Duke3D & SW - Early/Alpha/Beta/Gold Material
#1771 Posted 09 July 2016 - 10:44 AM
#1772 Posted 09 July 2016 - 11:06 AM
This post has been edited by Fulsy: 09 July 2016 - 11:10 AM
#1773 Posted 09 July 2016 - 11:12 AM
CatNapDreams, on 09 July 2016 - 10:34 AM, said:
http://www.history.c...ersity-of-texas
Quote
I'd have to somehow convince someone it was worth doing, despite the fact that it would never make them any money and would do very little for their overall public image.
#1774 Posted 09 July 2016 - 11:38 AM
Fulsy, on 09 July 2016 - 11:06 AM, said:
It sucks that my license to Duke3D ended up being invalid, but that turned out to be through no fault of Gearbox. They're actually treating me very well currently. I foresee no future problems.
#1776 Posted 09 July 2016 - 02:46 PM
#1777 Posted 09 July 2016 - 02:49 PM
deuxsonic, on 09 July 2016 - 02:46 PM, said:
There's LamedukeX, an eDuke32-based mod which attempts to recreate the levels and the weapons from Lameduke, but uses a horrible palette where everything looks way more brown than it should be.
Fulsy, on 09 July 2016 - 11:06 AM, said:
I'd pay for a Definitive Edition of DNF that includes what was done with the Quake 1 and 2 engines, which had hyped me up for DNF in the first place.
This post has been edited by Altered Reality: 09 July 2016 - 02:51 PM
#1778 Posted 09 July 2016 - 04:14 PM
#1779 Posted 09 July 2016 - 04:26 PM
Hendricks266, on 09 July 2016 - 10:44 AM, said:
Please talk to them about the Sw betas ( and please don't f*ck it up )
Why do you need to speak to them about DK, that isn't a whole separate ball of wax?
Redux is terrible and I said it from the beginning. No multiplayer, no shadows for the enemies.. horrible health/ammo font, I had to bitch at them to implement both x AND y mouse adjustment and more oddities, oh and seemingly no more effort or support for it. There's a few cool points such as the music but it strayed too far from the classic for my liking. I'm not making this stuff up because I'm biased at all, I would much rather enjoy and promote their work but facts are facts.
Out for a quick buck on steam and it could have been the next big step for SW.. they missed the mark by 10 miles.
I think they knew their ROI would be slim so they put as little effort in as possible.
I'd love to know what the SW IP went for.. dollar-wise. Hell, I shoulda bought it, lol. LOOOOOL
I missed that garage sale.
This post has been edited by RobMan: 09 July 2016 - 07:12 PM
#1780 Posted 09 July 2016 - 05:10 PM
Altered Reality, on 09 July 2016 - 02:49 PM, said:
Maybe just the weapons?
#1781 Posted 09 July 2016 - 05:11 PM
RobMan, on 09 July 2016 - 04:26 PM, said:
If they aren't willing to put in the time for a proper SW port(Redux I agree was a pile of shit), what makes you think they will take the time to get the older builds prepped and ready for release? If something like this does go forward, I would hope Hendricks doesn't get stuck doing a whole bunch of work for free; I would hope Devolver would actually put up some cash for the effort.
This post has been edited by icecoldduke: 09 July 2016 - 05:16 PM
#1782 Posted 09 July 2016 - 06:49 PM
Worth a shot
This post has been edited by RobMan: 09 July 2016 - 06:51 PM
#1783 Posted 09 July 2016 - 07:01 PM
This post has been edited by Hendricks266: 09 July 2016 - 07:40 PM
#1784 Posted 09 July 2016 - 08:19 PM
And with SW, I feel that Devolver wouldn't mind but it would probably need to be asked with a contract, and they would have to agree to the terms as it wouldn't be right for them to take full credit or to market it for sale.
I also think for now everyone needs to think about the D3D and SW stuff before jumping the gun on DNF and Prey stuff, as that will probably be less likely to happen.
And I'm sure the ROTT assets could be released since 3DR still owns that IP. Even the Wolf 3d II could be released I'm sure, or at least the graphics (the Wolfenstein community would fucking love that, and yes they still exist even though their numbers are low).
This post has been edited by gerolf: 09 July 2016 - 08:19 PM
#1785 Posted 09 July 2016 - 08:30 PM
#1786 Posted 09 July 2016 - 08:55 PM
Altered Reality, on 09 July 2016 - 02:49 PM, said:
I'd pay for a Definitive Edition of DNF that includes what was done with the Quake 1 and 2 engines, which had hyped me up for DNF in the first place.
And don't forget all the Unreal 1 stuff that was done before they switched to an in-house rendering system built from scratch. I would absolutely love to see the work from that crucial 1999-2002 time period, especially that of the uber-talented then-level designer Wieder. From everything I know, those are the builds that DNF was meant to be, a game that would've made the franchise stand beside or quite possibly even above the Half-Life series. It's almost unbearable to know that these mind-blowing assets will most likely never see the light of day.
#1787 Posted 10 July 2016 - 01:11 PM
Duke Rocks, on 09 July 2016 - 08:55 PM, said:
Truth to be told, I'm actually less interested in the Unreal stuff than I am in the Quake 1 and 2 stuff. The reason is that the engine switch caused development to switch from attempting to make a game as fast as possible, to making a test bed for every idea that would tickle George's fancy at the time (if you read the interviews, plan updates and press releases in my DNF museum, you can perceive the change of tone between "before" and "after"). My interest in the 1999-2002 stuff would mainly be to test my prediction that it wouldn't live up to its own mystique, as well as my additional prediction that afterward, people would bitch that Gearbox purposefully crippled it and removed the good stuff (additional additional prediction: even after Wieder comes and says it's not the case).
This post has been edited by Altered Reality: 10 July 2016 - 01:18 PM
#1788 Posted 10 July 2016 - 01:15 PM
#1789 Posted 10 July 2016 - 01:50 PM
PikaCommando, on 10 July 2016 - 01:15 PM, said:
On the flipside, Unreal 1-based games are a pain in the ass to run in stereoscopy on modern systems (if not plainly impossible), because the only API which every stereoscopic driver supports is Direct3D 9, while Unreal 1-based games typically use Direct3D 6. This can be done with the original Unreal, Deus Ex and Unreal Tournament, but only because they have Direct3D 9-based ports.
Then you have games based on Quake and Quake2 engines, which you need to hack to run in widescreen and stereoscopy on modern systems, but the effect is absolutely flawless. Case in point: SiN.
#1790 Posted 10 July 2016 - 02:15 PM
Supposedly we seen 90% of the Quake 2 build with the 1998 trailer which kind of lowered my expectations with that version.
#1791 Posted 10 July 2016 - 03:33 PM
Altered Reality, on 10 July 2016 - 01:11 PM, said:
Fresch stated that basically everything from the Q1 and 2 builds has been shown already via the 1998 trailer and and even earlier screenshots. From what I also gathered by his comments, the Unreal 1 iteration by late 2002 was actually a "real", content-heavy game that could've easily been finished up and shipped...as opposed to being just conceptual mock-ups built for the sake of show-and-tell. It makes sense, because the Quake stuff only had a few months worth of work put into it. The Unreal version had had years by the time 2003 came around.
#1792 Posted 10 July 2016 - 11:05 PM
#1793 Posted 11 July 2016 - 03:26 AM
This post has been edited by Altered Reality: 11 July 2016 - 03:27 AM
#1794 Posted 11 July 2016 - 04:09 AM
#1795 Posted 11 July 2016 - 04:25 AM
Altered Reality, on 11 July 2016 - 03:26 AM, said:
iirc Fred said the Quake 2 version of DNF starts development where the Quake 1 version left off and that development never got past Hoover Dam (which is what prompted the change to Unreal engine, I think?) which is Zone 5 out of the 6 Zones planned for the game (For reference, the 6 Zones as follows: Vegas, Highway, EDF Base, Desert/Ghost Town, Hoover Dam, Area 51). I assume Lake Mead is the first half of Zone 5 like how the Nevada Desert precedes Ghost Town in the same Zone.
#1796 Posted 11 July 2016 - 06:45 AM
Hasn't it been said the 2001 trailer was basically another example of what was shown basically being all there was, some mockups? If both the major trailers they showed at E3 were like that, then was there ever a version that was far into development other than what was released as the final game?
#1797 Posted 11 July 2016 - 06:59 AM
Altered Reality, on 11 July 2016 - 03:26 AM, said:
You are disagreeing with a developer who was on the project? What's even worse is the only evidence your citing is a couple areas that weren't included in the official trailer ? You should take Charlies word, since 1) he was on the project and 2) has no reason to lie about the state of the project.
PikaCommando, on 11 July 2016 - 04:25 AM, said:
IMO what prompted the change to Unreal was it was a shinny new piece of technology. Shinny keys won again.
This post has been edited by icecoldduke: 11 July 2016 - 07:06 AM
#1798 Posted 11 July 2016 - 07:35 AM
icecoldduke, on 11 July 2016 - 06:59 AM, said:
I'm disagreeing with Fresch, who was never on the project. See this quote
Duke Rocks, on 10 July 2016 - 03:33 PM, said:
Also, Wieder was not yet on the project when DNF used the Quake2 engine, and he never talked about the conditions of that version.
icecoldduke, on 11 July 2016 - 06:59 AM, said:
Balls of Steel Limited Edition Guide, page 379: "As I recall, the Hoover Dam area was the main catalyst for us to switching to the Unreal engine. We saw the Unreal beta and it looked fantastic. The big attractor for us was that it could render these large outdoor spaces without killing the frame rate. This ended up being the big motivator for us switching from the Quake II engine to Unreal - which some might say was the beginning of the curse. If it wasn't for Hoover Dam, we would've probably stuck with the Quake II engine."
This post has been edited by Altered Reality: 11 July 2016 - 07:47 AM
#1799 Posted 11 July 2016 - 07:46 AM
Altered Reality, on 11 July 2016 - 07:35 AM, said:
Also, Wieder was not yet on the project when DNF used the Quake2 engine, and he never talked about the conditions of that version.
99% was used in the 1998 trailer. All there was, were levels containing scenes used in the trailer.
Each one was scripted for that purpose, believe it or not. There's not much more to it.
And yes, you're right. But that was only in planning stages.
What they wanted to do (Hoover Dam Included), was simply not possible with the Q2 Engine (Large open spaces).
The content was never actually developed.
This post has been edited by Frederik Schreiber: 11 July 2016 - 07:57 AM