Duke Nukem Forever 1998-2003 Homebrew Remake [POLL]
#91 Posted 27 January 2013 - 04:15 AM
1. If you want to get away from a Duke Nukem 3D mod feel, perhaps it's best not to use Duke 3D assets.
2. The HRP has a license which forbids the use of the assets in other games and engines, so Lordareon you're going to have to take them out.
#92 Posted 27 January 2013 - 04:48 AM
Micky C, on 27 January 2013 - 04:15 AM, said:
1. If you want to get away from a Duke Nukem 3D mod feel, perhaps it's best not to use Duke 3D assets.
2. The HRP has a license which forbids the use of the assets in other games and engines, so Lordareon you're going to have to take them out.
I've used the HRP models just for mockup purposes, just to get an idea, i dont plan to stick with them
#93 Posted 27 January 2013 - 04:50 AM
fatfat1, on 27 January 2013 - 03:52 AM, said:
Thanks
i have done only the map, Shotgun and PigCop are borrowed from HRP just for sketching purposes
#94 Posted 27 January 2013 - 06:07 AM
#95 Posted 27 January 2013 - 06:28 AM
#96 Posted 27 January 2013 - 07:12 AM
#97 Posted 27 January 2013 - 07:34 AM
#98 Posted 27 January 2013 - 12:06 PM
Gambini, on 27 January 2013 - 07:12 AM, said:
This decision should have been made before posting screenshots to advertise get attention as well.
#99 Posted 27 January 2013 - 12:23 PM
#100 Posted 27 January 2013 - 12:54 PM
#101 Posted 27 January 2013 - 08:05 PM
i HAVENT done the map, he came with the engine, ill ask the author if i can use in the game, if he dont allow ill you it as inspiration anwyay.. the model of duke are a custom model for quake 3.. i hope that this skin doesnt have License Problems
here it is




then again im not advertising the project im jsut trying to show for those who want to see, the progress of it.. hopefully get a team member maybe
#102 Posted 27 January 2013 - 08:09 PM
#103 Posted 27 January 2013 - 08:15 PM
Micky C, on 27 January 2013 - 08:09 PM, said:
Im not a modeler, im sorry while i cant get a modeler, ill have to live with the models i find on the web maybe as placeholders till i get some serious ones.. the progress i mean is putting everything together.. i've recompiled the source, change some weapon behaviours, been editing the menus, removing the original engine maps, etc to get ready for the production... the "progress" is just how much is reminding (at least to me) DNF...
im just one by the way.. the Screenshots is jsut to get us excited and give motivation.
The engine is Sauerbraten, it allows the creation of maps easier more like worldcraft than having to model almost every bit of the level as was in unity
#104 Posted 27 January 2013 - 08:16 PM
I like you. You´re a funny guy
This post has been edited by Gambini: 27 January 2013 - 08:16 PM
#105 Posted 27 January 2013 - 08:21 PM
#106 Posted 27 January 2013 - 08:25 PM
How old are you?
#108 Posted 27 January 2013 - 09:12 PM
#109 Posted 27 January 2013 - 10:05 PM
Lordareon, on 27 January 2013 - 09:12 PM, said:
People are mocking you because they feel like you're jumping the gun quite a bit in this game's "development". This is the stage where you tell nobody anything and try to create something tangible (of your own work) that you can ultimately show people as an actual working demo, or at least a number of created assets, for your game. Instead, you're touting it as if it's off to a great start already by showing pictures of things you haven't even created, and only a simple test area of the stadium, not even in the 2001 DNF game as we know it, with no working gameplay or even a model of the Cycloid. This isn't even alpha material. In short, you're jumping the gun and we all see it. I know you're excited but just calm down a bit and wait until you've got a lot more work under your belt before going public with something like this. If you want respect and interested attention for your project you need to earn it, and so far you're not going about it terribly well. You might even come to realize that it's far more work than you realized (you will) and ultimately give up (you just might). I know I have many times. As have many others. It's just not as easy as you're making it out to be and that's why we're all not taking you very seriously about it. I admire your passion to get it done, but prove yourself first then come talk to me. And no that isn't going to happen overnight.
So, it's a mess. Fix it.
Gambini, on 27 January 2013 - 08:25 PM, said:
Heh, ironically that's the one part about this project that actually resembles the 2001 DNF perfectly.
This post has been edited by MusicallyInspired: 27 January 2013 - 10:06 PM
#110 Posted 28 January 2013 - 12:02 AM
Lordareon, on 27 January 2013 - 09:12 PM, said:
Let me explain why. You aren't showing much effort to begin with. Don't take that personally, but your usage of mock ups and other peoples maps to demonstrate a "DNF feel" is a bad idea... If you want to make this happen, you're going to have to put on your A game. Not steal other assets. Even if it's temporary.
I think one thing you should do for starters is collect all the media from the early DNF versions as a base-line. Study them, see how things were coming together. Then, work on the outline. Then start building some bare bones levels, use free assets from providers (don't steal assets that are clearly from other games, just free things like cars or various props you might need.). Once you've got something that actually looks like a game in development, then you might be able to convince some people with experience in modeling and texturing to come on board.
Check out the Eduke32 mods section here. There's a couple threads (stickied) that have links to websites offering free resources that you could use as standins without making it look like you're stealing other peoples assets.
#111 Posted 28 January 2013 - 03:10 AM
This post has been edited by Lordareon: 28 January 2013 - 03:15 AM
#112 Posted 19 February 2013 - 03:09 AM
Keep with it and let us know when you get some progress.
#113 Posted 19 February 2013 - 05:12 AM
#114 Posted 19 February 2013 - 06:15 AM
One thing to check with an engine, is it's user community. You may be scared to death of getting to grips with UDK or Cryengine, but think that there is a huge user community, and thus lots of tuts and general help available. So if you don't know how to do something in your target engine, you may find UDK easier, in that there is generally more help available to fix the problem then there would be with something smaller and more niche.
Also, remember you will have to do stuff like have your camera get closer to the floor (for the shrink ray). Is that easy to do in Sauerbraten?
#115 Posted 19 February 2013 - 07:07 AM
In regards to what you say about engines and user community. Source is definetely the one that moves masses (from modern engines, that´s it). Just look at Moddb. How many Source mods get started and get finished in comparision to mods for other engines. UDK and Crytek3 are visually superior. But seeing how hardly anybody has ever released something worth using them makes me think they´re shit hard for doing things like programming enemies and such.
#116 Posted 19 February 2013 - 07:11 AM
#117 Posted 19 February 2013 - 09:15 AM
Achenar, on 19 February 2013 - 07:11 AM, said:
The last time I played a text adventure (OMG, I just figured out how long this is ago) ended like this:
[...]
# A robot attacks you.
> shoot
# shoot what?
> shoot robot
# shoot robot with what?
> f*ck
# You can't.
> @+ö#>^!
# You have been killed by a robot.
#118 Posted 19 February 2013 - 03:05 PM
#119 Posted 19 February 2013 - 03:12 PM
LeoD, on 19 February 2013 - 09:15 AM, said:
The last time I played a text adventure (OMG, I just figured out how long this is ago) ended like this:
[...]
# A robot attacks you.
> shoot
# shoot what?
> shoot robot
# shoot robot with what?
> f*ck
# You can't.
> @+ö#>^!
# You have been killed by a robot.
I guess an Oxford comma would have made my post a bit more clear.
#120 Posted 19 February 2013 - 03:50 PM
Gambini, on 19 February 2013 - 05:12 AM, said:
Surely the game geometry wouldn't just consist of cubes. Such an engine would be pretty useless, and I don't think anyone's designed one like that since Wolfenstein 3D.
From what I can understand, the level editor is like a 3D Build engine, where you can make "sectors" on the floor/ceiling and also out of the walls! You can then lift these objects out into open space.
Here's how you can make slopes:
Here's how you can make circles:
I'm sure there are more efficient ways of making circles once you get used to the editor, but the point I"m trying to make is that the level design doesn't just comprise of cubes. Sure it seems to start out like that, but once the cubes have formed you can edit them in any number of ways.

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