraw as main game engine was not a good idea so the inital pain for setting it up feels worthy.

Goals are still in crystallization phase, but overall - i aim for engine that will be able to run all old games that can convert to ken's map format. and also spice the mapping up by cool tricks from my sleeve (portals, free geometry, Ken's Light, Voxels, you name it)

Screens: those are two separate projects atm, so map is 'lunar Reactor', not warp factor :P
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This post has been edited by Devastator: 06 November 2025 - 01:52 PM

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