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From an idea guy to a pratical guy.  "Discutions regarding my mod (Rise of Duke Nukem)."

User is offline   eniojr 

#1

A lot has changed since the last time I posted here... Before, I was more of an idea guy (I say something and others would do it), but now that I'm working on my mod, I'm more practical than idealistic. Let's say the mod I'm working on (Rise of Duke Nukem, for now) is more or less how I wanted the game to be, with a setting that mixes a 90s context with a post-apocalyptic cyberpunk futuristic setting. Because of this, it will have textures from other cyberpunk futuristic games, like Blam! Machinehead, MDK, POD, and maybe others in the genre, as well already has textures of ROTT, SW and Dark Forces.

I don't care anymore about a new game for the franchise; what matters to me now is being able to make a cool mod that's worth playing. Let's say that what I think is missing from the original game I'm putting into my mod. I'm doing my best regarding originality, like that HUD with Duke's head talking that I made, traps, flying platforms, etc. If I improve a little more in terms of CON scripts, I'm sure I'll make a decent mod. As I'm starting to work better with textures, over time I'll replace textures from other mods with new ones, making it more personal and not just a copy of other mods, as it should be. Currently, my mod is a mix of Dukeplus, Kickass, and some leftover Legacy elements, but I've already made a lot of modifications.

Regarding the Kickass weapons, over time they will be replaced with others from other games like Dark Forces, ROTT, etc. For example, that heavy machinegun weapon (from Kickass) will be replaced by the MP40 of ROTT. I just got the Kickass features because I wanted that mod's weapon architecture (similar to Half-Life) instead of Legacy's or Vanilla Duke, for example. Same for the items, some might be modified too in the future. I might even add one or too, maybe. But weapon modifications will be one of the last things I'll do, due to complexity of scripts related to that. So until that happen, new images and videos might still have Kickass weapons, sorry for that...

Although this combination of mods was quite difficult for a beginner in scripting, it ended up working, so I hope to receive some recognition for it, for such effort. Therefore, if I post videos and images of my mod in the future and still have elements from a well-known mod like Alien Armageddon, eventually those textures will be replaced with something different, even if it's only slightly different.

As for the CON codes, since thay are a mixture of other mods and my modifications, I'll give credits for who did them.

I've come to the conclusion that if I really want something for the franchise, I have to do it myself, and not wait for others to do it for me!

That's why I'm making this mod. To try to enhance Duke Nukem 3D in some way or another, in my way.

For now, the development of my mod is in a halt. But I will return to developing it in the near future.

I'm currently testing some games to see what parts of them I can incorporate into my mod.

One of the most difficult things is finding a tool that allows me to do 2D reconstructions of an image from different angles, since I'm not good at working with 3D models. If I can get this tool, it will greatly speed up the creation of new textures or even the creation of new actors like people and enemies (which will make it easier to replace textures from some mods I borrowed to have something to work with). Since I haven't found a solution yet, for now I'm resorting to AI for this, unfortunately (because most of the time it doesn't do it the way I want and I end up having to do a lot of retouching). As you can see, I'm having a lot of trouble with my mod; it's not easy, far from it to be quite honest.

I hope I have clarified my situation and the development of my mod.

Maybe soon I'll post some images of videos of it, to show the ongoing progress. But that will also take some time.

Before posting new images and videos, I want to finish a lot of things that needs to be fixed.

This post has been edited by eniojr: Yesterday, 12:17 PM

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