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Duke Nukem 3D: Megaton Edition Released for PC & Mac

User is offline   K100 

#571

Duke Nukem 3D Megaton Edition confirmed for PS3 and PS Vita by Devolver Digital :

"And our friends at @AbstractionGame are nearly finished with Duke Nukem 3D: Megaton Edition for PS3 and Vita!"

https://twitter.com/devolverdigital
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User is offline   NUKEMDAVE 

#572

If it's going to include the expansion packs and support multiplayer like the PC version, they should really consider using my optimized Duke Caribbean maps I've been working on. They're all playable in both Dukematch and Coop now with no problems.

http://youtu.be/zU1wT2ka9Qs

This post has been edited by NUKEMDAVE: 10 December 2013 - 09:56 PM

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#573

I really don't think that they are going to listin dave

This post has been edited by The Duke Returns: 11 December 2013 - 12:59 AM

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User is offline   NUKEMDAVE 

#574

Termit knows, but I don't know whether they're just busy with all of these other things they're working on or what. All I can say is that Duke Caribbean could be fully playable in multiplayer right now. Termit said he would talk to me about it later, but I'm impatient. I can't help it. :wub:
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#575

View PostNUKEMDAVE, on 11 December 2013 - 01:22 AM, said:

Termit knows, but I don't know whether they're just busy with all of these other things they're working on or what. All I can say is that Duke Caribbean could be fully playable in multiplayer right now. Termit said he would talk to me about it later, but I'm impatient. I can't help it. :wub:


Haha looks good let's hope you get a honorable mention :D
Is it possible to buy a ''cheap'' VITA? It's like 250$ in Denmark and i really won't pay more than 200$.
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User is online   Hendricks266 

  • Weaponized Autism

  #576

View PostNUKEMDAVE, on 10 December 2013 - 09:52 PM, said:

If it's going to include the expansion packs and support multiplayer like the PC version, they should really consider using my optimized Duke Caribbean maps I've been working on. They're all playable in both Dukematch and Coop now with no problems.

Please list all the changes that you actually made. TermiT contacted me about the fixed coop maps from NW+ and I'm looking into programming automatic co-op spawn point generation for EDuke32 and Megaton. Did you make any changes for Dukematch too?

This is the first I've heard of this project from you. Your post reads like a sidehanded remark against General Arcade.
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#577

View PostHendricks266, on 11 December 2013 - 02:59 PM, said:

Please list all the changes that you actually made. TermiT contacted me about the fixed coop maps from NW+ and I'm looking into programming automatic co-op spawn point generation for EDuke32 and Megaton. Did you make any changes for Dukematch too?

This is the first I've heard of this project from you. Your post reads like a sidehanded remark against General Arcade.


there were problems on Duke Caribbean. and NUKEMDAVE fixed them
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#578

View PostNukemRoses, on 11 December 2013 - 03:42 PM, said:

there were problems on Duke Caribbean. and NUKEMDAVE fixed them


Yes he did I saw them myself and they are perfect

This post has been edited by The Duke Returns: 11 December 2013 - 03:50 PM

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User is offline   NUKEMDAVE 

#579

View PostHendricks266, on 11 December 2013 - 02:59 PM, said:

Please list all the changes that you actually made. TermiT contacted me about the fixed coop maps from NW+ and I'm looking into programming automatic co-op spawn point generation for EDuke32 and Megaton. Did you make any changes for Dukematch too?

This is the first I've heard of this project from you. Your post reads like a sidehanded remark against General Arcade.


There's too many fixes to list. I did a lot, I'll leave it at that. A few of the maps weren't even finished for Dukematch. And the ones that were ready for Dukematch needed a few changes. For example, whoever built the maps added regular switches on the opposite sides of credit card doors in some maps, which allows a player to lock a door from one side. That makes things very annoying in Dukematch. And there were places you could get stuck in co-op and even in single player. Secret areas that had no switches in the inside to open doors back up, etc. If your automatic spawn points are going to show up in random spots, I wish you luck getting that to work in the Wavemistress map. I struggled to find spots to put the co-op spawn points where they wouldn't go through the floor and kill the player in that map. I had to get a few of my friends to help me test it over and over again until I found the right spots where you can't go through the floor. If you're interested in looking at the maps, I could probably send them to you.

I'm not making any remarks against General Arcade. I helped Termit try to fix a bug in one of the Shadow Warrior maps already. I just decided to work on these maps for the hell of it, hoping they would be interested. I can't see why they wouldn't be. The maps have all been tested in both Dukematch and co-op. All obstacles and problems have been eliminated, to my knowledge. Unless more problems can be discovered. I even fixed all of the textures that were off. Some sprites were also clipping through the walls. Fixed those, too. The maps couldn't be in any better condition. :wub:

This post has been edited by NUKEMDAVE: 11 December 2013 - 04:18 PM

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User is online   Hendricks266 

  • Weaponized Autism

  #580

View PostNukemRoses, on 11 December 2013 - 03:42 PM, said:

there were problems on Duke Caribbean. and NUKEMDAVE fixed them

Do you think I'm an idiot? That doesn't even begin to answer my question.

View PostNUKEMDAVE, on 11 December 2013 - 04:14 PM, said:

If you're interested in looking at the maps, I could probably send them to you.

Sounds like the kinds of things that would be great for Vaca+. I already have my own changeset in place though as part of the patching. Perhaps a map comparison tool would be of assistance. Please send them my way if you get the chance.

View PostNUKEMDAVE, on 11 December 2013 - 04:14 PM, said:

If your automatic spawn points are going to show up in random spots, I wish you luck getting that to work in the Wavemistress map. I struggled to find spots to put the co-op spawn points where they wouldn't go through the floor and kill the player in that map. I had to get a few of my friends to help me test it over and over again until I found the right spots where you can't go through the floor.

Anything should be possible with the source code in my hands. Thanks for the heads up though; I'll be sure to test with that map.
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#581

View PostHendricks266, on 11 December 2013 - 04:32 PM, said:

Do you think I'm an idiot? That doesn't even begin to answer my question.


whoa now. i never said anything like that. i was just saying that there were some problems with the Duke Caribbean maps that needed fixing. and NUKEMDAVE took care of them. he wasn't making any negative comments or anything towards General Arcade. it was just the game in general has some flaws in it that needed improvment

This post has been edited by NukemRoses: 11 December 2013 - 09:42 PM

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#582

View PostNukemRoses, on 11 December 2013 - 05:32 PM, said:

whoa now. i never said anything like that. i was just saying that there were some problems with the Duke Caribbean maps thay needed fixing. and NUKEMDAVE took care of them. he wasn't making any negative comments or anything towards General Arcade. it was just the game in general has some flaws in it that needed improvment


I agree with you rose that dave never said anything bad to general arcade
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User is offline   Jimmy 

  • Let's go Brandon!

#583

Lackey-mode activated.
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User is offline   NUKEMDAVE 

#584

This is the biggest and most questionable visual change I made to the maps.

Posted Image

I thought I would make them all consistent. The textures needed fixed on them anyway. Especially the smokestack texture on them. A few of them had uneven roof slopes, too.

This post has been edited by NUKEMDAVE: 11 December 2013 - 06:58 PM

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User is online   Hendricks266 

  • Weaponized Autism

  #585

View PostNukemRoses, on 11 December 2013 - 03:42 PM, said:

there were problems on Duke Caribbean. and NUKEMDAVE fixed them

View PostThe Duke Returns, on 11 December 2013 - 03:46 PM, said:

Yes he did I saw them myself and they are perfect

Four minutes' difference.

View PostNukemRoses, on 11 December 2013 - 05:32 PM, said:

whoa now. i never said anything like that. i was just saying that there were some problems with the Duke Caribbean maps that needed fixing. and NUKEMDAVE took care of them. he wasn't making any negative comments or anything towards General Arcade. it was just the game in general has some flaws in it that needed improvment

View PostThe Duke Returns, on 11 December 2013 - 05:55 PM, said:

I agree with you rose that dave never said anything bad to general arcade

Neither of these posts address my original inquiries. I was able to understand that "there were problems on Duke Caribbean. and NUKEMDAVE fixed them" as you can tell by these posts, emphasis mine.

View PostNUKEMDAVE, on 10 December 2013 - 09:52 PM, said:

They're all playable in both Dukematch and Coop now with no problems.

View PostHendricks266, on 11 December 2013 - 02:59 PM, said:

Please list all the changes that you actually made. [...] Did you make any changes for Dukematch too?

Check my signature. I run the HRP for Duke Caribbean, included in a project I run called Duke Caribbean: Life's a Beach Plus. I know Caribbean inside and out, and have corrected number of mistakes on my own that are included in map patches. Most memorably, this includes map corruption in Wavemistress.

In response to what you two are saying now, this quote (emphasis mine):

View PostNUKEMDAVE, on 10 December 2013 - 09:52 PM, said:

If it's going to include the expansion packs and support multiplayer like the PC version, they should really consider using my optimized Duke Caribbean maps I've been working on.

does not read like a straight-up post indicating that NUKEMDAVE has worked on something and is looking to share it with the community. Now that I look through the Megaton Steam forums, I can see where he's been trying to attract GA's attention. The subtext that I'm picking up on (and is apparently intended for all forum members to) is more of advertising what he's done to the community in hopes of increasing the volume of voice heard by GA for what he wants, via more supporters.
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User is offline   NUKEMDAVE 

#586

Don't want to share them with the community? I just shared them with you in a PM. I'd share them publically if I knew I could get away with it, but you're not supposed to. NukemRoses and The Duke Returns are who helped me test the maps. I didn't ask them to post here. The Duke Reurns made me aware earlier that you replied here in this thread and they both followed me here.

I spent a few weeks working on these maps and it disappoints me that I get this type of response to it. I'm not putting down what you did with Vaca+, but I guarantee there's at least a few things I've done that you missed. I wouldn't mind you using what I did as long as you gave me credit for it. I did spend a long time searching and making fixes. I haven't tried Vaca+, so I'm not sure of what all you have done to the maps. If you haven't set up the maps for Dukematch, I've done that. I added multiplayer weapons and items in the maps that didn't have them. Lost Lagoon is playable in Dukematch, too. You can be at the end of the map and travel all the way to the start without anything blocking your path.

This post has been edited by NUKEMDAVE: 11 December 2013 - 11:03 PM

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User is offline   termit 

  • General Arcade

#587

Hey guys, can you please vote for Duke Nukem in Community Choice: http://store.steampowered.com/ Thanks
5

#588

View Posttermit, on 22 December 2013 - 08:24 PM, said:

Hey guys, can you please vote for Duke Nukem in Community Choice: http://store.steampowered.com/ Thanks


Already did! Good luck Termit :wub:
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#589

Done.
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User is offline   Komenja 

#590

Ditto.
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User is offline   ZedSlayer 

#591

Welp, looks like BF2 won
Ah well, at least 66% off is still a great bargain for those who do not own it yet.
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User is offline   Lunick 

#592

The final scores was:

Duke Nukem 3D Megaton Edition: 28%
Star Wars Dark Forces 2: 32%
Battlefield 2: 40%
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#593

View PostLunick, on 23 December 2013 - 02:40 AM, said:

The final scores was:

Duke Nukem 3D Megaton Edition: 28%
Star Wars Dark Forces 2: 32%
Battlefield 2: 40%


Oh really? Duke Nukem isn't dead i guess. I would've said that the mainstream gamer would've voted BF2. It only won with 8-12%.
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User is offline   Inspector Lagomorf 

  • Glory To Motherland!

#594

View PostDukeNukem64, on 23 December 2013 - 12:56 PM, said:

Oh really? Duke Nukem isn't dead i guess. I would've said that the mainstream gamer would've voted BF2. It only won with 8-12%.


PC gamers tend to have a bit more openness to alternative titles than your garden-variety gamer.
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User is offline   NUKEMDAVE 

#595

I customized my main menu with the remade backgrounds Lightsource posted here on the forums a while back.

http://steamcommunit...s/?id=206595621
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User is offline   Komenja 

#596

That's awesome!
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User is offline   Martin 

#597

I bought this yesterday from Steam. This week I got rid of Ubuntu and put Windows 7 Ultimate on my computer. Thought I'd have a crack a being a PC gamer. Got Oblivion, Skyrim, Call of Cthulhu, BioShock, Shadow Warrior Redux, and this. I must say, it's cool to finally get a chance to play these add-ons. I could never find them anywhere on the internet. The graphics of course are not up to par with Polymer, but the system requirements are very light and it looks nice without all the weird 'warping' of vertices on the DOS original. I guess it's Polymost, or something very similar? To be honest, as cool as Polymer is, I tended to play in Polymost anyway in EDuke. The HRP with the 3D models and stuff was pretty cool, though. Polymer ran pretty good on Ubuntu, haven't tried it yet on Windows.

Coming from being a console gamer, I must say I like how easy this version is to use. Though it's technically inferior to EDuke, I'm sure, I still think it looks nice. The menus and HUD are great. Same with Shadow Warrior Redux. I get the feeling the same team worked on these ports? I love Duke Nukem, so I bought it. Even though I already have it on consoles, and a GRP file for EDuke. I feel like I actually "have it for my PC" now, haha. I've played the arse of the Atomic Edition, so I might try the crazy add-ons. I'll inevitably return to the main game, seeing as there are some cool achievements to unlock, and getting an online multiplayer game is pretty simple.

As an aside, can't wait to start trying Shadow Warrior Redux. Missed out on this one back in the day, but I've always wanted to play it! I'm really enjoying using my PC for games. Skyrim looks fucking incredible, and the loading times seem almost non-existant next to my PS3 version! I've yet to try any of the others I bought, yet. I'm looking forward to BioShock. This was one of my favourite PS3 games. In fact, one of my favourite games ever. Can't wait to see how it looks!

Merry Christmas everyone, hope y'all have a blast :wub:
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User is offline   Micky C 

  • Honored Donor

#598

Megaton and SW Redux are both based on JFDuke3D and JFSW respectively, by a small team called General Arcade, which means that they use an (oldish) version of polymost. Note that eduke32 is also originally based on JFDuke3D, although obviously it has had many more years of development Posted Image

The two ports have different goals: Duke Megaton is meant to be the one stop shop for Duke 3D and its addons, with an executable designed to run Duke 3D on modern operating systems, with a minimal set of enhancements to make modern gamers feel relatively comfortable (easy to use, modern controls, polymost with its correct perspective and texture filtering, and widescreen support).
On the other hand eduke32 is meant to be the more general flexible source port with many additional bells and whistles (such as polymer and TROR), greatly enhanced modding support to the extent where people can make fully original stand alone games (not necessarily FPS either) , while also being able to almost exactly replicate the original game (Megaton doesn't have a classic renderer for some reason; it allows you to play the original game through dosbox for the oldschool experience, but you're also giving up other features as well).
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User is offline   MetHy 

#599

View PostK100, on 10 December 2013 - 05:24 PM, said:

Duke Nukem 3D Megaton Edition confirmed for PS3 and PS Vita by Devolver Digital :

"And our friends at @AbstractionGame are nearly finished with Duke Nukem 3D: Megaton Edition for PS3 and Vita!"

https://twitter.com/devolverdigital



Could that include usermap support as well somehow? Well, if it did (which I doubt), I for one won't have any of those consoles to upload maps anyway...
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User is offline   Lunick 

#600

View PostMetHy, on 25 December 2013 - 04:29 AM, said:

Could that include usermap support as well somehow? Well, if it did (which I doubt), I for one won't have any of those consoles to upload maps anyway...


Well I doubt it would be able to pull from Steam Workshop. I'm sure they would have some ability to add maps onto a sd card or something though.
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