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

User is offline   Gambini 

#421

Well that´s something I disagree. Photorealistic is not the same as cropped photos. Most of the textureset of that last screenshot seems to be made out of pictures. I guess they were placeholders, because when you can see shadow and perspective in the small details of those panels, it looks like it´s a picture under a glass more than a real thing.

I remember once, when was doing a mod for Half Life 1, which I later ported to Half life 2 and still is not done I used to take lot of pictures to use as my own textures. I once realized that the grass I was using (which was a tiled picture of the grass on my yard) looked like it was behind a glass. The magic went away and I didn´t use pictures anymore ;)
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User is offline   DavoX 

  • Honored Donor

#422

Would you consider these also old trailers? ;)




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User is offline   Gambini 

#423

With the exception of Alma, those "spitting plants", the swimming pool and the boat footages, We included almost everything else from the 2003 video.

From the 2006 video instead, we included less things because it already looks like "this modern game". But you can still see things like the pep show with the ezCam screen, the 30min photo store, the building with the neon arch and the elevators lobby footage (which is merged in design with another area shown in this same video). I also considered including the cleaning guys, but if you pay attention, they´re clones of "this thing is really pissed off".

This post has been edited by Gambini: 20 May 2013 - 03:38 PM

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#424

 Lunick Prime, on 20 May 2013 - 01:50 AM, said:

Or, instead of simply spouting ideas, you can sit down and do all the hard work yourself to get it done.

You can do it! ;)


I missed this the first time around, but now after reading it, I think I'll take you on with that offer. I would like to do my own DNF mod for Eduke myself. I've wanted to do so as much since I played WG Realms 2, and I definitely want to develop Duke mods which rock like ever before.... But first, I must learn it first.

I do remember a lot of the stuff DNF originally was supposed to feature, and I do have the imagination to fill in the gaps and to come up with plot points and super original bosses that would suit DNF's tone just fine... Let me start drawing and conceiving. (Drawing and typing busily)

This post has been edited by Flying Techbot: 22 May 2013 - 11:19 PM

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#425

 Gambini, on 20 May 2013 - 03:38 PM, said:

With the exception of Alma, those "spitting plants", the swimming pool and the boat footages, We included almost everything else from the 2003 video.

From the 2006 video instead, we included less things because it already looks like "this modern game". But you can still see things like the pep show with the ezCam screen, the 30min photo store, the building with the neon arch and the elevators lobby footage (which is merged in design with another area shown in this same video). I also considered including the cleaning guys, but if you pay attention, they´re clones of "this thing is really pissed off".


Yeah, it's best to stick to the footage before the 2006 video. I'd recommend including more eccentric cleaning guys, because they could as DNF's equivalent of the Half-Life scientists: they're guaranteed to get killed, but you love the stuff they do and say and you want to save them if the game permits it.

Just so you know, the archive section of Duke4.net features all the old screenshots from 1998-2001, which is where I got those shots previously to show you that my suggestions were based on actual game pics. If you ever do consider including Bombshell in the mod, remember that she once works for Proton and now helps Duke, she's the only woman who is not attracted to Duke, and Duke thinks she's a lesbian.

Since you already incorporated some great elements from No One Lives Forever, Shadow Warrior and Blood into this awesome mod, you might consider borrowing sounds and gameplay aspects from Unreal Gold and Tournament, Deus Ex, Giants: Citizen Kabuto, Evil Dead, and Shadows of the Empire to get things even more interesting.

I am full aware that I wrote before that I should make my ideal DNF mod myself, but it doesn't hurt to just suggest anyway. :P

P.S. The donkey riding part of the mod, though I know was in the 2001 trailer, felt definitely inspired by the slow tricycle scene in NOLF 2. Just the way Duke made the donkey ride so much more badass than it was made it one of my favorite moments in the game. ;)

This post has been edited by Flying Techbot: 22 May 2013 - 11:19 PM

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User is offline   Diaz 

#426

 Gambini, on 20 May 2013 - 03:23 PM, said:

Well that´s something I disagree. Photorealistic is not the same as cropped photos. Most of the textureset of that last screenshot seems to be made out of pictures. I guess they were placeholders, because when you can see shadow and perspective in the small details of those panels, it looks like it´s a picture under a glass more than a real thing.

I remember once, when was doing a mod for Half Life 1, which I later ported to Half life 2 and still is not done I used to take lot of pictures to use as my own textures. I once realized that the grass I was using (which was a tiled picture of the grass on my yard) looked like it was behind a glass. The magic went away and I didn´t use pictures anymore ;)


Yeah, perhaps photorealistic is not the right word, but if you have played Max Payne, you know what I mean. It has to be done carefully and the pictures need to have as less perspective and shadow as possible, but when it's done well I really love the aesthetic. It's not that I believe it's the best looking kind of texture work, just that there's something very appealing to me. I think it's a big part of why I like the 2001 graphic style so much.

This post has been edited by Diaz: 20 May 2013 - 10:08 PM

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User is offline   Jimmy 

  • Let's go Brandon!

#427

 Mikko_Sandt, on 20 May 2013 - 02:51 PM, said:

I Remember those PCGamer screenshots, still have the magazine somewhere. Didn't one of the shots had a fire sprite that looked exactly like the one in Duke3D?

Yeah, early versions of DNF had the Duke3D fire and explosions.
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User is offline   Jblade 

#428

 Jimmy, on 21 May 2013 - 09:18 PM, said:

Yeah, early versions of DNF had the Duke3D fire and explosions.

I could of sworn DNF itself still used the Explosion sprites for pipebombs or something...it's understandably been a while since I've played it.
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User is offline   Micky C 

  • Honored Donor

#429

Yeah the explosions in DNF did look pretty similar, but it seemed higher res? Definitely not the same sprite, maybe taken from the same source material.
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User is offline   NNC 

#430

I noticed in the 2nd map (when those "passive" Octabrains are) that if you don't destroy the trio from the window, two of them get squished as soon as they reach the invisible wall while one of them gets active and charges at you at the very end of the level.
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User is offline   Gambini 

#431

Yeah. I was aware of that. But honestly It didn´t look wrong to face one of them at the end of the level.
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User is offline   Jimmy 

  • Let's go Brandon!

#432

View PostJames, on 22 May 2013 - 12:24 AM, said:

I could of sworn DNF itself still used the Explosion sprites for pipebombs or something...it's understandably been a while since I've played it.

You might be right.

View PostLunick Prime, on 22 May 2013 - 03:03 AM, said:

Yeah the explosions in DNF did look pretty similar, but it seemed higher res? Definitely not the same sprite, maybe taken from the same source material.

They're from stock footage, so they'd be silly to not dig up the source.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#433

View PostMikko_Sandt, on 20 May 2013 - 02:51 PM, said:

I Remember those PCGamer screenshots, still have the magazine somewhere. Didn't one of the shots had a fire sprite that looked exactly like the one in Duke3D?

Spoiler

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User is offline   djdori11 

#434

Hey, awesome mod! and btw, is an update coming or it's done?
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User is offline   Richard Shead 

  • "Dick Nasty"

#435

View PostFox, on 22 May 2013 - 08:58 PM, said:

Spoiler



Quote

3D Realms did consider other engines, including Epic's Unreal, but unlike Unreal, Quake was finished, it was a known quantity, and it was ready to go.


/facepalm



@djdori11- Yeah, it appears an update is coming(Gambini posted a teaser shot a few pages back) but after the whole delay/hoax fiasco, the developers seem to be keeping quite hush-hush about any future releases. ;)
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User is offline   Micky C 

  • Honored Donor

#436

"To build Duke Nukem Forever on the Prey engine would have delayed the release until late 1998" haha.

I was working on a level for this, but then I got a CnD from Gearbox Posted Image
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User is offline   Diaz 

#437

View PostLunick Prime, on 25 May 2013 - 05:42 AM, said:

I was working on a level for this, but then I got a CnD from Gearbox Posted Image


You've got to be kidding me
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User is offline   Kathy 

#438

He probably is. Not really funny since the last time...
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User is offline   Richard Shead 

  • "Dick Nasty"

#439

Maybe his level design was so extraordinarily amazing that GearBox felt threatened? Or possibly he just didn't know about the previous incident and thought it would be funny...
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User is offline   Kathy 

#440

Nah, he's just a dick.
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User is offline   NY00123 

#441

Two days have passed since I have completed this modification. Very good job to all who are involved!
Truly, I didn't remember much from the trailers... *although* I seemed to recognize some things from the 2001 trailer, while watching the obviously inspired trailer for the mod itself.

P.S.
Spoiler


This post has been edited by NY00123: 25 May 2013 - 01:00 PM

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User is offline   NNC 

#442

No, the highway is not left handed. Look at the border checkpoint, and how the control rooms settle down. I think the way where you enter it is functioning as an exit normally, and your supposed way is blocked with that accident.
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User is offline   faked 

#443

All I can say is I'm glad it's for real.Had a lot of fun playing it. ;)
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#444

I was thinking of all the game which featured elements which the older DNFs wanted to be, and I think they could be used for reference in case you need some level design inspiration, or some enemy and weapon sounds to borrow from:

Unreal Gold
Unreal Tournament 99
Redneck Rampage Rides Again
Giants: Citizen Kabuto
Half-Life
Shadows of the Empire
Clive Barker's Undying
Evil Dead: A Fistful of Boomstick
Deus Ex
Star Trek Voyager: Elite Force
Aliens Vs. Predator
The Thing
Kingpin
Soldier of Fortune
No One Lives Forever
The Thing (2002)
SiN
Interstate '76

Then there's a some essential 80s and 90s films which I bet 3D Realms was drawing inspiration from. I added a few other notable films which I think might further help the game's design.

Independence Day
Men in Black
Terminator 1+2
Aliens
Alien Resurrection
Stargate
Vegas Vacation
Fear and Loathing in Las Vegas
Diamonds Are Forever
Wild Wild West
Close Encounters of a Third Kind
Andy Sidaris' Guns, Girls, and G-Strings
Last Action Hero
The Thing
Evil Dead II
Army of Darkness
Batman Forever (because that's where it got its name from, right?)

What I have in mind is so 90s, yet would harness the best which game design had to offer from 1996-2002.

This post has been edited by Flying Techbot: 30 May 2013 - 05:59 AM
Reason for edit: Changed Unreal Tournament 98 to the correct Unreal Tournament 99

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User is offline   leilei 

#445

Completed it... an inspiring piece of work of fan extrapolation.

There were a few "guide dangit" moments for the later portion:
Spoiler



Also
Spoiler


This post has been edited by leilei: 30 May 2013 - 01:28 PM

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User is offline   MetHy 

#446

Congratulations to the team for reaching 10 thousand downloads on moddb!
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User is offline   Micky C 

  • Honored Donor

#447

Looking at the trailer again, weren't the EDF soldiers meant to be carrying riot shields?
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User is offline   Mikko 

  • Honored Donor

#448

View PostLunick Prime, on 01 June 2013 - 05:19 AM, said:

Looking at the trailer again, weren't the EDF soldiers meant to be carrying riot shields?


No. It was a last-minute addition - for the trailer, that is. Gambini begged for the shields so that he could fake the shield scene. They were never brought up before that.

That being said, it probably wouldn't be too hard to attach them to the soldiers (like the tentacles are) but the soldier animations would have to be redone as well so it'd probably be much easier to simply make them part of the soldier art rather than having them as separate actors.
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User is offline   Gambini 

#449

I don´t beg. I give orders.

The shields have been put in use as static protections in some points of the mod. I think they´re still a cool addition because if you hide behind them you can see them cracking.

Quote

That being said, it probably wouldn't be too hard to attach them to the soldiers (like the tentacles are) but the soldier animations would have to be redone as well so it'd probably be much easier to simply make them part of the soldier art rather than having them as separate actors.


It could have worked if they were attached with a slight leftwards-forwards offset. That would have provided actual protection to the soldiers, forcing the player to either break them, shoot at the unprotected side or circlestrafing to hit them by their back.
But if that would have been made, then a version for the player should have been made too. Not entirely dismissed if an update ever comes.

EDIT: "our Duke Nukem Forever mod just hit 10 000 downloads." Only counting Moddb downloads!

This post has been edited by Gambini: 01 June 2013 - 08:15 AM

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User is offline   Micky C 

  • Honored Donor

#450

You can include an extra 45 from CGS :lol:
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