Duke nukem 3d megaton edition
#31 Posted 27 March 2013 - 11:07 PM
Also, ProAsm never claimed that he has the knowledge and capabilities of a professional programmer, but he can code and he proved it.
Anyway, Duke3dw is more polished from the the old JFDuke3D port, and SWP is more polished from the old JFShadowWarrior port.
Plus, ProAsm has also created few utilities, which you can find in his site, that are very useful.
Now, why everyone is using EDuke32 and forgot about all the other ports ? It's simple, because it is awesome!
To make EDuke32 beyond awesome, three things should be done:
1. Eliminate any remaining bugs.
2. Finish all the incomplete features (like multiplayer support) and make them fully working.
3. Optimize the Polymer renderer, make it a fast renderer so that we can use it all the time. I'm in love with Polymer renderer
About Megaton Edition: it is the easiest way to legally get Duke3D + the three commercial expansions for a low price.
This post has been edited by supergoofy: 27 March 2013 - 11:09 PM
#32 Posted 28 March 2013 - 01:28 AM
Quote
That's something new to me, i dont know anyone (ummm ok maybe Radar is the only who is using eduke time to time) and over the past five years i have played with 135673 people online. Want demos for proof?
Quote
1. Eliminate any remaining bugs.
2. Finish all the incomplete features (like multiplayer support) and make them fully working.
3. Optimize the Polymer renderer, make it a fast renderer so that we can use it all the time. I'm in love with Polymer renderer
That's true, except point number 3, first 2 points will make eduke enough awesome for me.
This post has been edited by Juras: 28 March 2013 - 01:31 AM
#33 Posted 28 March 2013 - 03:42 AM
#34 Posted 28 March 2013 - 04:19 AM
True, but saying that everyone is using eduke and forgot about other ports is False.
In online players category hduke/xduke always was #1 then probably xbox port would be #2 and then is #3 eduke.
Other things like polymer,TROR,mods,TCs, suport for Linux,Mac or other advanced stuff eduke is placed on #1 spot without any competition.
Edit: Hmmm if you think about how many people bought Duke from xbox arcade then i wasn't be so sure that general number of eduke users is higher than xbox ported version. Talking about best port is like arguing who is best duker of all time, it depends on criteria for online community it would be for example map or prime time.
This post has been edited by Juras: 28 March 2013 - 04:40 AM
#35 Posted 28 March 2013 - 05:19 AM
"distorted" sky textures so they won't look like a giant cardboard paper on a 3D renderer. See image below inside the spoiler tag.
#36 Posted 28 March 2013 - 09:22 AM
supergoofy, on 27 March 2013 - 11:07 PM, said:
In some respects. SWP is extremely buggy. JFSW is rather stable.
#37 Posted 28 March 2013 - 11:18 AM
But that doesn't mean that it will work 100% ok for others. It may contain bugs, that's naturral.
And JFSW has bugs too.
This post has been edited by supergoofy: 28 March 2013 - 11:19 AM
#38 Posted 28 March 2013 - 06:36 PM
#39 Posted 28 March 2013 - 06:52 PM
By the forums there are a LOT of people having troubles, crashes, failure to start, control problems. Mine seemed ok, but I haven't spent a lot of time with it. eDuke, HRP and Dukeplus spoil you for other ports.
#40 Posted 28 March 2013 - 07:29 PM
Kevin, on 28 March 2013 - 06:52 PM, said:
That's because EDuke32 is almost 10 years worth of donated time by multiple developers who LOVE Duke Nukem 3D. At this point in time, Megaton is a source port from 2005 with a few months worth of hacks by a couple of guys who are being paid by 3D Realms to do it as part of another cash grab attempt to further monetize Duke3D (just like the Xbox Live Arcade version, the Android version, the iOS version, etc).
By the way, support for the Megaton versions of the add-ons is coming soon to EDuke32! When it's finished, EDuke32 will automatically locate your Megaton installation directory and present the expansions as individual entries in the game selector in the startup window (not the drop-down directory selector that lets you load mods, but the actual game selector that lets you pick what grp file you want to use). It should be pretty sweet.
#41 Posted 28 March 2013 - 10:36 PM
Kevin, on 28 March 2013 - 06:52 PM, said:
If multi-player is supported in this megaton version i'm very interested in getting my hands on it at least the multi-player aspect has been given some priority. I wonder if this port will work with existing TROR maps? or do we need to start mapping using the classic build map editor? This is pretty exciting and the exposure on steam should revive the duke community something it really could use.
This post has been edited by Paul B: 28 March 2013 - 11:18 PM
#42 Posted 28 March 2013 - 10:42 PM
Paul B, on 28 March 2013 - 10:36 PM, said:
This port doesn't work with TROR maps...
#43 Posted 28 March 2013 - 10:52 PM
Lunick, on 28 March 2013 - 10:42 PM, said:
Well that really sucks... I really like TROR and its hard to go back to classic mapping after using TROR. =( In all honesty Megatron port should have been ported from Eduke rather than the original game. Why keep re-inventing the wheel? People need to work together to achieve a common goal of a fully functional Duke 3D game. Once Eduke gets multi-player there will be no such thing as competition it will just be Eduke as the new standard for Duke Nukem 3D. Let's go team EDuke !!! It's time to kick some @$$! It's not too late to be the first with a solid multi-player release before the competition does.
This post has been edited by Paul B: 28 March 2013 - 11:57 PM
#45 Posted 29 March 2013 - 12:14 PM
#46 Posted 29 March 2013 - 02:27 PM
Kevin, on 29 March 2013 - 12:14 PM, said:
Are we looking at the same forum? Because all I can see is people happy with the game, bug reports and people asking if certain features will be implemented. I was going to let this post slide but I don't like it when rumours like this float around.
#47 Posted 29 March 2013 - 03:30 PM
It's likely that some issues will get fixed, but many others probably won't. Still, it is not the resurrection the game would have deserved. And in fact, it was not required - since this community has already done that, keeping it alive until the present day - and more than admirably, I might add. Countless years of improvements, finetuning and expertise have found their way into both EDuke32 and the HRP. Both may still not be finished, but it's clearly more than the Megaton port can ever be (also considering all the great mods we have for it, e.g. DukePlus). All we can hope for now is that they will listen to the people who know about programming and learn something from that - especially considering the Shadow Warrior re-release. Those classic games really deserve better than being used as cashcows.
After all, I would say Megaton was good for one thing: Reinforcing the focus on those who are not taking care of the game for profit, but for free, out of dedication to the game. And that's why it is so great.
This post has been edited by NightFright: 29 March 2013 - 03:41 PM
#48 Posted 29 March 2013 - 03:46 PM
NightFright, on 29 March 2013 - 03:30 PM, said:
But the iOS port for Shadow Warrior was awesome, surely they can't mess it up since they will most likely be using the code from that.
#49 Posted 29 March 2013 - 05:11 PM
Lunick, on 29 March 2013 - 03:46 PM, said:
I agree the iOS Shadow Warrior is badass it'll be hard to screw it up, if they more or less just port it over to Steam.
#50 Posted 29 March 2013 - 08:08 PM
#51 Posted 29 March 2013 - 08:39 PM
Lunick, on 29 March 2013 - 02:27 PM, said:
There's a lot of people having troubles getting it to launch, a lot of problems with ATI cards with crashes after the title screens, messed up textures, lost and/or corrupted saves, distorted sound. It's not exactly bleeding edge software, I feel it is giving too many problems. They've already released two beta versions to address these problems, and it's been out for all of three or four days. When it works, it works great. For all I ran it, which wasn't much, it worked fine for me. I only bought it for the expansion pack GRP files, if they don't bring out the multiplayer, I will remove it as eDuke is far superior. Also, for me, the configuration menu is cut down to something like a console would have. I know it's only ten bucks, $8.99 in the introductory sale, and I was very happy with the price for the GRP files alone. If I had bought this to use extensively and was having the problems a lot of people are, I would be disappointed. I don't pay to beta test. Take a scroll through the sixteen pages and read some of the subject lines. I wasn't starting a rumor, I was commenting on what I read. I have nothing against Steam or this version of Duke3d, I was just stating what I had drew from reading through the forums.
This post has been edited by Kevin: 29 March 2013 - 08:51 PM
#52 Posted 29 March 2013 - 08:45 PM
#53 Posted 29 March 2013 - 08:56 PM
Fox, on 29 March 2013 - 08:45 PM, said:
Help yourself to all the virus' you want sport, I'll pass. Even if the files were genuine, " Warez" is a fancy word for theft, no thanks. I would imagine they would have to get a release for these from someone, I can't see Valve leaving themselves open for litigation like that.
#54 Posted 29 March 2013 - 08:59 PM
So it doesn't seems purchasing Megaton is better than "theft".
This post has been edited by Fox: 29 March 2013 - 09:08 PM
#57 Posted 30 March 2013 - 01:18 AM
But honestly, what would you expect from a project that just lasted a few months? Didn't expect them to rewrite the code from scratch. Using outdated code is one thing, but not even asking the guy who wrote it is another. Not speaking of mixing in some other code and asking even less. Official apologies would be in order, but I don't think that's ever gonna happen.
The whole thing is pretty embarrassing, and the fact that it happens with this game and to this community is very sad. For profit, some people just lose all respect. A shame 3DR guys authorized this, it's a disgrace.
This post has been edited by NightFright: 30 March 2013 - 01:28 AM
#58 Posted 06 April 2013 - 02:31 AM
LkMax, on 28 March 2013 - 05:19 AM, said:
"distorted" sky textures so they won't look like a giant cardboard paper on a 3D renderer. See image below inside the spoiler tag.
Probably not what you want, but I've been thinking of making the other two classic parallax modes available via two additional sector[].ceilingstat/floorstat bits. One looks somewhat similar to that gzDoom screenshot. Different sky projections in the GL modes will likely be only ever implemented in Polymer (if at all), since Polymost is considered kind of feature-frozen.
#59 Posted 06 April 2013 - 08:46 AM
PS: I should have posted it in the appropriate forum, but whatever. =P
This post has been edited by LkMax: 06 April 2013 - 08:49 AM