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DNF E3 2001 Trailer Redone in Duke3D

User is offline   TerminX 

  • el fundador

  #31

I'd be surprised if there wasn't!
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User is offline   Gambini 

#32

Guys you´re expecting too much! I just replaced the tripmine hands by that motorcycle hud and we made that when you use it steroids are activated!
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User is offline   Richard Shead 

  • "Dick Nasty"

#33

To reiterate everyone elses' sentiments this project looks absolutely amazing.

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!!!!!! :P
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User is offline   Micky C 

  • Honored Donor

#34

Aww really?

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.
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User is offline   Gambini 

#35

yeah, maybe... who knows? :)
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User is offline   ReaperMan 

#36

Love it!
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User is offline   Richard Shead 

  • "Dick Nasty"

#37

Whoops...didn't realize he already did.

This post has been edited by Duke Rocks: 04 April 2013 - 09:51 PM

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User is offline   MusicallyInspired 

  • The Sarien Encounter

#38

It could be the look left/look right keys too. Nice effect.
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User is offline   OpenMaw 

  • Judge Mental

#39

*sniff* I think it's a digital zoom. Posted Image




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.
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User is offline   ReaperMan 

#40

Hey, i forgot to ask but in the original trailer there was a working pinball machine.... did you guys manage to get something like that working in this TC?
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User is offline   Gambini 

#41

Broussard didn´t answer half the questions I´m answering in all the 15 years of development. Let´s give some room for speculation, so the project doesn´t end up being a disappointment.

Quote

And then got bored and watched the video a couple dozen more times.


That is a great compliment!

This post has been edited by Gambini: 05 April 2013 - 02:40 PM

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User is offline   Micky C 

  • Honored Donor

#42

View PostReaperMan, on 05 April 2013 - 02:33 PM, said:

Hey, i forgot to ask but in the original trailer there was a working pinball machine.... did you guys manage to get something like that working in this TC?


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?
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User is offline   Richard Shead 

  • "Dick Nasty"

#43

Here's a little comparison I just put together, if anyone cares...


DNF 2001 vs 2013
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User is offline   Yatta 

  • Pizza Lawyer

  #44

http://www.moddb.com...-guila-monster1

Screenshots look awesome. I WANT. NOW.
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User is offline   Richard Shead 

  • "Dick Nasty"

#45

Yeah, I saw those...anyone else notice bits of the 1998 trailer and even 1999 screenshots mixed in with the re-made 2001 footage?? I.e. the rolling boulder, the truck right afterwards, the EDF vehicle being lifted towards the end of the video, and the Dam guide? Also, the very first shot after the Vegas panorama is highly reminiscent of a shot from the DNF bonus 2003 footage, I believe. I'll have to check to make sure...


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. :P

This post has been edited by Duke Rocks: 05 April 2013 - 06:56 PM

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User is offline   Micky C 

  • Honored Donor

#46

View PostDuke Rocks, on 05 April 2013 - 06:52 PM, said:

Yeah, I saw those...anyone else notice bits of the 1998 trailer and even 1999 screenshots mixed in with the re-made 2001 footage??


You do realize you're asking a community of Duke fans right? Posted Image

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...
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User is offline   Kathy 

#47

"Coming Apr 15, 2013"
REALLY????

I thought it was just the trailer. Hell, perhaps waiting for DNF all these years was actually worth it.
2

User is offline   Gambini 

#48

Thanks to everybody for ruining my life :) I´m ultra hyped now! i want to tear all the hair off my chest!

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!
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User is offline   Gambini 

#49

View PostCathy, on 05 April 2013 - 07:20 PM, said:

"Coming Apr 15, 2013"
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.
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User is offline   ReaperMan 

#50

View PostGambini, on 05 April 2013 - 07:23 PM, said:

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.

Just like George Broussard... all lies. :)
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#51

View PostGambini, on 03 April 2013 - 02:29 PM, said:

And the reasons of why not polymer are much simpler: It offers things we don´t really need, as lights and shaders and does not offer some things we do need: as performance and viewable distance.

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

-3

User is offline   Micky C 

  • Honored Donor

#52

Uhuh, so you want some Duke mappers to invest all the time and effort to become fast and skilled Unreal mappers, then go through the extraordinary amount of work basically recreating a Duke game in another engine, including art and code. Personally I think it's better that the fast, talented Duke mappers make some Duke maps and make minor tweaks and additions to the original game to pull off the gameplay they want Posted Image

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.

View PostTrooper Mick, on 05 April 2013 - 06:02 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?


Anybody know the answer to this?

This post has been edited by Trooper Mick: 06 April 2013 - 02:27 AM

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User is offline   Mikko 

  • Honored Donor

#53

View PostDevil Master, on 06 April 2013 - 02:12 AM, said:

As I wrote on Youtube, I didn't know that Polymer was so unoptimized, but then, why not use Unreal 1?



:) :P :) :P
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User is offline   Gambini 

#54

This guy.... The problem with him is that he thinks we´re making the game of his dreams. While, actually we´re making the game of our dreams...
1

User is offline   OpenMaw 

  • Judge Mental

#55

View PostDevil Master, on 06 April 2013 - 02:12 AM, 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".


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.
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User is offline   Richard Shead 

  • "Dick Nasty"

#56

View PostCommando Nukem, on 06 April 2013 - 08:38 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.



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... :P



That and the fact that the team may very well produce something far superior to the "real" DNF..... :)
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User is offline   OpenMaw 

  • Judge Mental

#57

I think the problem was always making direct recreations in other engines. Not making interpretive recreations within Duke 3D. They won't care about this.
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User is offline   Kathy 

#58

I'm sure they aren't trying to recreate the abomination that was released as "Duke Nukem Forever" by Gearbox.
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User is offline   Richard Shead 

  • "Dick Nasty"

#59

Well, I made several UnrealEd mock-ups of locations showcased in the 1999 screenshots and 1998 video and Siegler told me via PM that it was forbidden. This was circa 2006ish- before DNF was released, but after 3DR had explicitly stated on numerous occasions that the previously released materials in no way, shape or form represented DNF in it's current state. So if remaking scenes from blatantly obsolete media is a no-go, then how is Gambini's effort any different?? :)

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

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User is offline   Kathy 

#60

For fuck's sake...
http://forums.duke4....post__p__154130
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