Duke Nukem 3D: Megaton Edition Released for PC & Mac
#571 Posted 10 December 2013 - 05:24 PM
"And our friends at @AbstractionGame are nearly finished with Duke Nukem 3D: Megaton Edition for PS3 and Vita!"
https://twitter.com/devolverdigital
#572 Posted 10 December 2013 - 09:52 PM
http://youtu.be/zU1wT2ka9Qs
This post has been edited by NUKEMDAVE: 10 December 2013 - 09:56 PM
#573 Posted 11 December 2013 - 12:56 AM
This post has been edited by The Duke Returns: 11 December 2013 - 12:59 AM
#574 Posted 11 December 2013 - 01:22 AM
#575 Posted 11 December 2013 - 03:31 AM
NUKEMDAVE, on 11 December 2013 - 01:22 AM, said:
Haha looks good let's hope you get a honorable mention
Is it possible to buy a ''cheap'' VITA? It's like 250$ in Denmark and i really won't pay more than 200$.
#576 Posted 11 December 2013 - 02:59 PM
NUKEMDAVE, on 10 December 2013 - 09:52 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.
#577 Posted 11 December 2013 - 03:42 PM
Hendricks266, on 11 December 2013 - 02:59 PM, said:
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
#578 Posted 11 December 2013 - 03:46 PM
NukemRoses, on 11 December 2013 - 03:42 PM, said:
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
#579 Posted 11 December 2013 - 04:14 PM
Hendricks266, on 11 December 2013 - 02:59 PM, said:
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.
This post has been edited by NUKEMDAVE: 11 December 2013 - 04:18 PM
#580 Posted 11 December 2013 - 04:32 PM
NukemRoses, on 11 December 2013 - 03:42 PM, said:
Do you think I'm an idiot? That doesn't even begin to answer my question.
NUKEMDAVE, on 11 December 2013 - 04:14 PM, said:
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.
NUKEMDAVE, on 11 December 2013 - 04:14 PM, said:
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.
#581 Posted 11 December 2013 - 05:32 PM
Hendricks266, on 11 December 2013 - 04:32 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
This post has been edited by NukemRoses: 11 December 2013 - 09:42 PM
#582 Posted 11 December 2013 - 05:55 PM
NukemRoses, on 11 December 2013 - 05:32 PM, said:
I agree with you rose that dave never said anything bad to general arcade
#584 Posted 11 December 2013 - 06:53 PM
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
#585 Posted 11 December 2013 - 10:14 PM
NukemRoses, on 11 December 2013 - 03:42 PM, said:
The Duke Returns, on 11 December 2013 - 03:46 PM, said:
Four minutes' difference.
NukemRoses, on 11 December 2013 - 05:32 PM, said:
The Duke Returns, on 11 December 2013 - 05:55 PM, said:
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.
NUKEMDAVE, on 10 December 2013 - 09:52 PM, said:
Hendricks266, on 11 December 2013 - 02:59 PM, said:
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):
NUKEMDAVE, on 10 December 2013 - 09:52 PM, said:
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.
#586 Posted 11 December 2013 - 10:43 PM
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
#587 Posted 22 December 2013 - 08:24 PM
#588 Posted 22 December 2013 - 08:41 PM
termit, on 22 December 2013 - 08:24 PM, said:
Already did! Good luck Termit
#591 Posted 23 December 2013 - 02:33 AM
Ah well, at least 66% off is still a great bargain for those who do not own it yet.
#592 Posted 23 December 2013 - 02:40 AM
Duke Nukem 3D Megaton Edition: 28%
Star Wars Dark Forces 2: 32%
Battlefield 2: 40%
#593 Posted 23 December 2013 - 12:56 PM
Lunick, on 23 December 2013 - 02:40 AM, said:
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%.
#594 Posted 23 December 2013 - 05:30 PM
DukeNukem64, on 23 December 2013 - 12:56 PM, said:
PC gamers tend to have a bit more openness to alternative titles than your garden-variety gamer.
#595 Posted 23 December 2013 - 07:30 PM
http://steamcommunit...s/?id=206595621
#597 Posted 24 December 2013 - 02:27 PM
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
#598 Posted 25 December 2013 - 03:42 AM
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).
#599 Posted 25 December 2013 - 04:29 AM
K100, on 10 December 2013 - 05:24 PM, said:
"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...
#600 Posted 25 December 2013 - 04:31 AM
MetHy, on 25 December 2013 - 04:29 AM, said:
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.