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Duke Nukem Forever 1998-2003 Homebrew Remake [POLL]

Poll: 1998 Vs 2003 Style (28 member(s) have cast votes)

Which Trailer Style you like to be released?

  1. 1998 (9 votes [32.14%] - View)

    Percentage of vote: 32.14%

  2. 2001 (19 votes [67.86%] - View)

    Percentage of vote: 67.86%

Vote Guests cannot vote

User is offline   Micky C 

  • Honored Donor

#91

He's definitely using some HRP models, and he shouldn't be using them for 2 reasons.

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.
2

User is offline   Lordareon 

#92

View PostMicky C, on 27 January 2013 - 04:15 AM, said:

He's definitely using some HRP models, and he shouldn't be using them for 2 reasons.

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
0

User is offline   Lordareon 

#93

View Postfatfat1, on 27 January 2013 - 03:52 AM, said:

Are you doing this yourself? and did you make all these models and maps yourself i would help if i knew what to do, i would like to start doing stuff like this.

Thanks


i have done only the map, Shotgun and PigCop are borrowed from HRP just for sketching purposes
0

User is offline   Gambini 

#94

But when are you going to stop doing mockups and start doing the Mod/TC itself. If you want my opinion, I´d say they look rather noobish. You have to go down a long road before your vision begins to take shape.
2

User is offline   Lordareon 

#95

im still experimenting before i take an engine and take it onwards
0

User is offline   Gambini 

#96

Rather than seeing what engine fits the project better, you should definetely stick to the engine you are more used to.
2

User is offline   Lordareon 

#97

for my surprise, this engine is the one im more used... i just didnt considered using it in the first place =)
0

User is offline   MusicallyInspired 

  • The Sarien Encounter

#98

View PostGambini, on 27 January 2013 - 07:12 AM, said:

Rather than seeing what engine fits the project better, you should definetely stick to the engine you are more used to.


This decision should have been made before posting screenshots to advertise get attention as well.
0

User is offline   Lordareon 

#99

im not advertising, i just want to hear the feedback from you guys
0

User is offline   Lordareon 

#100

I want to clarify that this thread had the purpose to discuss about a project with DNF thematic.. i wished to change some words with you guys so i can get an idea on what was possible to do, what you wanted to see.. the Screenshots is just to share my updates with you and get your opinions, im not advertising the project because it isnt even a project yet.. as soon as i got the needed time ill start it. sorry if it looked any other way
0

User is offline   Lordareon 

#101

anyway.. for those who still want to see progress i just made some other mockups.. i think we are getting very close to DNF now... and im already modifying the engine so the project can begin officially
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
Posted Image
Posted Image
Posted Image
Posted Image
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
1

User is offline   Micky C 

  • Honored Donor

#102

But if you didn't make the map or the Duke model then exactly what progress have you made? And which engine are you using btw?
2

User is offline   Lordareon 

#103

View PostMicky C, on 27 January 2013 - 08:09 PM, said:

But if you didn't make the map or the Duke model then exactly what progress have you made? And which engine are you using btw?

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
-1

User is offline   Gambini 

#104

Sorrry but I´m starting to think that you are playing us a good prank. Taking a game, downloading a joke skin that emulates Duke and call it "getting very close to DNF".

I like you. You´re a funny guy :P

This post has been edited by Gambini: 27 January 2013 - 08:16 PM

0

User is offline   Lordareon 

#105

Im starting to think that you didnt see te way i see it, looking at the shots, doesnt remind you of dnf? Those from 2001? Not even a bit?
-3

User is offline   Gambini 

#106

Not at all. Just because you found a desert mp map. Took shots and pasted a Duke Nukem logo doesn´t mean everybody is going feel it like DNF. In all this time you have switched engines three times? What you have done apart from a few squarish "mockups" maps and porting models between engines?

How old are you?
1

User is offline   Lordareon 

#107

I switched engines because i was experimenting.
Im 20.
0

User is offline   Lordareon 

#108

Well ill stop posting the mockups and shots.. Seems that no one enjoy to wonder what it can become. Im am alone and im not experienced i already said, dont know why people mock on my effort as im not asking nothing more than some "looks good" or "keep trying" or "its a mess, fix it".
0

User is offline   MusicallyInspired 

  • The Sarien Encounter

#109

View PostLordareon, on 27 January 2013 - 09:12 PM, said:

Well ill stop posting the mockups and shots.. Seems that no one enjoy to wonder what it can become. Im am alone and im not experienced i already said, dont know why people mock on my effort as im not asking nothing more than some "looks good" or "keep trying" or "its a mess, fix it".


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.

View PostGambini, on 27 January 2013 - 08:25 PM, said:

In all this time you have switched engines three times?


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

3

User is offline   OpenMaw 

  • Judge Mental

#110

View PostLordareon, on 27 January 2013 - 09:12 PM, said:

Well ill stop posting the mockups and shots.. Seems that no one enjoy to wonder what it can become. Im am alone and im not experienced i already said, dont know why people mock on my effort as im not asking nothing more than some "looks good" or "keep trying" or "its a mess, fix it".


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.
0

User is offline   Lordareon 

#111

Ok people, thanks for the tips, im sorry if it looked lame till now. I was, and am, very excited with the idea. The screenshots was just to get the feeling not to demonstrate some actual dev.. Well so ill come back later with some created stuff

This post has been edited by Lordareon: 28 January 2013 - 03:15 AM

0

User is offline   Tea Monster 

  • Polymancer

#112

Saurbraten seems like a good engine. Check out the new Tesseract renderer for it - very tasty. It also supports IQM, OBJ and MD5, so you should have no problem importing assets.

Keep with it and let us know when you get some progress.
0

User is offline   Gambini 

#113

Sauerbraten uses Cube2 engine. As its name implies everything is made of cubes. I imagine it being too difficult for recreating another game. Many constructions, mostly the uneven and soft ones, seem impossible in Cube2.
0

User is offline   Tea Monster 

  • Polymancer

#114

You would have to model certain assets and bring them into the game such as cliffs and other terrain. You'll want to see if anyone else has done this with Sauerbraten and if so, how easy it was.

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?
0

User is offline   Gambini 

#115

BTW I think you didn´t notice that this guy apparently gave up like a month JFYI.

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.
0

User is offline   Inspector Lagomorf 

  • Glory To Motherland!

#116

I know my limits. I just stick to creating Duke maps and text adventures. :P
0

User is offline   LeoD 

  • Duke4.net topic/3513

#117

View PostAchenar, on 19 February 2013 - 07:11 AM, said:

I know my limits. I just stick to creating Duke maps and text adventures. :P
Duke3D security screen text adventure ... ?
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.
0

User is offline   Lordareon 

#118

i've not given up on the project im just too busy lately to give it its deserved attention
0

User is offline   Inspector Lagomorf 

  • Glory To Motherland!

#119

View PostLeoD, on 19 February 2013 - 09:15 AM, said:

Duke3D security screen text adventure ... ?
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. :P
0

User is offline   Micky C 

  • Honored Donor

#120

View PostGambini, on 19 February 2013 - 05:12 AM, said:

Sauerbraten uses Cube2 engine. As its name implies everything is made of cubes. I imagine it being too difficult for recreating another game. Many constructions, mostly the uneven and soft ones, seem impossible in Cube2.


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.
0

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