RELEASE: DUKE NUKEM FOREVER 2013 "it wasn´t a hoax."
#421 Posted 20 May 2013 - 03:23 PM
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
#423 Posted 20 May 2013 - 03:38 PM
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
#424 Posted 20 May 2013 - 08:25 PM
Lunick Prime, on 20 May 2013 - 01:50 AM, said:
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
#425 Posted 20 May 2013 - 08:39 PM
Gambini, on 20 May 2013 - 03:38 PM, said:
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.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
#426 Posted 20 May 2013 - 10:04 PM
Gambini, on 20 May 2013 - 03:23 PM, said:
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
#427 Posted 21 May 2013 - 09:18 PM
Mikko_Sandt, on 20 May 2013 - 02:51 PM, said:
Yeah, early versions of DNF had the Duke3D fire and explosions.
#428 Posted 22 May 2013 - 12:24 AM
Jimmy, on 21 May 2013 - 09:18 PM, 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.
#429 Posted 22 May 2013 - 03:03 AM
#430 Posted 22 May 2013 - 10:27 AM
#431 Posted 22 May 2013 - 02:42 PM
#432 Posted 22 May 2013 - 07:44 PM
James, on 22 May 2013 - 12:24 AM, said:
You might be right.
Lunick Prime, on 22 May 2013 - 03:03 AM, said:
They're from stock footage, so they'd be silly to not dig up the source.
#433 Posted 22 May 2013 - 08:58 PM
Mikko_Sandt, on 20 May 2013 - 02:51 PM, said:
#435 Posted 25 May 2013 - 05:00 AM
Fox, on 22 May 2013 - 08:58 PM, said:
Quote
/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.
#436 Posted 25 May 2013 - 05:42 AM
I was working on a level for this, but then I got a CnD from Gearbox
#437 Posted 25 May 2013 - 07:21 AM
Lunick Prime, on 25 May 2013 - 05:42 AM, said:
You've got to be kidding me
#439 Posted 25 May 2013 - 12:43 PM
#441 Posted 25 May 2013 - 12:57 PM
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.
This post has been edited by NY00123: 25 May 2013 - 01:00 PM
#442 Posted 26 May 2013 - 10:16 PM
#443 Posted 26 May 2013 - 10:48 PM
#444 Posted 30 May 2013 - 03:16 AM
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
#445 Posted 30 May 2013 - 01:24 PM
There were a few "guide dangit" moments for the later portion:
Also
This post has been edited by leilei: 30 May 2013 - 01:28 PM
#446 Posted 01 June 2013 - 05:13 AM
#447 Posted 01 June 2013 - 05:19 AM
#448 Posted 01 June 2013 - 05:33 AM
Lunick Prime, on 01 June 2013 - 05:19 AM, said:
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.
#449 Posted 01 June 2013 - 08:11 AM
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
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