Duke4.net Forums: RELEASE: DUKE NUKEM FOREVER 2013 - Duke4.net Forums

Jump to content

  • 36 Pages +
  • « First
  • 26
  • 27
  • 28
  • 29
  • 30
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic

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

#811

Okay, I've removed everything Duke Nukem 3D related from my laptop, and put on a fresh install of both GOG release of the game, and the DNF mod... now everything works.

I... have no idea what happened. :P Sorry for wasting everyone's time.
1

User is offline   Perro Seco 

#812

I want to inform about another bug, but it's a little one.

I'm using the same code of the motorbike in my TC, and I found that if you let the bike go down in a sloped sector whitout pressing any key, you die:


If you do the same but going up, you fly:


I'm trying to find what is causing that bug, but I can't find nothing strange in the code...
1

User is offline   DavoX 

  • Honored Donor

#813

Those are well known bugs. Unfortunately it seems hard to fix or the person who created the bike code didn't fix it yet.
2

User is offline   Danukem 

  • Duke Plus Developer

#814

I think I can fix that. It sounds like the bike thinks that it has jumped off of a ramp in both cases. Obviously, code to handle falling and flying should be de-coupled from whether the player is pressing movement keys. I will do some work on this mod when I'm done updating another project.
3

User is offline   FistMarine 

#815

I have experienced the same bugs when I played the mod last time. The bike either floats and I'm hearing Duke screaming and then I die few seconds later or I sometimes just randomly take falling damage when going up or down to a slope.
0

User is offline   Perro Seco 

#816

I'm not sure because I'm not an expert, but I think this may help to fix the bug. Maybe inside the updatesprisect state of EBIKE.CON:

http://wiki.eduke32....Getflorzofslope
0

User is offline   Gambini 

#817

Posted Image

DUKE NUKEM FOREVER 2017 IS HIRING VOICE ACTORS

If you think you can do any of these, PM me a demo of the below linked lines, or send it to gallo dot luciano1@gmail dot com. New lines may be eventually requested.

Ladykiller waitress:

https://youtu.be/TDlB2P1leRM?t=1m1s

Ladykiller Broom dude:

https://youtu.be/TDlB2P1leRM?t=1m9s

Gral Graves:

https://youtu.be/TDlB2P1leRM?t=1m17s

EDF Soldier:

https://youtu.be/TDlB2P1leRM?t=1m27s

Gus, the miner:

https://youtu.be/TDlB2P1leRM?t=2m10s

If your voice matchs our needs, you get in exchange early access to the Beta and your name on the credits. I know not too many ladies come here so if you happen to know of a girl that can voice the waitress, get her in touch with me.
7

User is offline   Mark 

#818

I'll give a try at all the male voices tomorrow. I'll write down the dialog tonight.
1

User is offline   Gambini 

#819

That´s great! I didn´t write the lines because I assume whoever will voice them should have no problem understanding what they say. I forgot to say we´d preferably use native americans.
0

User is offline   Mark 

#820

Not to worry. I got a great 'murican accent. :blink: I would start tonight but "The Walking Dead" is on TV

This post has been edited by Mark.: 19 March 2017 - 05:09 PM

0

User is offline   Tea Monster 

  • Polymancer

#821

LOL, I'll have a go.
0

User is offline   Mark 

#822

It will be good to have variety to choose from. I'm no Seth Mcfarlane. :blink:
0

User is offline   NNC 

#823

Wait a minute, what is "Duke Nukem Forever 2017"?
0

User is offline   Danukem 

  • Duke Plus Developer

#824

 Nancsi, on 20 March 2017 - 08:38 AM, said:

Wait a minute, what is "Duke Nukem Forever 2017"?


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.
2

User is offline   Mark 

#825

I emailed 2 attempts for the miner voice. Regular and a little higher pitched. More to come.

For the door guy and the soldier I'm mixing the voice with a tense orchestral music track to give a feel for how it will sound in the game. Hearing just the voice alone sounds flat.

This post has been edited by Mark.: 20 March 2017 - 11:12 AM

1

User is offline   Mark 

#826

I emailed 3 attempts for the "pissed off" voice.
0

User is offline   NNC 

#827

 Trooper 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.


I know what is DNF2013, just DNF2017 surprised me. What are these major updates?
0

User is offline   HiPolyBash 

#828

They hired everyone who worked on Duke Forever from '98 - '02 and had them finish the game. This is the real Duke Nukem Forever or at least as close as we'll ever get to it.

This post has been edited by HiPolyBash: 20 March 2017 - 06:44 PM

0

User is offline   Richard Shead 

  • "Dick Nasty"

#829

 HiPolyBash, on 20 March 2017 - 06:44 PM, said:

They hired everyone who worked on Duke Forever from '98 - '02 and had them finish the game. This is the real Duke Nukem Forever or at least as close as we'll ever get to it.


Wait, what?!? You can't possibly be serious... :blink:
0

User is offline   HiPolyBash 

#830

You're right. I'm not :blink:

In all seriousness I'm looking forward to this update. Duke Nukem Forever 2013 was great and it can only get better. :blink:
0

User is offline   Gambini 

#831

 Nancsi, on 20 March 2017 - 05:40 PM, said:

I know what is DNF2013, just DNF2017 surprised me. What are these major updates?


We are revisiting the mod, making levels bigger, adding new levels too just as enemies, weapons, etc. It´s a slight detach from the original phylosphy too, it will use a new Polymost mode which looks (color and shadingwise) a lot like software but with true perspective and allowing us to add models. It will retain to a large degree the original feel but wont be as oldschool as the 2013 version.

I have been posting some updates but on the "what are you working on" thread, take a look:

Posted Image

Posted Image

Posted Image

Posted Image

Posted Image

Posted Image
Posted Image
15

User is offline   HiPolyBash 

#832

Posted Image
1

User is offline   Richard Shead 

  • "Dick Nasty"

#833

 Gambini, on 20 March 2017 - 07:50 PM, said:


Posted Image

Attached thumbnail(s)

  • Attached Image: 2001.jpg


This post has been edited by Richard Shead: 20 March 2017 - 10:28 PM

0

User is offline   NNC 

#834

Great news Gambini. Is Mikko involved in the updates?

Also I hope the stuff won't derail too much from the original style. It was a great mix of classic DN3D and modern (by Build Engine standards) DNF2001 style.

This post has been edited by Nancsi: 21 March 2017 - 05:58 AM

0

User is offline   oasiz 

  • Dr. Effector

#835

Looks nice!

Seems that the aim is for a more Unreal1 meets build style so I wouldn't worry too much there.. :blink:
I honestly feel that there is some potential for an early HW accelerated twist some day but that would require some actual light sources as people loved to have coloured lightmaps those days.

Still need to actually find time to play the original 2013 mod when I am less busy.
0

User is offline   HiPolyBash 

#836

 oasiz, on 21 March 2017 - 06:57 AM, said:

I honestly feel that there is some potential for an early HW accelerated twist some day but that would require some actual light sources as people loved to have coloured lightmaps those days.

This is something I have thought about...it'd be cool if there was a Polymer version of this mod that gradually evolved over time. Do something like the Hollywood Holocaust remake that's in progress or Duke Eternity and push Polymer as far as you can, see how much it evolves. Total pipe dream and this update looks fantastic as is but it never hurts to dream.
0

User is offline   Mark 

#837

With large outdoor areas and lots of action with many enemies and projectiles would probably give horrible frame rates in Polymer.
2

User is offline   Gambini 

#838

This is what happens to people that pronounces polymer or high resolution on our thread:

Posted Image
5

#839

 Gambini, on 19 March 2017 - 04:35 PM, said:

Posted Image

DUKE NUKEM FOREVER 2017 IS HIRING VOICE ACTORS

If you think you can do any of these, PM me a demo of the below linked lines, or send it to gallo dot luciano1@gmail dot com. New lines may be eventually requested.

Ladykiller waitress:

https://youtu.be/TDlB2P1leRM?t=1m1s

Ladykiller Broom dude:

https://youtu.be/TDlB2P1leRM?t=1m9s

Gral Graves:

https://youtu.be/TDlB2P1leRM?t=1m17s

EDF Soldier:

https://youtu.be/TDlB2P1leRM?t=1m27s

Gus, the miner:

https://youtu.be/TDlB2P1leRM?t=2m10s

If your voice matchs our needs, you get in exchange early access to the Beta and your name on the credits. I know not too many ladies come here so if you happen to know of a girl that can voice the waitress, get her in touch with me.


Man, if you were asking for Duke I'd be more than happy to. I just don't know if I could pull the other voices off.
0

User is offline   HiPolyBash 

#840

 Gambini, on 21 March 2017 - 07:40 PM, said:

This is what happens to people that pronounces polymer or high resolution on our thread:

Posted Image

Yes, because a hypothetical DNF mod that used high resolution assets and a decent lighting system is something no one wants.

It'd be something awesome to see if some sort of optimized variant of Polymer popped into existence one day or PolymerNG eventually materialises as a sort of expansion or spin off of DNF mod built closer to the 1999 - 2003 version visually.

Not trying to detract from this mod - DNF 2013 was awesome and what's been shown off of this update looks fantastic too but it doesn't hurt to dream. Back to something more relevant I'm hyped as fuck for this. I had hope something would be worked on in the future for this especially after the tease on the ModDB http://www.moddb.com...-getting-bigger

Is there any time frame for an expected release? And don't say when it's done...
1

Share this topic:


  • 36 Pages +
  • « First
  • 26
  • 27
  • 28
  • 29
  • 30
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks not owned by Voidpoint, LLC are the sole property of their respective owners. Play Ion Fury! ;) © Voidpoint, LLC

Enter your sign in name and password


Sign in options