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Exploring Duke Nukem 3D XBLA

User is offline   Tea Monster 

  • Polymancer

#91

Yeah, make sure you post a few in the DNF sewer, sorry, I meant to say forum, stating that you don't have caller ID on your phone.

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

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User is offline   Night Wolf 

#92

Any news on that source code?
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User is offline   TerminX 

  • el fundador

  #93

Nope, let it be known that Broussard completely blew me off.
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#94

Where my lawyers at?
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User is offline   Omni 

#95

This blatant violation written with a decent summery and a link to this thread would get more views in the submitted stories on Slashdot, would help if it was on the front page of Duke4 also.
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User is offline   Night Wolf 

#96

That motherf*cker
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User is offline   RazorZ 

#97

View Postozz, on Aug 5 2010, 10:18 AM, said:

That motherf*cker


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... :)
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User is offline   Tea Monster 

  • Polymancer

#98

+1 for slashdot.
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User is offline   Hendricks266 

  • Weaponized Autism

  #99

View PostRazorZ, on Aug 5 2010, 02:44 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... :)

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.
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User is offline   Tea Monster 

  • Polymancer

#100

View PostHendricks266, on Aug 5 2010, 09:12 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.

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

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User is offline   SwissCm 

#101

View PostTea Monster, on Aug 6 2010, 03:23 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.

Except XNA is C# only and incredibly strict in what you can and cannot do.
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User is offline   Gambini 

#102

View PostTX, on Jul 31 2010, 03:20 PM, said:

Nope, let it be known that Broussard completely blew me off.


I have special interest by this subject. Keep us aware of any new please.
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User is offline   TerminX 

  • el fundador

  #103

Anyone feel like making a good page comparing the binaries from XBLA Duke and JFDuke3D? Something with some good screenshots of hex editors showing identical strings, etc would be good. Clearly, JonoF already confirmed that they used the code but some comparisons for Slashdot would help.
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User is offline   Hendricks266 

  • Weaponized Autism

  #104

Currently only you, I, and IIRC one other person has access to more than what I uploaded publicly for legal reasons. Not saying I won't, it will go on my list, but don't expect it (too) soon.

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

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User is offline   ReaperMan 

#105

View PostRazorZ, on Aug 5 2010, 03:44 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... :)


You would get banned instantly if you played online, but it might work for system link multiplayer.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#106

If by any chance it uses the same system as current Duke does, this is, a false multiplayer game, which actually little information is shared beetween machines, them you might only get out of sync.
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User is offline   Tea Monster 

  • Polymancer

#107

If it's possible to extract sections of actual source code, then if they ripped off our game code in general, then can't we return the favour and yoink their multi-player and embedded video systems?
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User is offline   TerminX 

  • el fundador

  #108

The client/server multiplayer code I wrote for EDuke32 is much more advanced than anything in the XBLA version of Duke. In fact, the code I replaced when I wrote the new system was also more advanced than XBLA Duke. The video playback is likely via some built in 360 APIs.
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#109

At the very least we should rip their Atomic logo animation and use it for the HRP once something is finally created to replace the ANM files.
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User is offline   Hendricks266 

  • Weaponized Autism

  #110

I already did that.

original files
OGG Theora (+Vorbis) conversions
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#111

View PostHendricks266, on Aug 8 2010, 06:59 AM, said:


My offer of $100 still stands to who ever adds support for Theora to eduke32.
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User is offline   NNC 

#112

View PostDeeperThought, on Jun 8 2010, 10:29 PM, said:

So of all the bugs they could have easily fixed (e.g. some monsters not resuming normal behavior after being shrunk), the only thing they changed was giving the player 5 health for a drink of water instead of 1. If they were going to do that, they should also have limited it to MAXWATERFOUNTAINHEALTH instead of MAXPLAYERHEALTH (as in DP), because it's lame to be able to restore full health from drinking toilet water.


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.
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User is offline   Hendricks266 

  • Weaponized Autism

  #113

I added webm/VP8 conversions as well. If anyone knows how to adjust quality settings for webm in FFmpeg, please tell me.

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

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User is online   Danukem 

  • Duke Plus Developer

#114

Obviously. he meant to type "idiotic" and made a typo. That's no reason to shit on the thread.
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User is offline   Hendricks266 

  • Weaponized Autism

  #115

http://hendricks266..../d3dxbla/JonoF/

I made a few evidence shots of strings from the executable.

This is pretty damning:

Posted Image
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#116

Apparently JonoF is mentioned in the credits for the XBLA port: http://www.mobygames...ukem-3d/credits
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User is offline   Hendricks266 

  • Weaponized Autism

  #117

Did XBLA use Polymost?
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User is offline   Plagman 

  • Former VP of Media Operations

#118

I don't know, but it's easy to verify unless they made extensive modifications to the code to make it look less obvious. I suspect if it was using Polymost, a lot of people would have noticed it and I would have heard about it by now.

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.
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User is offline   ReaperMan 

#119

View PostHendricks266, on Aug 14 2010, 04:30 PM, said:

Did XBLA use Polymost?


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

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User is offline   TerminX 

  • el fundador

  #120

View PostPlagman, on Aug 14 2010, 02:01 PM, said:

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.

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.
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