An extended look at Duke Nukem Half-Life (WARNING : IMAGE HEAVY)
#122 Posted 06 February 2014 - 09:26 AM
PikaCommando, on 06 February 2014 - 01:18 AM, said:
I thought Commando Nukem said that he was starting over again because the source code was lost? I also personally would've preferred a UDK-based mod, but it's their baby so whatever makes them happy.
#123 Posted 06 February 2014 - 10:12 AM
#124 Posted 06 February 2014 - 10:36 AM
So basically for me it's mostly experience and what I'm comfortable with.
A more personal reason - I know this is kind of beating a dead horse, and it's been over a decade, but somehow that 2001 trailer hasn't gotten old to me yet - which amazes me - most other stuff like that fades out in time, even the most interesting of stuff, but every time I go back and watch that 01 trailer it just gives me a certain feeling. It won't be "what DNF was in 2001", but if we could manage to capture at least what it might have felt like had it been made, part of me finds that more interesting then doing something more modern.
This post has been edited by Bloodshot: 06 February 2014 - 10:42 AM
#125 Posted 06 February 2014 - 10:54 AM
Bloodshot, on 06 February 2014 - 10:36 AM, said:
So basically for me it's mostly experience and what I'm comfortable with.
A more personal reason - I know this is kind of beating a dead horse, and it's been over a decade, but somehow that 2001 trailer hasn't gotten old to me yet - which amazes me - most other stuff like that fades out in time, even the most interesting of stuff, but every time I go back and watch that 01 trailer it just gives me a certain feeling. It won't be "what DNF was in 2001", but if we could manage to capture at least what it might have felt like had it been made, part of me finds that more interesting then doing something more modern.
Pretty much as you say, sir.
I don't know the Unreal engine in any of it's forms. I have very little experience with any of the formats it employs for packing things away. I tried using Unreal ED a few times, and I can safely say that I do not like the way it works.
I know Half-Life. People who come onto the team can rest assured that I can help them through the basics. It's also a matter of, in spirit, continuing the project that was killed those years ago. If I were to switch to an open source engine to finish it, that wouldn't be the case... And the only engine I would choose other than Half-Life, is Darkplaces. Even then i'd still be using the Half-Life map format that is included. But we're not going to do that. This is a Half-LIfe mod as it always has been, and it will be the best that we can make it.
#126 Posted 06 February 2014 - 11:24 AM
Hammer is, for me, easier to use also, ESPECIALLY terrain.
I'll post some screenshots of something I just worked on as a test later today if that's cool? It's a few western like buildings and a remake of the deck/platform hanging off a cliff that gets blown up in the 98 trailer
This post has been edited by HulkNukem: 06 February 2014 - 11:42 AM
#127 Posted 06 February 2014 - 11:46 AM
HulkNukem, on 06 February 2014 - 11:24 AM, said:
Hammer is, for me, easier to use also, ESPECIALLY terrain.
I'll post some screenshots of something I just worked on as a test later today if that's cool? It's a few western like buildings and a remake of the deck/platform hanging off a cliff that gets blown up in the 98 trailer
Please do.
#128 Posted 06 February 2014 - 11:50 AM
*Gets shot*
I'm with Bloodshot and Commando Nukem here, GoldSRC is way more 2001
#129 Posted 06 February 2014 - 12:58 PM
This is what they know, let them get on with it.
#130 Posted 06 February 2014 - 01:06 PM
With an old school engine such as GoldSrc or UEngine, the game/mod will practically run on anything post-2001.
But, it's up to the team if they want to use GoldSrc.
#131 Posted 06 February 2014 - 01:53 PM
Sweet Jesus, this is some sweet looking mod, words cannot explain how much praise you guys deserve for making this.
Honestly, good job guys! I will definately dig this when it's done
#132 Posted 06 February 2014 - 02:03 PM
#133 Posted 06 February 2014 - 02:31 PM
Nobody on the team is ever allowed to say it, though.
#134 Posted 06 February 2014 - 02:44 PM
Commando Nukem, on 06 February 2014 - 02:31 PM, said:
Nobody on the team is ever allowed to say it, though.
sooooo...
what is the release date?
#135 Posted 06 February 2014 - 03:07 PM
There. How's that for an answer not totally loaded with shit?
#136 Posted 06 February 2014 - 03:51 PM
0/10 your PR guys sucks and Duke is doomed
/s
Seriously tought, everyone and their mother already said it but this is looking really promising, I'd say professional stuff even.
Though you might want to avoid a cease and desist order by naming it Duky Nukum or something.
#138 Posted 06 February 2014 - 09:02 PM
#140 Posted 07 February 2014 - 02:49 AM
#141 Posted 07 February 2014 - 07:20 AM
On another note, when this is finished, would it be possible for you to also release that older build for historical purposes?
#142 Posted 07 February 2014 - 04:06 PM
Obviously these are in no way a near final thing and the textures and detailing aren't final either
Remade this platform from the 1998 trailer
This post has been edited by HulkNukem: 07 February 2014 - 04:28 PM
#143 Posted 08 February 2014 - 01:33 AM
Yeah, you may want to get your hands on "Zoner's Half-Life Tools" from zhlt.info if you have not. They improve performance and such for newer computers during compile, and you can make use of the NULL texture on unseen faces to help optimize the maps that way. (Better frame-rate, fewer polygons on excessive points of interest.).
Bloodshot and I did a bit of an experiment of sorts today and I managed to record some of it into demo files. Mostly it was supposed to be a simple test of the Duke mesh on a standard HL rig, a bit of a big thing.
Also, for any would be mappers out there, if you want to work with stock HL and work on your maps for Duke while custom wads are being built up, here's a developer wad file I've put together. This can help you to build maps to proper scale and to keep things fairly clean. (NOTE: packaged within the wad file are the Zoner textures, so you do not need to include zhl.wad anymore.)
https://dl.dropboxus...Stuf/dn_dev.wad
#145 Posted 08 February 2014 - 04:32 AM
Commando Nukem, on 08 February 2014 - 01:33 AM, said:
https://dl.dropboxus...Stuf/dn_dev.wad
Nice. Just fooled around a bit with them and they look great. If I'd do something it'd probably be a remake of another map (from DN3D) or something (when I have the time, busy with other map related stuff at the moment).
#146 Posted 08 February 2014 - 06:38 AM
http://jackhammer.hlfx.ru/en/
It has all the features to fully map both for GoldSrc and Quake. Check it out!
#147 Posted 08 February 2014 - 07:29 AM
#148 Posted 08 February 2014 - 08:50 AM
Micky C, on 08 February 2014 - 02:49 AM, said:
I was going to ask the exact same thing but I figured the answer was no, otherwise HulkNukem probably would've made an animated gif out of if it, or at least mentioned it.
PS. I'm not even going to bother asking how to get there in the DLC's 1st level!
#149 Posted 08 February 2014 - 01:27 PM
Tea Monster, on 08 February 2014 - 07:29 AM, said:
I use TrenchBroom myself but I don't know if it supports Half-Life. I'll have to look into that.
#150 Posted 08 February 2014 - 04:40 PM
Micky C, on 08 February 2014 - 02:49 AM, said:
Duke Rocks, on 08 February 2014 - 08:50 AM, said:
Oh?
(I cooked this up in a few seconds so yes it is rather fugly )