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RELEASE: DUKE NUKEM FOREVER 2013  "it wasn´t a hoax."

User is offline   Micky C 

  • Honored Donor

#211

View PostDaveyDoomsday, on 02 May 2013 - 09:33 PM, said:

A FULL PLAYTHROUGH PAINSTAKINGLY EDITED WITH CLIPS FROM DNF 98, 2001, 2003 and 2006 MIGHT I ADD!


So if new levels come out, you'll play through them as well?

@Nansci; I haven't played LR&WB (I probably should), but if new people are becoming interested in duke modding, shouldn't they be exposed to newer and free to play mods first?
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#212

Not necessarily, although LR&WB is still one of my favorites, it is probably more interesting to Duke 3D fans than general gaming community.
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#213

View PostBloodshot, on 02 May 2013 - 04:12 PM, said:

Ported the new stuff over to MrGlasses (or is it pappiman's?) DNF gloves

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Also made a semi-new kick sprite

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I like these! Do you plan to make them downloadable soon?
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User is online   Danukem 

  • Duke Plus Developer

#214

View PostDaveyDoomsday, on 02 May 2013 - 09:33 PM, said:

A FULL PLAYTHROUGH PAINSTAKINGLY EDITED WITH CLIPS FROM DNF 98, 2001, 2003 and 2006 MIGHT I ADD!


I watched the whole thing and enjoyed it thoroughly. Your painstaking editing is much appreciated and really shows off how much effort was put into authentically replicating scenes from the trailer in BUILD. Even though I contributed some code, I'm ashamed to say I haven't actually played most of the mod yet. I have to admit, it's better than I thought it would be, based on the bits I had played. Your video does show some areas where improvements are needed, like bike glitches, insufficient ammo in places (add more RPG and devastator ammo, Gambini!), and a lackluster final boss. Overall, though, I think Gambini and Mikko did an incredible job, especially considering how quickly the project came together.


Now here are a few notes to no one in particular on things that I think need to be improved (mostly coding stuff that I or Mikko could do):
-Eliminate bike collision damage at low speeds
-Make steering easier at low speed
-Reduce number of octabrains in some areas
-Increase RPG and devastator ammo
-Perhaps beef up the devastator so it's more of a super weapon
-replace reloading sounds on M16 (it should not sound like the pistol)
-make all enemies shrinkable and freezable (terminators did not appear to be freezable)
-replace some projectile sprites with better looking ones
-improve gore (don't go nuts with it, but some bouncy chunks with blood spurting would be nice)
-add air timer when underwater (Davey did not even seem aware that he was starting to drown a few times)
-Give the boss more menacing attacks, and a second phase to the boss fight, also provide some devastator ammo
-female civilians who can run around (not really necessary though)

That's all I can think of at the moment.
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User is offline   Bloodshot 

#215

I want to chime in on the bike collision. It doesn't do much damage when you collide at a low speed (except when you hit garbage cans and stuff sometimes), but it flashes the screen red the same intensity as it does when you take massive damage.

I'll release the gloves if it's okay with the original author who made the pack.

Also, any plans for supporting DP down the road?
1

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#216

The "red flashing" in the bike should be proportional to the damage. And not being able to jump from the bike is a huge design flaw.

View PostTrooper Dan, on 02 May 2013 - 11:43 PM, said:

-Perhaps beef up the devastator so it's more of a super weapon

To be fair a lot of the gameplay could be changed in that sense.
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User is online   Lunick 

#217

View PostTrooper Dan, on 02 May 2013 - 11:43 PM, said:

Now here are a few notes to no one in particular on things that I think need to be improved (mostly coding stuff that I or Mikko could do):
-Eliminate bike collision damage at low speeds
-Make steering easier at low speed
-Reduce number of octabrains in some areas
-Increase RPG and devastator ammo
-Perhaps beef up the devastator so it's more of a super weapon

That's all I can think of at the moment.


If you add more RPG/Devastator ammo then that fixes the Octabrain problem and if you have less Octabrains then that fixes the ammo problem :) Fine tuned bike movement is also welcome.
2

User is offline   Bloodshot 

#218

I feel like mouse turning should be disabled on the bike, since it turns much more naturally with the strafing keys.
1

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#219

Me too. It also could have a third-person view which would allow you to look around with the mouse.
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User is offline   Kathy 

#220

View PostTrooper Dan, on 02 May 2013 - 11:43 PM, said:

make all enemies shrinkable and freezable (terminators did not appear to be freezable)

I think it's perfectly normal for non-organic enemies.

View PostFox, on 03 May 2013 - 12:42 AM, said:

It also could have a third-person view which would allow you to look around with the mouse.

No way. Keep the 1st person view, but enable mouse look(=head turning).
1

User is offline   Richard Shead 

  • "Dick Nasty"

#221

View PostGreen, on 02 May 2013 - 09:15 PM, said:

Interceptor Entertainments Dave Oshry has done a full playthrough of the Duke Nukem Forever mod.



View PostDaveyDoomsday, on 02 May 2013 - 09:33 PM, said:

A FULL PLAYTHROUGH PAINSTAKINGLY EDITED WITH CLIPS FROM DNF 98, 2001, 2003 and 2006 MIGHT I ADD!



Wow, it's almost as though my mind was read- I was planning on doing something exactly like this but didn't have the time, motivation, or patience. Major hats off to you, Mr. Oshry; a very enjoyable video! Loved it!!
2

User is offline   MusicallyInspired 

  • The Sarien Encounter

#222

I dislike those Gearbox gloves.
3

User is offline   David B. 

#223

I already played the 1st level, the city ambiance was stunning.
That's a great creation for what I've only seen... and I've not played the others maps yet.
2

User is offline   Player Lin 

#224

View PostCathy, on 02 May 2013 - 09:29 PM, said:

View PostGambini, on 02 May 2013 - 05:05 PM, said:

EDIT: Also, shame on you using polymost! :)

But the game is defaulted to Polymost/Opengl in options.


So someone should fix this problem if DNF 2013 needed classic renderer, not just shame on someone by using the default polymost renderer...

:)

EDIT: Yeah, I know the readme said, it recommend for using classic but really, when the default is Polymost/OpenGL...many just lazy and use that...put "setrendermode 0" on the autoexec.cfg with the mod's package maybe a good idea but...

I just don't like my eduke32 made my system and displaying go nut if I using Classic renderer and then ALT-TAB out by accidentally, when my crouch key is ALT and I'm crouching + using Automap...

;)

This post has been edited by Player Lin: 03 May 2013 - 04:37 AM

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User is offline   Kathy 

#225

To my shame I didn't know that opengl was polymost. I thought it would be plainly written as "polymost" in the options or in the launch menu just like it was with polymer. So... I decided to keep everything to a default.
1

User is offline   NNC 

#226

I haven't found 2 of the 5 secrets in the first level even with cheating. Are they available somewhere? I found the one in the store early on, the shotgun and armor in the vent, and the rooftops in the Titty area.

However, those Reconcars around that big tower are great addition. Too bad they are unreachable, unless you waste your entire ammo at the start of the level.

This post has been edited by Nancsi: 03 May 2013 - 06:04 AM

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User is offline   Kathy 

#227

I shot them down from the ground with pistol.
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User is offline   Jblade 

#228

View PostNancsi, on 03 May 2013 - 06:03 AM, said:

I haven't found 2 of the 5 secrets in the first level even with cheating. Are they available somewhere? I found the one in the store early on, the shotgun and armor in the vent, and the rooftops in the Titty area.

However, those Reconcars around that big tower are great addition. Too bad they are unreachable, unless you waste your entire ammo at the start of the level.

You can get inside the garbage truck near Slick Willys, inside is a devastator and ammo. I can't find the last secret either!
2

User is offline   Forge 

  • Speaker of the Outhouse

#229

View PostGambini, on 02 May 2013 - 03:36 PM, said:

There are so many things flying around this mod that im sort of fed up of feedback.

sorry. slipped my mind

kinda too late to take back the first level comments since they were referred to in a reply
i'll take my comments to CGS where only a couple people see it

played the second level

-observations removed-

This post has been edited by Forge: 03 May 2013 - 07:47 AM

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User is offline   darkcaleb 

#230

Already working on a user map for this mod. This takes place in Neotokyo. Giving a little mix of allot of movies references like Akira, Bladerunner, Terminator. The map will have new textures and maybe some new sounds. Still i'm thinking about a story that where the aliens have discovered that scientist in Tokyo are working on a Portal. This Portal will be a advantage for the aliens, they are planning on getting Doctor Proton and the rest of the alien race to earth to make it even harder for the humans to fight.

First screen.(Still work in progress)
Posted Image

This post has been edited by darkcaleb: 03 May 2013 - 07:09 AM

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User is offline   MetHy 

#231

Want your usermap to be played by more people?

Then make it for the DNF mod rather than for the original game; even if it has nothing to do with DNF.

how ironical. I should make one too.

This post has been edited by MetHy: 03 May 2013 - 07:28 AM

1

User is online   Danukem 

  • Duke Plus Developer

#232

View PostFox, on 02 May 2013 - 10:49 PM, said:

Not necessarily, although LR&WB is still one of my favorites, it is probably more interesting to Duke 3D fans than general gaming community.


Agreed.

View PostBloodshot, on 02 May 2013 - 11:58 PM, said:

I want to chime in on the bike collision. It doesn't do much damage when you collide at a low speed (except when you hit garbage cans and stuff sometimes), but it flashes the screen red the same intensity as it does when you take massive damage.


I favor just eliminating low speed damage and flashing altogether, because who needs it (plus that is easier to code).


View PostBloodshot, on 02 May 2013 - 11:58 PM, said:

Also, any plans for supporting DP down the road?


No. That would be a huge mess and its contrary to the design of the mod.


View PostLunick, on 02 May 2013 - 11:59 PM, said:

If you add more RPG/Devastator ammo then that fixes the Octabrain problem and if you have less Octabrains then that fixes the ammo problem :)


In that case I would vote for the same number of octabrains but more RPG/Dev ammo. And yes I realize that there may be enough of that ammo if one finds secrets, but there should be more without secrets imo.


View PostCathy, on 03 May 2013 - 12:51 AM, said:

I think it's perfectly normal for non-organic enemies.


Yes I know it's standard for the shrinker to not work on mech type enemies, but it would be more fun if it worked on terminators at least.


View PostForge, on 03 May 2013 - 06:25 AM, said:

about the bike ride portion. other than the scenery and avoiding the train; the uneventful portion seemed too long and boring.


Drive faster :)


Also in general on the bike: The bike was ported from another mod by Lezing. His bike was designed to be a futuristic electric vehicle and wasn't designed for the kinds of environments from this mod. The code and sounds were modified to make it seem more like a motorcycle and to give it a few new features, but it still has some issues. Some things would be a major pain to implement. For example, allowing the player to fire will driving. We have a nice hud sprite that Gambini made showing both of Duke's hands on the grips, and we would have to come up something else to show him holding weapons. It's not likely to happen.
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User is offline   zykov eddy 

#233

Great screenshot darkcaleb!

View Postdarkcaleb, on 03 May 2013 - 07:08 AM, said:

Giving a little mix of allot of movies references like Akira


:)
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User is offline   Jenz/Amaka 

#234

View PostBloodshot, on 02 May 2013 - 04:12 PM, said:

Ported the new stuff over to MrGlasses (or is it pappiman's?) DNF gloves

Both.

And

Nice work on the gloves.

View PostDI-MeisterM, on 02 May 2013 - 11:20 PM, said:

I like these! Do you plan to make them downloadable soon?

Duke Nukem Forever Gloves DLC for only 4,99$

This post has been edited by MrGlasses: 03 May 2013 - 09:44 AM

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User is offline   NNC 

#235

View PostFox, on 02 May 2013 - 10:49 PM, said:

Not necessarily, although LR&WB is still one of my favorites, it is probably more interesting to Duke 3D fans than general gaming community.


But that can be said about all of the mods MetHunter mentioned. Metropolitan Mayhem is practically a retro episode with not so much appeal to current gamers.
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User is offline   Jottle 

#236

View PostMblackwell, on 02 May 2013 - 06:23 PM, said:

Follow the directions and then run eduke32 -gDNF.GRP -xDNFGAME.CON

This worked for me on Linux at least.


Thanks, but how do I run eduke32 with those command arguments on a mac?
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User is offline   Radar 

  • King of SOVL

#237

I can't stop playing the bike part. Ever since Muelsa made his bike, I always hoped for a good road map to be made. This mod so far is the closest thing to that. It's what I always wanted for Duke! :)
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User is offline   Forge 

  • Speaker of the Outhouse

#238

Forge said:

about the bike ride portion. other than the scenery and avoiding the train; the uneventful portion seemed too long and boring.

View PostTrooper Dan, on 03 May 2013 - 07:44 AM, said:

Drive faster :)

not applicable when already going at full speed. and if you want to quote me with a snippet to make a point, at least give me credit for the reason i said what i did.

Forge said:

could be personal experience influencing the perspective - i've been on so many convoys in the military and drove back and forth across europe and the u.s. so many times that long scenic drives don't impress.


anyway I'm taking my comments to CGS where they're easier to ignore

This post has been edited by Forge: 04 May 2013 - 06:17 AM

-4

User is offline   Kathy 

#239

View PostTrooper Dan, on 03 May 2013 - 07:44 AM, said:

Yes I know it's standard for the shrinker to not work on mech type enemies, but it would be more fun if it worked on terminators at least.

Nah, it's better when you need different weapong for different enemies. I also noticed terminators were hard to kill with pipebombs. Whether I was bad at throwing or it was a feature.
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#240

View PostMrGlasses, on 03 May 2013 - 09:42 AM, said:

Both.

And

Nice work on the gloves.


Duke Nukem Forever Gloves DLC for only 4,99$


Posted Image
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