Exploring Duke Nukem 3D XBLA
#91 Posted 24 June 2010 - 06:16 AM
Keep us informed!
OMG! Just noticed that picture, ITS THE STAY-PUFT MARSHMALLOW MAN!!!
This post has been edited by Tea Monster: 24 June 2010 - 06:18 AM
#95 Posted 31 July 2010 - 12:17 PM
#97 Posted 04 August 2010 - 11:44 PM
ozz, on Aug 5 2010, 10:18 AM, said:
Hey, I got a crazy idea (but it might work). If the XBOX Live Arcade version of Duke Nukem 3D has completely the same kind of files (like some .cons and .grp), why couldn´t we just modify these files (like add new levels, art etc.) and then, play it on Xbox 360? Not sure about the maps, though, how they work...
#99 Posted 05 August 2010 - 09:12 AM
RazorZ, on Aug 5 2010, 02:44 AM, said:
That's a bright idea, but unfortunately you lack the understanding that currently people can't repack and resign packages for use inside the XBOX 360, and even if that would happen, they would have to either hack their system and risk getting banned from XBOX Live or do some crazy shit with their hard drive to get it back in there.
#100 Posted 05 August 2010 - 09:23 AM
Hendricks266, on Aug 5 2010, 09:12 AM, said:
There is a game developement package called XNA, which allows you to develop code to run directly on the X-Box. Last time I checked, which was a few years ago, it was free, and you could run your code that you developed on the PC on your X-Box. So, if you knew your C++ and learned the app, and they haven't restricted the licence, it should, all theoretically be possible.
This post has been edited by Tea Monster: 05 August 2010 - 09:24 AM
#101 Posted 05 August 2010 - 04:25 PM
Tea Monster, on Aug 6 2010, 03:23 AM, said:
Except XNA is C# only and incredibly strict in what you can and cannot do.
#102 Posted 05 August 2010 - 06:18 PM
TX, on Jul 31 2010, 03:20 PM, said:
I have special interest by this subject. Keep us aware of any new please.
#103 Posted 05 August 2010 - 06:29 PM
#104 Posted 05 August 2010 - 07:14 PM
If anybody else wants to try, extract it from your XBOX 360 using some method or go download a scene release of this and use Le Fluffie, XeXtool, and XeXtractor to dig away.
This post has been edited by Hendricks266: 05 August 2010 - 07:14 PM
#105 Posted 06 August 2010 - 03:13 PM
RazorZ, on Aug 5 2010, 03:44 AM, said:
You would get banned instantly if you played online, but it might work for system link multiplayer.
#106 Posted 06 August 2010 - 05:01 PM
#107 Posted 07 August 2010 - 12:44 AM
#108 Posted 07 August 2010 - 02:22 AM
#109 Posted 07 August 2010 - 05:32 AM
#110 Posted 07 August 2010 - 10:59 AM
#111 Posted 07 August 2010 - 11:10 AM
Hendricks266, on Aug 8 2010, 06:59 AM, said:
My offer of $100 still stands to who ever adds support for Theora to eduke32.
#112 Posted 07 August 2010 - 11:56 AM
DeeperThought, on Jun 8 2010, 10:29 PM, said:
Very good points. I don't understand how Broussard and co. can be this idiot. They clearly don't care shit about their game's fans.
#113 Posted 07 August 2010 - 07:14 PM
Theora produces better quality video, which is especially noticeable with the 3D Realms logo (look at the glow). Both codecs use Vorbis audio, but since the ANMs are disjointed from the audio, I encoded it separately, which could be muxed in later.
BTW, the numbers on the OGG stuff are quality settings. The higher, the better.
I also added a batch file to extract the audio stream from the nuke logo. According to FFmpeg, it is:
Input #0, asf, from 'nuke.wma': Metadata: WM/EncodingSettings: Lavf52.78.0 Duration: 00:00:05.65, start: 3.100000, bitrate: 299 kb/s Stream #0.0: Audio: wmapro, 44100 Hz, stereo, flt, 384 kb/s
Unfortunately, I can't get it to play in anything other than FFplay.
This post has been edited by Hendricks266: 07 August 2010 - 07:15 PM
#114 Posted 11 August 2010 - 09:26 AM
#115 Posted 14 August 2010 - 11:49 AM
I made a few evidence shots of strings from the executable.
This is pretty damning:
#116 Posted 14 August 2010 - 12:04 PM
#118 Posted 14 August 2010 - 01:01 PM
Anyway, it seems like some people who don't understand the situation are blowing this a little out of proportion. The XBLA port does use the codebase from JonoF's port and nobody's trying to hide that fact. That's why JonoF is listed in the credits and JonoF and Ken were approached by George Broussard when development started on the XBLA port. However nothing ever came out of that and the situation hasn't been resolved to the best of my knowledge. That means some work that was originally licensed under the GPL by JonoF, some engine work by Ken and possibly some minor patches by others that JonoF might have accepted and ended up in the re-used code are being distributed as binary and without a GPL notice. That definitely calls for a resolution of the issue, but keep in mind the copyright holders in this case are JonoF and Ken and having their licenses enforced is eventually up to them.
#119 Posted 14 August 2010 - 01:49 PM
Hendricks266, on Aug 14 2010, 04:30 PM, said:
No, its the same classic render.
Edit: I just thought about something, is it possible the reason GB isn't releasing the source code is because Microsoft doesn't want them too. Microsoft is very serious when it comes to people modding on the Xbox 360.
This post has been edited by ReaperMan: 14 August 2010 - 02:01 PM
#120 Posted 14 August 2010 - 02:01 PM
Plagman, on Aug 14 2010, 02:01 PM, said:
It's a little bit more than that. I submitted enough patches to JFDuke3D to get my name added to the credits screen; the fact that they removed all GPL notices and all visible traces of who actually developed it, barring a misspelling of JonoF's name, is total copyright infringement. And, honestly, I cared less before Broussard pretended to care about resolving it and blew me off.
Now I kind of feel like I personally have an axe to grind. No matter the scale, the simple facts are 3DR took GPL code I wrote, removed the copyright notice from it, removed my name from it, built it into a closed binary, sold it and made money off it, and then dicked me around when I got irritated and wanted to resolve the situation. Fuck that.