A bouquet for the Eduke Developers!
#1 Posted 28 August 2011 - 10:52 PM
Anyway, if it wasn't for the masterminds behind EDuke this game wouldn't be getting the well deserved attention it needs. EDuke has provided the community with countless hours of cheap entertainment and I believe I speak for everyone when I say this... The game looks great, plays great and we really appreciate it!Thanks again to a great bunch of smart guys who find time in their lives to keep us all entertained.
Feel free to contribute to this thread and let the developers know what a great job they are doing!
This post has been edited by Paul B: 28 August 2011 - 10:54 PM
#2 Posted 28 August 2011 - 11:41 PM
#3 Posted 28 August 2011 - 11:54 PM
This post has been edited by Tetsuo: 28 August 2011 - 11:54 PM
#4 Posted 29 August 2011 - 01:07 AM
This post has been edited by Hendricks266: 29 August 2011 - 01:07 AM
#5 Posted 29 October 2011 - 12:12 AM
Here are his instructions incase anyone is curious.
" I'll now create a step-by-step guide explaining how to make an area below a manhole, like in Helixhorned's example. I assume
you're already proficient in regular mapping.
1. Create the child sector where you want the manhole to be.
2. Highlight the sector with right-alt.
3. Hold control and press e. (This gives you the option to extend up or down)
4. We want to extend down so press z.
5. Hold control and press a so that in the bottom left of the screen it says something like "automatic grayout of plain sectors on" (you'll have to press it again if it says it's off) This allows you to edit the bunches seperately.
6. Either go into side view mode, and alter the player position by holding the middle mouse button and moving the mouse up or down OR press 'page down' a few times. Either way, the end result should look like the child sector you created now has a white boundary. This means you're working on the extension now.
7. Now you can treat the extension as the very first room you've made on a new map, and add sectors to the side of it. Make a sector all around it if you know how. You have just created a room under another room, where both can be seen at the same time. "
Can't wait to make a new map with ROR!
#6 Posted 29 October 2011 - 08:05 AM
And Helixhorned, I fell the need to say, I use mapster32 sometimes to get very detailed looks at models I am making. The 3d view looks better, draws faster, and is more easily navigated than any modeling program I've seen yet. Excellent!!
Also, I am grateful for you dedication to keeping to the intentions and ideals of Duke3D while constantly advancing, not an easy task at all.
#7 Posted 29 October 2011 - 08:47 AM
Drek, on 29 October 2011 - 08:05 AM, said:
Haha, you're (mis)using Mapster32 as a modelling tool? Sounds like fun! I admit I've been using its 2D mode as a simple vector drawing program on occasion.
Great to see TROR gaining momentum, too.
#8 Posted 19 May 2012 - 08:42 AM
You guys rock! Go Team Duke!
This post has been edited by Paul B: 19 May 2012 - 08:45 AM
#9 Posted 19 May 2012 - 10:46 AM
Paul B, on 19 May 2012 - 08:42 AM, said:
Go here = http://dukeworld.duk...ke32/synthesis/
if you follow the dates, 17 revisions took place from 12. May 2012 to 19 May 2012, and counting, the day ain't over yet.
the update for today is written here = http://dukeworld.duk...9/ChangeLog.txt
I should also, be more supportive, but a new game computer that can handle this engine costs like three big ones, so I rather wait for them to get done, especially polymer.
#10 Posted 19 May 2012 - 11:43 AM
#11 Posted 19 May 2012 - 12:29 PM
So yes, I still don't understand Paul B. 's post then (I read three it times now) and accept your interpretation.
[added]
I will read posts only at five in the morning, when I am awake! Don't ask, but I've got it.
This post has been edited by Hank: 20 May 2012 - 12:11 PM
#12 Posted 20 May 2012 - 06:14 AM
This post has been edited by James: 20 May 2012 - 06:16 AM
#13 Posted 21 May 2012 - 10:38 AM
James, on 20 May 2012 - 06:14 AM, said:
I thinks I will start using some of my server donations to fund eduke32 as well.
EDIT: Every bit helps.
This post has been edited by Cody: 21 May 2012 - 11:20 AM
#14 Posted 13 May 2013 - 08:18 PM
So to the Eduke team, your hard work will always be recognized and appreciated! Keep up the great work and thank you!
As for the Eduke Forums I've also noticed a big change in the way people conduct their posts and it's a very welcoming change which leads me only to believe the moderators are doing a great job too! You guys rock!
From the loyal fan club,
Paul
This post has been edited by Paul B: 13 May 2013 - 08:30 PM
#15 Posted 14 May 2013 - 04:46 AM
#16 Posted 14 May 2013 - 04:56 AM
Paul B, on 13 May 2013 - 08:18 PM, said:
Yes. Without EDuke32, there would be no Duke community out there. I looked up the latest revisions, a lot of work.
Thank you guys for being here through thick and thin.
Cheers
Hank
#17 Posted 14 May 2013 - 05:09 AM
This community is providing exactly what Gearbox failed to demonstrate with DNF: Caring for the product (even if it's not the own one in this case), listening to user feedback, staying in contact with everyone, being motivated and showing it, always looking for ways to push it further and further.
We can be glad to be blessed with such capable and talented people around here who help keeping the game alive, and it's now more important than ever because we STILL have to wait for a worthy Duke3D successor. And it's not just the guys working on the port, it's also the modders (just consider latest DNF 2013 release), the artists (for HRP), coders, etc etc. It's a pleasure being here.
This post has been edited by NightFright: 14 May 2013 - 05:10 AM
#18 Posted 14 May 2013 - 06:11 AM
NightFright, on 14 May 2013 - 05:09 AM, said:
#19 Posted 14 May 2013 - 07:17 AM
Heck, if it had some post-processing, it could look current-gen.
I'd have lost interest in modding if it wasn't for EDuke32
This post has been edited by Diaz: 14 May 2013 - 07:20 AM
#20 Posted 31 May 2013 - 02:39 AM
I love the high resolution modes and the eduke32 system ; I would never get back to the game without it.
But mappers nowadays give a sense to this work : new releases are the best way to thanks this team beside the words.
And... I don't care the game dates from 1996 because the incredible work done allows us to do incredible things with it. It's the only game accessible for such a personalisation, modding, considering other engine games are often far more complex and need sometimes über powerful machines and recent ati cards... while you can just create your own personal game with duke... in peace.
That was my thoughts of the day.
This post has been edited by David B.: 31 May 2013 - 02:41 AM
#21 Posted 31 May 2013 - 06:57 AM
#22 Posted 04 July 2016 - 09:16 PM
I just wanted to bump this thread again because I felt it is well overdue. I know this last year has been a challenging year for many, whether it is complications with development, family life, other commitments, distractions or critics like myself. However, in the end you have triumphed! You guys continue to be pillars of the community who have been there through thick and thin. You have over come countless challenges and are still able to make steady and solid progress.
I just want to refresh this thread again to say thank you for all you do! Thank you for your passion, hard work and devotion to the project. Most importantly, thank you for having an open ear to the Duke community and accepting and working with us even though we may come across as arrogant, impatient, naïve, or frustrated. With each release there is always noticeable improvements! Congratulations Terminx, Hendricks, Plagman, & Helix!! ! May you continue to strive forward with success in everything and anything you do!
Happy 4th of July! Cheers !!!!
This post has been edited by Paul B: 05 July 2016 - 09:03 PM
#23 Posted 04 July 2016 - 10:33 PM
Also nice to see EDuke is partially what keeps the community alive, the community on other games of that time isn't as alive such as Doom or the first Quake, or Redneck Rampage ... But I don't mind since my favorite of all is the most alive one of the bunch ^^
I know it's not related (or not entirely) and it wasn't made for it but I retroactively (and timidly) dedicate my 2 Duke fanarts (old) to you guies for this thankies occasion !
Duke Planem :
Plane it out in DC :
This post has been edited by TheDragonLiner: 04 July 2016 - 10:34 PM
#24 Posted 04 July 2016 - 11:04 PM
#25 Posted 04 July 2016 - 11:14 PM
I was amazed when the first HRP came out, then I was amazed again when Polymer came out, and now I can't wait to put my hands on PolymerNG. Sadly, my video cards were always outdated.
I've played every stock level with DukePlus with enemy random attributes at 20 (try it for the ultimate experience), played every map of the Addon Compilation (even though I already played half of those back in the years).
I don't know what made Duke3D the game that it is, but sure I'm not alone in loving it. Great job devs. I'm a developer too, and I can see the enormous amount of work put into the project, from the raw code to the coordination, from the map makers to the art designers.