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Duke Nukem 3D: Atomic Edition and Shadow Warrior Complete listed in Steam Database

User is offline   termit 

  • General Arcade

#181

Greetings gentlemen,

Let me clarify some things about Duke Nukem 3D+.

Source code
The source code will be released a week after game available in Steam. I don't know where you guys get an idea that we will not open sources. We opened a source code of Shadow Warrior for iOS and we will open source a code of DN3D.
About sources of XBLA version: I don't know why it was not released, but if you want I can try to convince 3D Realms to release it and volunteer myself to prepare it for public release.

Why JFDuke?
We had only two option what we can use as base for DN3D+: EDuke32 and JFDuke. There were couple of reasons to pick JFDuke. The main one is that JFDuke is simpler, because it have less features, so code base is much smaller, smaller code base - much easy to maintain it. Yes, JFBuild has a lot of issues, but we already were familiar with most of them during our work on Shadow Warrior for iOS. We have fixed lot of things and also end up rewriting keyboard/mouse support.

DN3D+ vs EDuke32
DN3D+ is not created to compete with EDuke32, it's different products. DN3D+ is for people who is looking for click-and-play solution. Others, who want to get extra features and ready to spend some time, they will take a GRP file and download Eduke32 + HRP + some modes + etc. I also don't mind to promote EDuke32 on DN3D+ Community Hub. We can put there tutorials how to use GRP files from DN3D+ and play them with EDuke32 and HRP.

Profit for duke4.net community?
TerminX was talking something about GOG commissions they are getting from ads on duke4.net. Valve soon will release open store platform, with that thing it will be posible to get commission from DN3D+ sales. We also will be glad to help promote community maps, mods, projects on DN3D+ Community Hub even if those are not compatible with DN3D+.

DRM
There is no DRM in DN3D+. The only thing for DN3D+ you need to launch Steam, because it's use Steam api for achievements, cloud and etc. But you don't need to login to your steam account to launch it, there is no account lock. And of course no need to launch Steam for dosbox version, which is also bundled in DN3D+.

Other things
- Yes, you can navigate through DN3D+ menu with mouse and keyboard. Later we will add Steam Big Screen support and you will be able to play it with PS3/XBOX360 controllers.
- Initial release will not have multiplayer. Later we'll add multiplayer using Steam api.
- We don't know if we gonna support Steam Workshop, for this it may require to backport some feature from EDuke32, we need to think about it.

We want to deliver good product for casual/mid-core gamers and also give some value to the community. Thanks.
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User is offline   Spirrwell 

  • tile 1018

#182

So uh Lunick... cross compatible with Linux or Mac? Do you know?

Edit: @Lunick, I went right to sleep after I posted this and I apparently posted this one minute later after he did, I must've been still typing. I'll read what he said now.

This post has been edited by Spirrwell: 02 March 2013 - 05:29 AM

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User is offline   Micky C 

  • Honored Donor

#183

Wow, I didn't know General Arcade was involved with the project. That makes me more optimistic about the quality of the release (and maybe a good port of Duke 3D to iOS Posted Image ), as well as having the source released.

Can't wait to (hopefully) have the features like xbox controllers and mouse navigation added to eduke32.
If you can convince 3DR to release the source for Duke 3D XBLA then you'll be the hero of everyone around here. It sure would be cool to have things like that rewind feature as an eduke32 option.
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User is offline   Lunick 

#184

View PostSpirrwell, on 02 March 2013 - 01:27 AM, said:

So uh Lunick... cross compatible with Linux or Mac? Do you know?


Why are you asking me when General Arcade is right there ahahaha. I know the game will launch with Steamplay Windows/Mac and I think Linux was a later option, dunno about that.

View PostThe Big Cheese, on 02 March 2013 - 01:35 AM, said:

Wow, I didn't know General Arcade was involved with the project.


I wasn't sure if I was allowed to say if General Arcade was working on it, that's why I scrolled down on that credits screenshot. :P

Edit: And I must say, General Arcade does take feedback well from what the testers say :D

This post has been edited by Lunick: 02 March 2013 - 01:44 AM

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User is online   fgsfds 

#185

Wow. When it's going to be released? Approximately at least.

This post has been edited by fgsfds: 02 March 2013 - 02:07 AM

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User is offline   Hendricks266 

  • Weaponized Autism

  #186

I've gotta say, thanks for spelling JonoF's name correctly. :P

(XBLA port did not.)
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User is offline   Player Lin 

#187

DRM arguments, hmm...
It reminded me about the Serious Sam 2 re-release on Steam, it still the retail version of SS2 with 2.070 patch pre-installed, changing 2K to devolvers logos from the intros, and you can run it directly without Steam running at all.(But no any Steamworks shit on it, of course.)

I failed to see those arguments about it's use JFDuke port, because when Duke3D+ comes out, someone will find a way to take its Duke3D.GRP out and get the eduke32 to run it if he wants. And it will be more ways to get that main data out. If user wants, it still possible to run eduke32 with Duke3D+'s GRP.
Seriously, is that JFDuke port really a damned problem? :D

Really nice to heard about the "Profit for duke4.net community" part. :P

This post has been edited by Player Lin: 02 March 2013 - 03:05 AM

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User is offline   Lunick 

#188

View PostPlayer Lin, on 02 March 2013 - 03:03 AM, said:

I failed to see those arguments about it's use JFDuke port, because when Duke3D+ comes out, someone will find a way to take its Duke3D.GRP out and get the eduke32 to run it if he wants. And it will be more ways to get that main data out. If user wants, it still possible to run eduke32 with Duke3D+'s GRP.
Seriously, is that JFDuke port really a damned problem? :P


I am so confused, the grp file has no DRM on it what so ever. It's sitting in a sub folder in the Duke Nukem 3D+ directory and can easily be moved/copied to a eduke32 directory to be used with eduke32...
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User is offline   MetHy 

#189

You know what would be really cool?

An in-game usermap section. By clicking on "single player" and then "usermap" players can directly download maps and play them. Imagine this with a rating system, and a search feature (search by score, author name, map name, release date).

I guess this is a big dream and would take a lot of time to code but it would be the best feature ever.

In any case I hope you're keeping the JFDuke feature that lets you launch usermap from your harddrive directly through in game menu.

A small question: I haven't touched JFDuke in ages, are maps that go beyond the old 1024 sectors limit playable in JFDuke and thus DN3D+ by now?

P.S : please fix the weapons position in widescreen

This post has been edited by MetHy: 02 March 2013 - 05:25 AM

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User is offline   Kathy 

#190

View PostMetHy, on 02 March 2013 - 05:15 AM, said:

P.S : please fix the weapons position in widescreen

I wonder what's devastator's position in widescreen.
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User is online   fgsfds 

#191

Quote

By clicking on "single player" and then "usermap" players can directly download maps and play them.

Steam Workshop.

But will be maps, that were made in latest mapster32 builds, compatible with jfduke?

This post has been edited by fgsfds: 02 March 2013 - 05:40 AM

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User is offline   Spirrwell 

  • tile 1018

#192

Well I guess I'll reiterate my question to GeneralArcade... Cross compatible with Linux or Mac? Do you know? I believe the original version of JFDuke3D was compatible natively with Linux, and now that we have Steam For Linux, there's no real reason not to. Somebody else would probably port it anyway... I guess that's the beauty of open source.

This post has been edited by Spirrwell: 02 March 2013 - 10:11 AM

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User is offline   Radar 

  • King of SOVL

#193

View PostGeneralArcade, on 02 March 2013 - 01:26 AM, said:

About sources of XBLA version: I don't know why it was not released, but if you want I can try to convince 3D Realms to release it and volunteer myself to prepare it for public release.


Yes please.


Multiplayer added in, no DRM, updated JFDuke3D source port, inclusion of all three expansions, promotion of other source ports and mods/maps, ability to move GRP file, no need to log in to Steam to launch it, etc.

Guys, it looks like they're doing this the right way.
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User is offline   Sangman 

#194

Yeah if it's not too expensive I'll probably buy it.
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User is offline   Radar 

  • King of SOVL

#195

Oh heck yeah. I might hesitate at first if it's a little pricey, but once the multiplayer is released I'm buying it.
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User is offline   Spirrwell 

  • tile 1018

#196

Well if it's open source, do you even need to buy it to get the source port? Can't you just get the source and compile it?
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User is offline   Sangman 

#197

That's actually a pretty good point :P
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#198

View PostSpirrwell, on 02 March 2013 - 10:37 AM, said:

Well if it's open source, do you even need to buy it to get the source port? Can't you just get the source and compile it?

Yes, but it still would be missing other forms of content such as new images, etc. Freedoom is basically the Doom source code compiled with new content replacing the wad files.
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User is offline   Spirrwell 

  • tile 1018

#199

View PostFox, on 02 March 2013 - 12:08 PM, said:

Yes, but it still would be missing other forms of content such as new images, etc. Freedoom is basically the Doom source code compiled with new content replacing the wad files.

But if there's not going to be an HRP and the only thing that's updated is the HUD then there's not going to be much new "content" the practical stuff stuff like the community hub or even multiplayer when it's developed should still be hard coded.

This post has been edited by Spirrwell: 02 March 2013 - 12:14 PM

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User is offline   thatguy 

#200

View PostGeneralArcade, on 02 March 2013 - 01:26 AM, said:

- We don't know if we gonna support Steam Workshop, for this it may require to backport some feature from EDuke32, we need to think about it.


I don't think it should be all that hard. From what I understand there shouldn't be all that much work just to get the Workshop running. Installing a map doesn't require any hard coding to get working.

Then again, how would one work with custom textures, tcs, etc. IF JFDuke or EDuke can be modified to support 'Folder Based Mods', then that should be a done deal. Self contained content in a folder non-intrusive to the core structure.

I've never gotten EDuke source setup before so haven't gotten dirty with any Duke source content. Maybe someday or when you guys release the source code.

This post has been edited by s.b.Newsom: 02 March 2013 - 12:17 PM

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User is offline   Juras 

#201

gimme dedicated servers and im buying it blindly!

This post has been edited by Juras: 02 March 2013 - 12:36 PM

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User is offline   MusicallyInspired 

  • The Sarien Encounter

#202

Very nice. Most of my fears are alleviated. I'm just worried that they'll never get to the things they have planned for the future. Hopefully they do. Thanks for the info, General Arcade.
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User is offline   Hendricks266 

  • Weaponized Autism

  #203

View PostGeneralArcade, on 02 March 2013 - 01:26 AM, said:

We can put there tutorials how to use GRP files from DN3D+ and play them with EDuke32 and HRP.

I think it would be a simple addition to EDuke32 for us to check if Duke3D+ is installed (to the default path at least, hopefully "C:\Program Files\Steam\steamapps\common\duke3d+" or something similar without the user account name) and automatically add the folder to EDuke32's data paths. (We could and should do the same with the GOG release.)
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User is offline   Lunick 

#204

View PostCathy, on 02 March 2013 - 05:34 AM, said:

I wonder what's devastator's position in widescreen.


Just because one weapon looks weird in widescreen, doesn't mean they all do. http://imgur.com/a/jVydg

View Postfgsfds, on 02 March 2013 - 05:36 AM, said:

Steam Workshop.But will be maps, that were made in latest mapster32 builds, compatible with jfduke?


I doubt that maps made in mapster32 that break the limits of the original game will work in this port but who knows.

View PostRadar, on 02 March 2013 - 09:52 AM, said:

Yes please.Multiplayer added in, no DRM, updated JFDuke3D source port, inclusion of all three expansions, promotion of other source ports and mods/maps, ability to move GRP file, no need to log in to Steam to launch it, etc.Guys, it looks like they're doing this the right way.


Steamworks is a DRM. No one here has said you can't move the grp file, they could only lock it by putting it in another file or the exe.
I'm not sure what General Arcade is on about at the moment but currently, you do need Steam to launch this. Maybe it is a planned feature...

View PostSpirrwell, on 02 March 2013 - 10:37 AM, said:

Well if it's open source, do you even need to buy it to get the source port? Can't you just get the source and compile it?


That's the thing though, General Arcade will only be able to release the parts of the source where Steamworks hasn't touched. They're not allowed to leave any parts of Steamworks in the source code so it depends how deep Steamworks is integrated with multiplayer.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#205

View PostLunick, on 02 March 2013 - 04:59 PM, said:

Just because one weapon looks weird in widescreen, doesn't mean they all do. http://imgur.com/a/jVydg

Okay, so it's not that bad. I suppose the pistol is aligned to the right because of the reloading animation... Eduke32 has made the clever decision of only aligning it to the right when reloading. :P

My Doom+ joke still stands, since the Super Shotgun has a missing border to the left, so the entire animation of it would be aligned to the left all time...

This post has been edited by Fox: 02 March 2013 - 05:08 PM

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User is offline   Plagman 

  • Former VP of Media Operations

#206

View PostLunick, on 02 March 2013 - 04:59 PM, said:

I doubt that maps made in mapster32 that break the limits of the original game will work in this port but who knows.


They should; the map format with the improved limits came from JfBuild, not EDuke32.
1

User is offline   Lunick 

#207

View PostPlagman, on 02 March 2013 - 05:11 PM, said:

They should; the map format with the improved limits came from JfBuild, not EDuke32.


Thanks, I had no idea :P
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User is offline   Jimmy 

  • Let's go Brandon!

#208

It took me like ten minutes to make widescreen compatible weapon art.
1

User is offline   Lunick 

#209

Here you go, same resolution as Duke Nukem 3D+ and I went and took a snapshot in about the same place:

Duke 3D+ http://imgur.com/a/jVydg vs. eduke32 http://imgur.com/a/pyRni

Mainly, what you can tell is that the weapons have been extended over the HUD in Duke Nukem 3D+ so it looks like some weapons have moved but they are still in the same place, no the pistol though.

EDIT: And here, you can have it with no HUD too:

Duke 3D+ http://imgur.com/a/nVAJ1 vs. eduke32 http://imgur.com/a/sQaWP

Note that everything is still Beta :angry:

This post has been edited by Lunick: 03 March 2013 - 01:30 PM

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User is offline   Player Lin 

#210

View PostHendricks266, on 02 March 2013 - 02:55 PM, said:

I think it would be a simple addition to EDuke32 for us to check if Duke3D+ is installed (to the default path at least, hopefully "C:\Program Files\Steam\steamapps\common\duke3d+" or something similar without the user account name) and automatically add the folder to EDuke32's data paths. (We could and should do the same with the GOG release.)



How about a option for just copy it to the eduke32 installation, and it won't cause some possible stupid long path/directory name problems. :angry:
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