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RELEASE: DUKE NUKEM FOREVER 2013  "it wasnīt a hoax."

User is offline   HiPolyBash 

  • 395

#871

View PostTrooper Dan, on 20 March 2017 - 10:21 AM, said:

It's a major update to DNF 2013, the retro-styled EDuke32 game which is everything that the commercial DNF should have been, if it had been released back in 1998 based on what we know of the version of that time.


View PostGambini, on 30 April 2017 - 05:01 PM, said:

Nope, because we are actually doing a different mod.

:blink:

This post has been edited by HiPolyBash: 01 May 2017 - 07:04 PM

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User is offline   Forge 

  • 5,114

#872

View PostLunick, on 01 May 2017 - 06:07 PM, said:

I hate to be a dick....

are we all supposed to pretend that we haven't been using the same game forum(s) with you for the last decade or so?

This post has been edited by Forge: 01 May 2017 - 07:27 PM

1

User is offline   Trooper Dan 

  • Duke Plus Developer
  • 2,241

#873

This is all just a warmup, in case we have an actual controversy later on.
0

User is offline   Lunick 

  • Snazzy Ex Tazzy
  • 4,513

#874

View PostForge, on 01 May 2017 - 07:12 PM, said:

are we all supposed to pretend that we haven't been using the same game forum(s) with you for the last decade or so?

I could have worded that better but I meant in the sense towards actual content being created rather than what goes on in the General forum. I try not to be a dick anyway though to good people ;)

LeoTCK - EDIT: Jimmy, Blow it out your ass!
http://duke3dmaps.tumblr.com/
0

User is offline   mattjoes 

  • 1

#875

Great to hear this project is getting a new version.

Just wanted to make a small suggestion: don't know if it's possible, but in the first level, from the top floor of the casino, it would be nice to be able to see Las Vegas extending into the horizon, with some lit buildings and casinos. The illusion is slightly broken seeing the starry sky right behind the buildings on the edges of the map. (Video)

Just sayin'.

Anyway, looking forward to whatever you're cooking up!

This post has been edited by mattjoes: 15 May 2017 - 05:07 PM

1

User is offline   Micky C 

  • Honored Donor
  • 3,388

#876

You do realize what engine he's using right? Unless he uses a coded skybox like the AMC TC, you won't be able to get any better than you see already. Very few people could have pulled off such an immersive Vegas like that.

Polymer wishlist: Global illumination, SSAO, Bloom, reflective surfaces, adjustable specular (wetness), volumetric lighting.
Mapper of the Month December 2014.

Herbs? Tell me more!
0

User is offline   Mike Norvak 

  • Music Producer
  • 566

#877

Why not? He can easily add sectors in the background with windows to simulate it.

Using new "HQ" skyboxes will be the cherry on top, something similar to the trailers.
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User is offline   darkprince227 

  • 10

#878

I was just playing the mod today actually. It's already awesome, but I'm looking forward to this 2017 version already B)

Pointing out bugs and badgering developers about unfinished addon packs since 6th July 2011!
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User is offline   Micky C 

  • Honored Donor
  • 3,388

#879

View PostMike Norvak, on 16 May 2017 - 06:29 AM, said:

Why not? He can easily add sectors in the background with windows to simulate it.

Using new "HQ" skyboxes will be the cherry on top, something similar to the trailers.



No he can't. I had a quick look at the map, many of the areas that don't have buildings behind them are like that because the buildings can be entered, or otherwise have balconies. It would be impossible to add anything behind them. Even if you did add a few extra odd buildings here and there, the areas without buildings due to this fact would only be emphasized.

Polymer wishlist: Global illumination, SSAO, Bloom, reflective surfaces, adjustable specular (wetness), volumetric lighting.
Mapper of the Month December 2014.

Herbs? Tell me more!
0

User is online   Nancsi 

  • 228

#880

Just two unimportant notes:

In the first level, when the guy holds the door from the "pissed off" pig, there is a fire extinguisher which can't be blown up. You actually created a different sprite for it, while use the normal one for the rest of the game. Is there a way to fix that? I know the extinguisher didn't blow up in the 2001 trailer, but it still looks "usermappy" when you can't destroy it.

The other one is in the Dam level, where you ride the monkey. There is one single (and for that case, rather pointless) EDF soldier, who spawns a facehugger/slimer when dead. The facehugger however goes buggy when it tries to "eat" you on the monkey. Again, just a nitpick, but I think it can be fixed somehow.

This post has been edited by Nancsi: 17 May 2017 - 10:26 AM

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User is offline   Gambini 

  • 1,288

#881

You already said that about the fire extinguisher. The reason why it was like that, it?s as you said, because it didn?t blow on the trailer.

I take note about what you say. facehuggers may be completely different in this version... so

My maps

eat my shorts
0

User is offline   Micky C 

  • Honored Donor
  • 3,388

#882

View Postmattjoes, on 15 May 2017 - 05:05 PM, said:

Great to hear this project is getting a new version.

Just wanted to make a small suggestion: don't know if it's possible, but in the first level, from the top floor of the casino, it would be nice to be able to see Las Vegas extending into the horizon, with some lit buildings and casinos. The illusion is slightly broken seeing the starry sky right behind the buildings on the edges of the map. (Video)

Just sayin'.

Anyway, looking forward to whatever you're cooking up!


Posting from Vegas right now - I can say that the city is incredibly flat building-wise besides the Strip and a few isolated areas. Therefore the current depiction in the first level is valid.

Polymer wishlist: Global illumination, SSAO, Bloom, reflective surfaces, adjustable specular (wetness), volumetric lighting.
Mapper of the Month December 2014.

Herbs? Tell me more!
1

User is offline   LkMax 

  • 312

#883

I had the curiosity to se driving-around videos and maps and photos to get a feel of some american cities, and Vegas do seem very flat.
But then again Los Angeles also looks a bit flat building-wise with the exception of downtown (that's the impression I get, I've never been there) and still it's full of skyscrapers in Duke 2 where they call the city Neo-LA. It's the future, maybe the city progressed a lot since the currenct time.

Not saying they should or should not do that, just saying that there's the timeline excuse if some 'artistic licence' is needed.

-generic signature here-
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User is offline   HulkNukem 

  • 735

#884

View PostMicky C, on 20 June 2017 - 09:11 AM, said:

Posting from Vegas right now - I can say that the city is incredibly flat building-wise besides the Strip and a few isolated areas. Therefore the current depiction in the first level is valid.


I think it would look cool if there was several casinos in the skybox; it would give the allusion that the Strip is much longer than the couple casinos that you run around in; the Strip is in the middle of Vegas, not on the outskirts. Otherwise yes, Vegas is the tall casinos of the Strip, a couple other tall casinos sprinkled out in the actual city with the city itself being flat with the mountains in the distance.
Abso-fucking-lutely keep it at night too; never go full DNF

This post has been edited by HulkNukem: 20 June 2017 - 12:42 PM

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User is offline   Mr. Tibbs 

  • 1,153

#885

View PostGambini, on 20 March 2017 - 07:50 PM, said:

Snip

This looks SO good!
Posted Image
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User is offline   stumppy84 

  • 45

#886

Yes! We need another tease!!
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User is offline   Never Forgotten 

  • 155

#887

I don't think anyone's asked this... but I'm also too lazy to go back and check. But is there a chance you will be implementing a Desert Eagle into the game? I love the Glock, but since the original DNF was supposed to have the Desert Eagle, I was hoping you'd be putting it into the next mod. Now I know it's simple to just replace it, I've done that with my own, but it would be cool to see DNF how it was intended, Desert Eagle and all... but there's also that weird scoped one from the earlier stuff.

Who Loves Ya Baby?

Never Forgotten/Focus Gaming
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User is offline   Gambini 

  • 1,288

#888

Well, we arenīt going into details about what is being done, but as i said somewhere: Including all shown material is planned.

My maps

eat my shorts
2

User is offline   Never Forgotten 

  • 155

#889

That's good enough for me. :dukeaffirmative:

Who Loves Ya Baby?

Never Forgotten/Focus Gaming
1

#890

I was pretty sad after how quickly it ended, but it was very enjoyable and a top notch mod
2

User is offline   Jess Renee 

  • 3

#891

Looks good. Will play again. And I hope there is still more coming!
1

User is offline   Gambini 

  • 1,288

#892

Thanks for playing, and glad you enjoyed it guys!

My maps

eat my shorts
2

User is offline   Jess Renee 

  • 3

#893

Thank you for making it. And you're welcome!
0

User is offline   lamduck 

  • 12

#894

View PostJess Renee, on 26 October 2017 - 09:27 PM, said:

Thank you for making it. And you're welcome!

It's an excellent game. Try the free DLC for DNF 2013 if you haven't already, lots of fun! It has some funny jokes about how crazy DLC can be!

http://www.moddb.com...-dlc-level-pack
2

User is offline   Micky C 

  • Honored Donor
  • 3,388

#895

It's a shame that the DLC won't be included in the new version of the mod. I can understand why Gambini's not doing it; he's going to do his own version of some of the references used in the DLC levels where it doesn't make sense having references used multiple times. He probably also wants a more consistent mapping style throughout considering he's going for a more polished product. But still the DLC has some great things going for it, particularly Davox's bike map which is one of the more unique and memorable experiences in Duke modding history.

Davox's stadium level was tweaked and converted to a vanilla map, albeit without the fancy stadium that TROR allows, so that lives on in a new form, but it doesn't help the other two maps. Sure, they'll still be available on moddb to play with the 2013 version, but it's likely that the 2013 version as a whole will start to gather dust once the new version is released.

Polymer wishlist: Global illumination, SSAO, Bloom, reflective surfaces, adjustable specular (wetness), volumetric lighting.
Mapper of the Month December 2014.

Herbs? Tell me more!

This post has been edited by Micky C: 31 October 2017 - 02:29 PM

0

User is offline   lamduck 

  • 12

#896

View PostMicky C, on 31 October 2017 - 02:29 PM, said:

It's a shame that the DLC won't be included in the new version of the mod. I can understand why Gambini's not doing it; he's going to do his own version of some of the references used in the DLC levels where it doesn't make sense having references used multiple times. He probably also wants a more consistent mapping style throughout considering he's going for a more polished product. But still the DLC has some great things going for it, particularly Davox's bike map which is one of the more unique and memorable experiences in Duke modding history.

Davox's stadium level was tweaked and converted to a vanilla map, albeit without the fancy stadium that TROR allows, so that lives on in a new form, but it doesn't help the other two maps. Sure, they'll still be available on moddb to play with the 2013 version, but it's likely that the 2013 version as a whole will start to gather dust once the new version is released.

This is some great information. I keep all the stuff I download, so it'll be playable to us digital hoarders. :D I also will share with others if it happens to be hard to find later. It is true it will probably get lost when the new stuff is out, it's a shame as the last level is one of my favorites, the music is amazing and the whole DLC has a great flow to it, it keeps upping the game right to the final boss.

Driving the bike never gets old, it has a great feel to it like when you lean and go very fast, it's very realistic.
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User is offline   brullov 

  • BAZINGA!
  • 803

#897

DLC does not fit the mapping style. It's still great, though. Posted Image

Links: t vk p yt
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User is offline   Trooper Dan 

  • Duke Plus Developer
  • 2,241

#898

The DLC will still be available and should work with the new version when it's done. The only problem would be if the DLC had new art that conflicted with what is being added. Anyway, there's no point in worrying about it right now.
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User is offline   Gambini 

  • 1,288

#899

Itīs been discussed already enough times i guess, but here we go again:

No, it wont be included. But it will still be available just like the 2013 download, because the new project is going to be a separate version.

My maps

eat my shorts
0

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