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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   Lordareon 

#61

but with polymer we fall back to the performance problems.. well as theres no hurry ill be checking the other engines even if hey look harder...
also if anyone have stuff related to DNF 1998~2001 that isnt on the duke4 site and be willing to share so i can amass the maximum information about that time wold be awesome
i also got the SpreadSheet from the 2009 Plot.. ill will change it accordingly look more like 98~01

This post has been edited by Lordareon: 23 January 2013 - 04:31 PM

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User is offline   Micky C 

  • Honored Donor

#62

It's not like polymer is always going to be that slow. Plagman is working on speeding it up, but it's slow going. When it's done it should be lightening fast. In the mean time if you know what you're doing you can get good framerates out of it.
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User is offline   Bloodshot 

#63

The only problem with that is that the movement and weapon bob will still keep it feeling like Duke3D. The only way to avoid that is if you recode those two things, and make the movement a little less "slide"y and more direct. And everything would need a remodel anyway, otherwise it will basically be the DNF map pack for the HRP.
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User is offline   Lordareon 

#64

View PostMicky C, on 23 January 2013 - 04:32 PM, said:

It's not like polymer is always going to be that slow. Plagman is working on speeding it up, but it's slow going. When it's done it should be lightening fast. In the mean time if you know what you're doing you can get good framerates out of it.

ill experiment with it for a bit too
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User is offline   Lordareon 

#65

View PostBloodshot, on 23 January 2013 - 04:34 PM, said:

The only problem with that is that the movement and weapon bob will still keep it feeling like Duke3D. The only way to avoid that is if you recode those two things, and make the movement a little less "slide"y and more direct. And everything would need a remodel anyway, otherwise it will basically be the DNF map pack for the HRP.

and youre right, i though that bobbing could be configured, i really havent looked at that...
one good thing though is that i read somewhere the 3D realms when were doing the 01 version said that they were using real textures from real places to make almost everything... that can be comproved
Posted Image
so taking textures from like cgtextures that are from real places will not be a problem
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User is offline   Lordareon 

#66

View PostMicky C, on 23 January 2013 - 04:32 PM, said:

It's not like polymer is always going to be that slow. Plagman is working on speeding it up, but it's slow going. When it's done it should be lightening fast. In the mean time if you know what you're doing you can get good framerates out of it.

well.. i just played the Community Proect map from duke Plus without HRP and Polymer and got 20 FPS.. my card can handle BF3 at 1920x1080 at Medium settings at 30FPS... i dont know if its worth it.. =/ though i think is has great potential and is an awesome work
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User is offline   Micky C 

  • Honored Donor

#67

That's because the Dukeplus CBP is a whopping great big super-open well detailed map that wasn't designed for polymer. Polymer maps, at least at the moment tend to be closed off into sections, so that you can only see a certain amount of the map at any one time. The DPCBP doesn't follow this remotely. Plus, it uses tonnes of Dukeplus effects, I remember playing some Dukeplus maps in software mode because of the lag and they were still unplayable because they used lots of coded effects at the same time.

I still think a DNF inspired duke mod or game isn't a good idea though. At the end of the day it's just a Duke game, and there's already plenty of Duke games/mods to play, regardless of engine.
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User is offline   Lordareon 

#68

View PostMicky C, on 23 January 2013 - 05:05 PM, said:

That's because the Dukeplus CBP is a whopping great big super-open well detailed map that wasn't designed for polymer. Polymer maps, at least at the moment tend to be closed off into sections, so that you can only see a certain amount of the map at any one time. The DPCBP doesn't follow this remotely. Plus, it uses tonnes of Dukeplus effects, I remember playing some Dukeplus maps in software mode because of the lag and they were still unplayable because they used lots of coded effects at the same time.

I still think a DNF inspired duke mod or game isn't a good idea though. At the end of the day it's just a Duke game, and there's already plenty of Duke games/mods to play, regardless of engine.

Even so we want to make a "moderately" big Las Vegas in Duke using Polymer.. so i dont think it will hold
so what you suggest?
IMHO, none of the mods or games that are available give the feeling even close to be playing one of those trailers.. =/

This post has been edited by Lordareon: 23 January 2013 - 05:11 PM

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User is offline   Micky C 

  • Honored Donor

#69

Well I can't really suggest anything. I don't think it's possible for modders to match the scale and epicness of DNF, especially the interactivity, and it won't feel like a DNF without the interactivity. DNE comes close of course, which is a shame because not many people could play it when it came out. Later versions came with options to control the graphics, but in anything but the top setting it starts switching off lights as per the framerate so only the lights very close to you actually work, making the rest of the map look less interesting.

Personally I'm investing my time in some of the original, large-scale TCs of recent years, which are also stand alone and not limited to the Duke audience.
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User is offline   Lordareon 

#70

View PostMicky C, on 23 January 2013 - 05:15 PM, said:

Well I can't really suggest anything. I don't think it's possible for modders to match the scale and epicness of DNF, especially the interactivity, and it won't feel like a DNF without the interactivity. DNE comes close of course, which is a shame because not many people could play it when it came out. Later versions came with options to control the graphics, but in anything but the top setting it starts switching off lights as per the framerate so only the lights very close to you actually work, making the rest of the map look less interesting.

Personally I'm investing my time in some of the original, large-scale TCs of recent years, which are also stand alone and not limited to the Duke audience.

hum i see.. well the only thing that motivated me was will to get something like the trailers and for being duke, i think would cooler than any other independent projects i could come up with =/
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User is offline   Bloodshot 

#71

I suggest if you really want to do something that similar to the old DNF try to make it in UE1 or a similar engine - with the 227 patch UE1 capable of some pretty nifty stuff that could be used to emulate it





Phys-x support could be used for some of the interactivity

You can try to make the weapons from the DNF you want as best you can, and the functionality of everything so you have a base to work with. Once that's done, you and whoever you are working with can proceed to make your own game. If worst comes to worst, you can change the character and it wouldn't be a problem.
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User is offline   Lordareon 

#72

View PostBloodshot, on 23 January 2013 - 06:07 PM, said:

I suggest if you really want to do something that similar to the old DNF try to make it in UE1 or a similar engine - with the 227 patch UE1 capable of some pretty nifty stuff that could be used to emulate it





Phys-x support could be used for some of the interactivity

You can try to make the weapons from the DNF you want as best you can, and the functionality of everything so you have a base to work with. Once that's done, you and whoever you are working with can proceed to make your own game. If worst comes to worst, you can change the character and it wouldn't be a problem.

thats the idea, hanks for the videos my friend i just got unreal and ill start doing things with it now.. try to remake that scene
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User is offline   Lordareon 

#73

just got Unreal Working here and a Unrealed Map... real confusing on the beginning, awesomely easy after 10 minutes
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User is offline   Lordareon 

#74

this one are pretty sweet
Posted Image
Posted Image
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User is offline   Bloodshot 

#75

Also just to let you know, Unreal 227 has a specific keybind for grabbing objects, so that's a small plus :P
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User is offline   Lordareon 

#76

View PostBloodshot, on 23 January 2013 - 09:10 PM, said:

Also just to let you know, Unreal 227 has a specific keybind for grabbing objects, so that's a small plus :P

i noticed that, real nice and would have been in a DNF game.. hey i pm'd you, take a look B)
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User is offline   OpenMaw 

  • Judge Mental

#77

Yep Altered Reality did a great job on those maps fo-sho.
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User is offline   Lordareon 

#78

well anyone here be interested in helping me with the plot, for now? so i can create some project documentation and goals? just to discuss some ideas :P
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User is offline   Lordareon 

#79

I dont know about you but seeing this is Very Tempting
Posted Image
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User is offline   LkMax 

#80

View PostBloodshot, on 23 January 2013 - 06:07 PM, said:

-snip-

8-O
Muthaf****ng phisycs on Muthaf****ng Unreal? Man, from the millions of mods on the internet one of the things I most wanted was, at least, simple ragdoll physics added to classics like Deus Ex and Quake. I was just asking myself this week if someone, somewhere had worked on something like that.
PS: Oh, right, interesting HD graphics too. =P

View PostLordareon, on 23 January 2013 - 08:25 PM, said:

this one are pretty sweet
-snip-

Nice shots, specially the second one.

This post has been edited by LkMax: 25 January 2013 - 04:57 PM

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User is offline   Oook 

#81

It's nice to see that a project like that actually has some effort by its instigator.
I'm one of those who was loving DNE until got tired of the horrible performance, so I would prefer other engine. Unreal seems a good option or perhaps the id Tech 3, but I have little to no idea about engine's stuff.
I'm looking forward to see more about your project.
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User is offline   Lordareon 

#82

View PostOook, on 26 January 2013 - 09:42 AM, said:

It's nice to see that a project like that actually has some effort by its instigator.
I'm one of those who was loving DNE until got tired of the horrible performance, so I would prefer other engine. Unreal seems a good option or perhaps the id Tech 3, but I have little to no idea about engine's stuff.
I'm looking forward to see more about your project.

Thanks! i got some spare time last week that allowed me to come up with that.. i got some personal works to finish and soon as i have more time ill come back to it, trying some engines that i Know.. Unreal was NICE but i got problems with incompatibility with Win7.
Maybe i change the Project focus a bit, and dont try to recreate every aspect of Duke Nukem Forever 98~01, but to use it as idea to another game... mimicking graphics is pretty hard... and i have limited Knowledge in modelling and no team, so i have to fin a way to do Things on my own. that why ill be trying some alternative engines and psot here back the results
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User is offline   Lordareon 

#83

i spent the last few hours making this another mockup on the engine i mentioned ... i liked and smells a lot like DNF to me hahah
Posted Image
2

User is offline   Lordareon 

#84

if anyone can say what think of the latest pic, ill appreciate =)
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User is offline   Micky C 

  • Honored Donor

#85

The terrain on the left all has the same angle, it's just too perfect and not very realistic. I'll not comment on the texturing because that's obviously WIP.

You could probably make something very, very similar looking using polymer Posted Image
(not that I'm saying you should use it)

This post has been edited by Micky C: 26 January 2013 - 07:06 PM

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User is offline   Lordareon 

#86

View PostMicky C, on 26 January 2013 - 07:05 PM, said:

The terrain on the left all has the same angle, it's just too perfect and not very realistic. I'll not comment on the texturing because that's obviously WIP.

You could probably make something very, very similar looking using polymer Posted Image
(not that I'm saying you should use it)


all that is WIP, is just a Skecth again... hahahah but this engine runs at Top settings on very small hardware :P
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User is offline   OpenMaw 

  • Judge Mental

#87

View PostMicky C, on 26 January 2013 - 07:05 PM, said:

The terrain on the left all has the same angle, it's just too perfect and not very realistic. I'll not comment on the texturing because that's obviously WIP.

You could probably make something very, very similar looking using polymer Posted Image
(not that I'm saying you should use it)


To be fair it looks fairly close to what 3DR did at the time.
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User is offline   Lordareon 

#88

Got some more ones! Looking almost official 3DR Screenshots! hahahahah
Posted Image
Posted Image
Posted Image
Tell me what you think!
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User is offline   Lordareon 

#89

Dont know about you but just seeing this images already makes me excited
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User is offline   fatfat1 

#90

View PostLordareon, on 26 January 2013 - 11:17 PM, said:

Dont know about you but just seeing this images already makes me excited


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

This post has been edited by fatfat1: 27 January 2013 - 03:53 AM

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