DNF E3 2001 Trailer Redone in Duke3D
#32 Posted 04 April 2013 - 06:47 PM
#33 Posted 04 April 2013 - 06:57 PM
And to think that this stuff is possible with regular old, non-enhanced Build engine!
AND apparently it's coming April 14th...of this year!!!!!!
#34 Posted 04 April 2013 - 07:00 PM
I assumed that it used muesla's Dukebike physics,
Looking at the trailer, the motion seems too smooth to just be a player on steroids and the motorbike moves around in the HUD. I'm sure you coded something more complex then that.
#37 Posted 04 April 2013 - 09:50 PM
This post has been edited by Duke Rocks: 04 April 2013 - 09:51 PM
#39 Posted 05 April 2013 - 07:47 AM
Gotta say, all of you guys really did a great job. Major props to everybody. It rehyped me so much so that I went and started replaying DNF again.
And then got bored and watched the video a couple dozen more times.
#40 Posted 05 April 2013 - 02:33 PM
#41 Posted 05 April 2013 - 02:39 PM
Quote
That is a great compliment!
This post has been edited by Gambini: 05 April 2013 - 02:40 PM
#42 Posted 05 April 2013 - 06:02 PM
ReaperMan, on 05 April 2013 - 02:33 PM, said:
I've only read about this a while ago on the forums, never looked into it, but apparently the Nuclear Showdown mod by James had a working pinball machine?
#43 Posted 05 April 2013 - 06:23 PM
#44 Posted 05 April 2013 - 06:42 PM
#45 Posted 05 April 2013 - 06:52 PM
Edit: Yup, I was right...as confirmed by the matching watch store signs. https://www.youtube....Zf-kk4hbU#t=32s
I can only imagine what other neat pieces of DNF history will be found in the full game.
This post has been edited by Duke Rocks: 05 April 2013 - 06:56 PM
#46 Posted 05 April 2013 - 07:07 PM
Duke Rocks, on 05 April 2013 - 06:52 PM, said:
You do realize you're asking a community of Duke fans right?
I'm sure there's more references to the old trailers than what they've actually shown. Should be a pretty cool ride finding out...
#47 Posted 05 April 2013 - 07:20 PM
REALLY????
I thought it was just the trailer. Hell, perhaps waiting for DNF all these years was actually worth it.
#48 Posted 05 April 2013 - 07:20 PM
Thanks Duke Rock for that tribute/comparision. As everybody can guess I made the video with all timeframes in mind. It was quite a task to sync everything.
The bits you see from other trailers were replacements because there are a couple of things from the 2001 video we didnt have ready or don´t plan to include at all.
I recorded lot of extra bits, enough to almost make another trailer remake, but you all got more information than you should!
#49 Posted 05 April 2013 - 07:23 PM
Cathy, on 05 April 2013 - 07:20 PM, said:
REALLY????
I thought it was just the trailer. Hell, perhaps waiting for DNF all these years was actually worth it.
Give or take it a few days. I didn´t like the Moddb´s TBD option so I put an aproximate date. It may be ready slightly earlier or slightly later.
#50 Posted 05 April 2013 - 07:32 PM
Gambini, on 05 April 2013 - 07:23 PM, said:
Just like George Broussard... all lies.
#51 Posted 06 April 2013 - 02:12 AM
Gambini, on 03 April 2013 - 02:29 PM, said:
As I wrote on Youtube, I didn't know that Polymer was so unoptimized, but then, why not use Unreal 1? It's much lighter than Polymer, it supports lighting effects that would bring Polymer to its knees (although without bump/normal/parallax mapping because the lighting is done by the CPU), it has a huge viewable distance, it still gets updates (see http://oldunreal.com/ ), it's compatible with every stereoscopic driver in existence and it would give a much closer "2001 DNF feel" than Build, simply because that's what DNF was based on in 2001. You wouldn't even make the effort of implementing weapons like the pipebombs, the shrinker, the freezethrower and the tripmines, because they are already available in a weapons pack called "Unreal 4Ever".
This post has been edited by Devil Master: 06 April 2013 - 02:17 AM
#52 Posted 06 April 2013 - 02:26 AM
It's like getting a tennis player to play badminton. You might think the sports look similar at a glance, but there are too many small differences in rules, techniques, and strategy to count, and it would require getting a new set of equipment, and play under different conditions. Best to stick with the sport you're good at.
Besides, Unreal doesn't offer any huge benefits over build at this stage except some more optimised visuals and the occasional 3D geometry that's difficult to replicate.
Oh, and Gearbox will probably try to shut them down if they create a Duke game like this on another engine.
Trooper Mick, on 05 April 2013 - 06:02 PM, said:
Anybody know the answer to this?
This post has been edited by Trooper Mick: 06 April 2013 - 02:27 AM
#53 Posted 06 April 2013 - 02:44 AM
Devil Master, on 06 April 2013 - 02:12 AM, said:
#54 Posted 06 April 2013 - 04:51 AM
#55 Posted 06 April 2013 - 08:38 AM
Devil Master, on 06 April 2013 - 02:12 AM, said:
Putting aside the hard work involved, the legal reality of doing such a thing doesn't bode well for the time and energy that would be invested. 3D Realms, and indeed Gearbox, are very strict about making TC's, mods, or standalone Duke Nukem games.
#56 Posted 06 April 2013 - 08:59 AM
Commando Nukem, on 06 April 2013 - 08:38 AM, said:
I hate to bring this up, but is what they're actually doing even allowed? 3DR's policies surrounding fan-made content specify that no level design, art, music, characters, plot elements, etc. can be reproduced- even in their own game engines/editors. Don't want to be a Debbie Downer, but if those regulations still hold true then Gambini and his crew are clearly violating them. I want to play their creation as much as anyone else, but rules are rules...
That and the fact that the team may very well produce something far superior to the "real" DNF.....
#57 Posted 06 April 2013 - 09:07 AM
#58 Posted 06 April 2013 - 09:07 AM
#59 Posted 06 April 2013 - 09:18 AM
Please forgive for trying to play the devil's advocate, I'm just genuinely curious!
This post has been edited by Duke Rocks: 06 April 2013 - 09:19 AM