Duke Nukem Zero Hour for Eduke32
#1 Posted 02 November 2012 - 04:37 PM
How would you feel if something like that actually came true, and had a first person view option (with it's own models designed specifically for that)?
Would you want that to happen? Fans would finally be able to make something out of a game in the series besides Duke Nukem 3d, and most likely a PC version would perform better (in regards to controls and graphics). Basically, would the Duke community be interested or not?
Again, no technological conversation over software/hardware needed, just a simple Yes/No with an explanation for why/why not.
EDIT: Technological conversations allowed, but please don't come here explaining how it's impossible, because it is actually not impossible, especially don't say anything about the tech if you've never actually tinkered with it.
This post has been edited by gerolf: 03 November 2012 - 06:26 AM
#2 Posted 02 November 2012 - 04:50 PM
#4 Posted 02 November 2012 - 05:01 PM
That being said, If it were done I would like to see someone change the movement mechanics of Eduke to play a little differently in first person. I like it when things aren't quite the same mechanically if it isn't supposed to be the same game, for some reason.
This post has been edited by Bloodshot: 02 November 2012 - 05:02 PM
#5 Posted 02 November 2012 - 05:02 PM
#6 Posted 02 November 2012 - 05:12 PM
Bloodshot said:
DNZH had it's own kind of movement mechanics that could easily be implemented into Eduke32 (in fact it already has in some projects)..
NUKEMDAVE said:
Yes, but those games would need a serious overhaul of the BUILD engine.. Though EDuke32 has many features that those games had, I think it would take 100x the amount of work it would take to make DNZH... DNZH used the BUILD engine anyways.
#7 Posted 02 November 2012 - 05:25 PM
EDIT: I had no idea it was on the N64. I used to have one of those...
Shit, that was a lot of years ago.
This post has been edited by Tea Monster: 02 November 2012 - 05:29 PM
#8 Posted 02 November 2012 - 08:35 PM
gerolf, on 02 November 2012 - 05:12 PM, said:
It's been pretty conclusively shown that although ZH used the Build map maker, it used a completely different custom engine that only shows similarities with build because the maps are also 2.5D.
#9 Posted 02 November 2012 - 08:48 PM
This is all just me talking, but maybe really soon I will look deeper into DNZH, and maybe return with some great news, or just a disappointment. You'll find out if I ever find out for myself
Anyone who thinks that TTK and LOTB should be converted... That would take WAY longer not only because of what I stated above, but because the physics of the game are like Tomb Raider, think of how the controls would be in first person! DNZH has the potential of being a FPS, just check out the multiplayer, all that's required is some weapon models for that.. So if I did get anywhere, my first concern would be to get the original game working with EDuke32, then I'd worry about the first person mode..
This post has been edited by gerolf: 02 November 2012 - 08:52 PM
#10 Posted 02 November 2012 - 09:01 PM
#11 Posted 02 November 2012 - 10:01 PM
#12 Posted 02 November 2012 - 10:34 PM
#13 Posted 02 November 2012 - 10:49 PM
#14 Posted 03 November 2012 - 12:29 AM
#15 Posted 03 November 2012 - 01:37 AM
#16 Posted 03 November 2012 - 01:39 AM
s.b.Newsom, on 02 November 2012 - 10:01 PM, said:
You don't even need to mention that. If a mod was created, it would have the F7 to change the view mode.
Micky C, on 03 November 2012 - 12:29 AM, said:
Kinda, here is the answer I got from Beacham when I contacted him back them:
We actually used it [Build] to make maps for Duke Nukem: Zero Hour too, although with custom functionality added by our coders
So I guess it would be possible to convert those maps to Eduke32, but they wouldn't work perfectly. For example, if I am not wrong many of the "3D model sprites" have different values for the width and lenght of the collision boxes, while Duke 3D only has one value.
#17 Posted 03 November 2012 - 06:24 AM
One would be the easiest way (but may not be possible), the other would be the recreate the maps as accurately as possible.
The graphics could probably be ripped, even though I know of nobody doing so.. I say this because for a whole decade everyone thought no one could rip graphics from DNTM, but somebody did recently..
Something like this would take years to finish, similar to how your Duke 64 project, Fox.. It takes time to make absolute perfection for this type of thing, because you're not trying to "make your own thing" you're trying to take a game, and bring it somewhere else
#18 Posted 03 November 2012 - 06:48 AM
#19 Posted 03 November 2012 - 01:18 PM
Fox, on 03 November 2012 - 01:39 AM, said:
I think the engine would be fairly simple to extend to support more collision shapes.
#21 Posted 03 November 2012 - 04:20 PM
I'm going to play through the game again, and then maybe in the next few months, I will have some great news.
#22 Posted 03 November 2012 - 04:29 PM
#23 Posted 03 November 2012 - 04:38 PM
icecoldduke, on 03 November 2012 - 04:29 PM, said:
Wouldn't even bother trying to hack the models in their native format into Eduke. I'd just use a screen grabber to pull the models out of the game via emulator and then re-texture them using Project 64's ability to dump textures.
Music should be a piece of cake, the soundtrack is floating around in it's complete form as a miniusf and mp3.
Sounds on the other hand might be a bit trickier (I've never been able to get them out of the rom before.)
The biggest pile of work will be the coding. All the weapons, items, monsters. Plus cinematics.
#24 Posted 03 November 2012 - 04:43 PM
Commando Nukem, on 03 November 2012 - 04:38 PM, said:
Music should be a piece of cake, the soundtrack is floating around in it's complete form as a miniusf and mp3.
Sounds on the other hand might be a bit trickier (I've never been able to get them out of the rom before.)
The biggest pile of work will be the coding. All the weapons, items, monsters. Plus cinematics.
Your plan is way easier , I haven't ripped n64 stuff, I just assumed there wouldn't be a"out of the box" way to convert those models into anything useful.
This post has been edited by icecoldduke: 03 November 2012 - 04:45 PM
#25 Posted 03 November 2012 - 05:41 PM
This post has been edited by gerolf: 03 November 2012 - 05:41 PM
#26 Posted 03 November 2012 - 07:38 PM
This post has been edited by Captain Awesome: 03 November 2012 - 07:38 PM
#28 Posted 03 November 2012 - 07:57 PM
Captain Awesome, on 03 November 2012 - 07:38 PM, said:
I've never had any luck getting any of the sounds to come straight out of the rom. Not with the tools that were available at the time.
Was able to rip the Duke 64 lines no problem, though.