Duke Nukem 3D: Atomic Edition and Shadow Warrior Complete listed in Steam Database
#242 Posted 06 March 2013 - 09:54 AM
Cody, on 06 March 2013 - 07:44 AM, said:
EDIT: How has Lunick and NUKEMDAVE got beta? access to this.
Devolver posted on Twitter that they needed Duke Nukem fans for something. I missed responding to the tweet by a few minutes as they deleted the tweet and wrote something like 'That's enough Duke fans for now' and I asked about and they asked for my email.
And that's about it, I'm sure you can guess the rest.
#243 Posted 06 March 2013 - 11:11 AM
Well to me it seems Lunick has been the only "sane" Duke player to get a hold of the beta.
#244 Posted 06 March 2013 - 05:31 PM
Things take time, making the engine work, integrating Steamworks features, fixing fan issues like the Pistol I have full trust with General Arcade that they will make Duke Nukem 3D+ work and Shadow Warrior Classic+.
#245 Posted 06 March 2013 - 05:35 PM
Cody, on 06 March 2013 - 11:11 AM, said:
Waiting on DNF damaged me.
I finished playing through everything last night without any problems. I haven't tried it yet, but I'm sure I could add a high resolution texture or load a custom map pretty easily.
Edit: Yep, I got a different map to load fine. I tried a ROR map, too, but it didn't work at all.
This post has been edited by NUKEMDAVE: 06 March 2013 - 07:30 PM
#247 Posted 06 March 2013 - 08:36 PM
Captain Awesome, on 06 March 2013 - 08:28 PM, said:
I thought someone said it might work. Anyway, it just freezes the menu. I guess I can try replacing a sprite or texture next.
#248 Posted 06 March 2013 - 08:56 PM
Captain Awesome, on 06 March 2013 - 08:28 PM, said:
A feature that should be added to Duke3D+ because its awesome.
#249 Posted 06 March 2013 - 09:10 PM
#250 Posted 07 March 2013 - 01:25 PM
"The expansions included are Duke Caribbean: Life's a Beach, Duke It Out in DC, and Duke: Nuclear Winter. Should hit Steam this month!"
https://twitter.com/devolverdigital
#251 Posted 07 March 2013 - 03:36 PM
This post has been edited by Jinroh: 07 March 2013 - 03:37 PM
#254 Posted 07 March 2013 - 04:52 PM
Speaking of, nobody's answered my question regarding whether this will be released on Linux\OS X. I really only care about Linux, but you get my point.
#255 Posted 07 March 2013 - 05:25 PM
And there's more where that came from. I have the alien and weapon sounds, too.
#256 Posted 07 March 2013 - 05:38 PM
#257 Posted 07 March 2013 - 05:59 PM
NUKEMDAVE, on 07 March 2013 - 05:25 PM, said:
>Video<
And there's more where that came from. I have the alien and weapon sounds, too.
And I'm pretty sure I said to you that if they had this stuff, we would probably have Plug N Pray as well
Also Spirrwell, I'm pretty sure Linux support is coming later after release.
This post has been edited by Lunick: 07 March 2013 - 06:04 PM
#258 Posted 07 March 2013 - 06:04 PM
Radar, on 07 March 2013 - 03:58 PM, said:
Well they're not really adding anything inherently "new" enough at least to me to consider it a Duke3D+, besides Steam fluff. HD HRP would be nice though the one we got going on here is great btw.
#259 Posted 07 March 2013 - 06:05 PM
#260 Posted 07 March 2013 - 06:15 PM
Spirrwell, on 07 March 2013 - 04:52 PM, said:
I'm being sarcastic. They were pimping OpenGL like it's some kind of a notable feature. We've had OpenGL Duke ports for ten years.
Lunick, on 07 March 2013 - 05:59 PM, said:
You can easily rip these sounds from the disc. I've always wondered if they really were higher quality or not.
#261 Posted 07 March 2013 - 06:36 PM
Jinroh, on 07 March 2013 - 06:04 PM, said:
The reason no one is seeing this as + is because you are all comparing it to eduke32. You are meant to be comparing this to the original exe. That's what makes it a +, all these things were not in the original release...
NUKEMDAVE, on 07 March 2013 - 06:05 PM, said:
Captain Awesome, on 07 March 2013 - 06:15 PM, said:
General Arcade: We have all these sound files we ripped from the PS1 version of the game | We have all these sound files received from a fan/external resource
3D Realms: Unless is comes from us, no
General Arcade: Oh
^That's what I imagine happens.
#262 Posted 08 March 2013 - 04:14 AM
Lunick, on 07 March 2013 - 06:36 PM, said:
Haha fair enough, though we could also compare it to Duke N64, XBLA, Duke iOS/Android, etc. if we're talking about polygonal engine with texture filtering. I just meant that in the official ports the only thing we've not really seen is an HRP.
This post has been edited by Jinroh: 08 March 2013 - 04:18 AM
#263 Posted 08 March 2013 - 04:18 AM
Jinroh, on 08 March 2013 - 04:14 AM, said:
How long did it take for our HRP to reach a complete standard as in every texture replaced? I think a proper HRP would take more than the 4 months that this port has been worked on and not all that time would be contributed to a HRP either. Duke Nukem 3D+ HRP release 2014?
This game doesn't need one, it is perfect
This post has been edited by Lunick: 08 March 2013 - 04:19 AM
#264 Posted 08 March 2013 - 04:40 AM
Lunick, on 08 March 2013 - 04:18 AM, said:
This game doesn't need one, it is perfect
Yeah, it just seems like a missed opportunity when you could have some good artists working full time to get an HRP made in a relatively short amount of time. 3DR, Devlover, etc probably don't wanna pour too much into this though.
Yeah, our HRP though was made by gifted people working in what little spare time they had, a bunch of artists working full time would have sped things up I think.
Oh well though, at least all the hard work by the HRP team isn't obselete.
BTW Lunick, since you're the liaison, this doesn't have any odd bits of censorship like the iOS port does it? Like the statue women in Raw Meat wearing bikinis or anything does it? I always thought that was peculiar.
#265 Posted 08 March 2013 - 04:48 AM
Spirrwell, on 07 March 2013 - 05:38 PM, said:
#266 Posted 08 March 2013 - 05:28 AM
#267 Posted 08 March 2013 - 06:18 AM
Lunick, on 08 March 2013 - 04:18 AM, said:
Well, they could add in the ability of importing high resolution textures\models. Seeing as how the code already exists in EDuke32, it shouldn't be too complicated to port it over. If I'm talking nonsense let me know, I'm a bit too tired to tell.
#268 Posted 08 March 2013 - 06:33 AM
Jinroh, on 08 March 2013 - 04:40 AM, said:
I would never diss the work put in by the HRP team, it is amazing what some of the textures and whatnot look like. It's just not for me I guess though. As for a bunch of artists working full time to speed things up, General Arcade is two (three?) people. I'll just leave that there.
Nothing is censored, even the parental lock isn't in the menu. I do remember that port though, pretty strange of them to do that.
Spirrwell, on 08 March 2013 - 06:18 AM, said:
I haven't attempted doing it myself but the original JFDuke was capable of doing it wasn't it? I'm not sure if it would work the same anymore because the file structure for this is pretty different from any Duke port I have seen.
#269 Posted 08 March 2013 - 07:42 AM
Lunick, on 08 March 2013 - 06:33 AM, said:
Yeah they're not large, but if whoever was footing the bill (3DR? Devolver?) was serious, could always get a few contractors or whatever to throw in there and help them out. Like I said though, they probably don't wanna fork out the cash for such a thing, when they'll surely still make a buncha cash.
Great to hear they didn't make any questionable changes here at least, no point in censoring tasteful nudity.
This post has been edited by Jinroh: 08 March 2013 - 07:48 AM